In my previous question here. I successfully found out how to read and draw a level each frame from an image.
Now that I have inputted a Player class, the player moves really choppy despite the code not doing so. I know this because if I comment the level reading code out, the player moves fine.
I think it's the foreach loop doing this. I have no idea and help would be appreciated!
Just to save you time from clicking, here's my successful level-reading code.
public void readLevel(string path, GraphicsDevice graphics)
{
//GET AN ARRAY OF COLORS
Texture2D level = Content.Load<Texture2D>(path);
Color[] colors = new Color[level.Width * level.Height];
level.GetData(colors);
//READ EACH PIXEL AND DRAW LEVEL
Color brickRGB = new Color(128, 128, 128);
Color blankRGB = new Color(87, 0, 127);
int placeX = 0;
int placeY = 0;
foreach (Color pixel in colors)
{
SpriteBatch spriteBatch = new SpriteBatch(graphics);
spriteBatch.Begin();
if (pixel == brickRGB)
{
Texture2D brick = Content.Load<Texture2D>("blocks/brick");
spriteBatch.Draw(brick, new Rectangle(placeX, placeY, 40, 40), Color.White);
Rectangle rect = new Rectangle(placeX, placeY, 40, 40);
blocks.Add(rect);
}
else if (pixel == blankRGB)
{
Texture2D back = Content.Load<Texture2D>("titlescreen/back");
spriteBatch.Draw(back, new Rectangle(placeX, placeY, 40, 40), Color.White);
}
if (placeX == 840)
{
placeX = 0;
placeY += 40;
}
else placeX += 40;
spriteBatch.End();
}
}
Game.cs:
class Game
{
Player player;
LevelReader reader;
int level = 1;
public Game(ContentManager content)
{
reader = new LevelReader(content);
player = new Player(content);
}
public void Update()
{
player.Update();
}
public void Draw(GraphicsDevice graphics)
{
reader.readLevel("levels/l" + level, graphics);
player.Draw(graphics);
}
}
You might want to move the calls to spritebatch.Begin()
and spritebatch.End()
outside of your loop.
SpriteBatch spriteBatch = new SpriteBatch(graphics);
spriteBatch.Begin();
foreach (Color pixel in colors)
{
if (pixel == brickRGB)
{
Texture2D brick = Content.Load<Texture2D>("blocks/brick");
spriteBatch.Draw(brick, new Rectangle(placeX, placeY, 40, 40), Color.White);
Rectangle rect = new Rectangle(placeX, placeY, 40, 40);
blocks.Add(rect);
}
else if (pixel == blankRGB)
{
Texture2D back = Content.Load<Texture2D>("titlescreen/back");
spriteBatch.Draw(back, new Rectangle(placeX, placeY, 40, 40), Color.White);
}
if (placeX == 840)
{
placeX = 0;
placeY += 40;
}
else placeX += 40;
}
spriteBatch.End();