I am currently creating a space shooter game. To this game I want a background with stars that keeps looping for eternity.
In order to create this, I made a tile based system that simply creates a rectangle for each texture. I have been able to make said textures kinda loop, but when they do I get a really weird bug.
As you can see, my tiles are sometimes generating a small gap between each other, and I am not sure as of why.
The problem probably lies within my Background.cs file, but I am unsure of where.
Also, I would like a better name for "Background.cs". Do you think that something like "Tile.cs" is better?
Background.cs
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;
namespace SpaceShooter
{
class Background
{
public Texture2D texture;
public List<Rectangle> tiles = new List<Rectangle>();
public Color color;
public int tileSize;
public int speed;
GraphicsDevice graphicsDevice;
public Background(Texture2D texture, GraphicsDevice graphicsDevice, int tileSize)
{
this.texture = texture;
this.graphicsDevice = graphicsDevice;
this.tileSize = tileSize;
speed = 3;
this.color = Color.White;
CalculateTiles();
}
public void Update()
{
for (int i = 0; i < tiles.Count(); i++)
{
tiles[i] = new Rectangle(tiles[i].X, tiles[i].Y + speed, tiles[i].Width, tiles[i].Height);
if (tiles[i].Y >= graphicsDevice.Viewport.Height)
{
tiles[i] = new Rectangle(tiles[i].X, 0 - tiles[i].Height, tiles[i].Width, tiles[i].Height);
}
}
}
public void CalculateTiles()
{
if (tiles.Count() > 0)
{
for (int i = 0; i < tiles.Count(); i++)
{
tiles.Remove(tiles[i]);
}
}
int XT = (int)(graphicsDevice.Viewport.Width / (tileSize / 1.5f));
int YT = (int)(graphicsDevice.Viewport.Height / (tileSize / 1.5f));
for (int i = 0; i < XT; i++)
{
tiles.Add(new Rectangle(tileSize * i, 0, tileSize, tileSize));
for (int j = 0; j < YT; j++)
{
tiles.Add(new Rectangle(tileSize * i, tileSize * j, tileSize, tileSize));
}
}
}
public void Draw(SpriteBatch spriteBatch)
{
for (int i = 0; i < tiles.Count(); i++)
{
spriteBatch.Draw(texture, tiles[i], color);
}
}
}
}
Game.cs
public class Game1 : Microsoft.Xna.Framework.Game
{
Background background;
protected override void LoadContent()
{
// Assign Background
background = new Background(Content.Load<Texture2D>("Stars"),GraphicsDevice, 128);
}
protected override void Update(GameTime gameTime)
{
if(Keyboard.GetState(PlayerIndex.One).IsKeyDown(Keys.Escape))
this.Exit();
background.Update();
}
protected override void Draw(GameTime gameTime)
{
GraphicsDevice.Clear(bgc);
spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend);
// Call all drawing functions here
background.Draw(spriteBatch);
player1.Draw(spriteBatch);
player2.Draw(spriteBatch);
//
spriteBatch.End();
base.Draw(gameTime);
}
The problem has been solved.
I am now putting the tile up relative to the screen height instead of raw programming it to 0.
if (tiles[i].Y >= graphicsDevice.Viewport.Height)
{
tiles[i] = new Rectangle(tiles[i].X, tiles[i].Y - graphicsDevice.Viewport.Height - tiles[i].Height, tiles[i].Width, tiles[i].Height);
}