No suitable method to override Update(GameTime gameTime) - c#-4.0

I get the error as said above, which prevents me from testing to see whether my camera is working. The code is:
protected override void Update(GameTime gameTime)
{
KeyboardState keyBoardState = Keyboard.GetState();
//Rotate Cube along its Up Vector
if (keyBoardState.IsKeyDown(Keys.X))
{
cubeWorld = Matrix.CreateFromAxisAngle(Vector3.Up, .02f) * cubeWorld;
}
if (keyBoardState.IsKeyDown(Keys.Z))
{
cubeWorld = Matrix.CreateFromAxisAngle(Vector3.Up, -.02f) * cubeWorld;
}
//Move Cube Forward, Back, Left, and Right
if (keyBoardState.IsKeyDown(Keys.Up))
{
cubeWorld *= Matrix.CreateTranslation(cubeWorld.Forward);
}
if (keyBoardState.IsKeyDown(Keys.Down))
{
cubeWorld *= Matrix.CreateTranslation(cubeWorld.Backward);
}
if (keyBoardState.IsKeyDown(Keys.Left))
{
cubeWorld *= Matrix.CreateTranslation(-cubeWorld.Right);
}
if (keyBoardState.IsKeyDown(Keys.Right))
{
cubeWorld *= Matrix.CreateTranslation(cubeWorld.Right);
}
}
The line causing an error is:
protected override void Update(GameTime gameTime)

You are not inheriting from GameComponent, you have two options:
Inherite your class from GameComponent:
public class YourCameraClass : GameComponent { .... }
Remove the 'override' keyword in your update method declaration:
public void Update(Gametime gametime) {....}

Related

XNA background music change not work properly

In XNA, i want to manage background sound for every game state. For example; StartMenu music will be playing when option is Start or Playing music will be playing when option is Playing. I arranged code as followed, as you can see i create play and stop method inside all sound class but it's only working while exiting to game.
public abstract class Sound
{
public SoundEffect Item { get; set; }
public Song BgSound { get; set; }
public abstract void LoadContent(ContentManager content);
public abstract void Play();
public abstract void Stop();
}
public class GameSound : Sound
{
public GameSound()
{
BgSound = null;
Item = null;
}
public override void LoadContent(ContentManager content)
{
BgSound = content.Load<Song>("Sounds/BgSound");
MediaPlayer.IsRepeating = true;
}
public override void Play()
{
MediaPlayer.Play(BgSound);
}
public override void Stop()
{
MediaPlayer.Stop();
}
}
public class StartUpSound : Sound
{
public StartUpSound()
{
BgSound = null;
Item = null;
}
public override void LoadContent(ContentManager content)
{
BgSound = content.Load<Song>("Sounds/StartUp");
MediaPlayer.IsRepeating = false;
}
public override void Play()
{
MediaPlayer.Play(BgSound);
}
public override void Stop()
{
MediaPlayer.Stop();
}
}
public class GameBase : Microsoft.Xna.Framework.Game
{
//..
GameSound gameSoundFx = new GameSound();
StartUpSound startUpSoundFx = new StartUpSound();
//..
protected override void LoadContent()
{
spriteBatch = new SpriteBatch(GraphicsDevice);
gameSoundFx.LoadContent(Content);
startUpSoundFx.LoadContent(Content);
}
protected override void Draw(GameTime gameTime)
{
GraphicsDevice.Clear(Color.CornflowerBlue);
spriteBatch.Begin();
if (currentState == GameState.StartMenu)
{
startUpSoundFx.Play();
}
if (currentState == GameState.Playing)
{
startUpSoundFx.Stop();
gameSoundFx.Play();
}
spriteBatch.End();
base.Draw(gameTime);
}
}
Edited
Also i tried again like this but nothing has changed;
if (currentState == GameState.StartMenu)
{
startUpSoundFx.BgSound = Content.Load<Song>("Sounds/StartUp");
MediaPlayer.Play(startUpSoundFx.BgSound);
}
if (currentState == GameState.Playing)
{
MediaPlayer.Stop();
gameSoundFx.BgSound = Content.Load<Song>("Sounds/StartUp");
MediaPlayer.Play(gameSoundFx.BgSound);
}
This has already been answered -
https://gamedev.stackexchange.com/questions/86038/c-how-to-properly-play-background-songs-in-xna
Please review the answer there, here's the example included -
switch (currentGameState)
{
case GameState.MainMenu:
if (musicState == MusicState.Playing && currentGameState != lastGameState)
{
MediaPlayer.Stop();
musicState = MusicState.NotPlaying;
}
if (musicState == MusicState.NotPlaying)
{
MediaPlayer.Play(song_mainTheme);
musicState = MusicState.Playing;
}
break;
case GameState.GamePlaying:
if (musicState == MusicState.Playing && currentGameState != lastGameState)
{
MediaPlayer.Stop();
musicState = MusicState.NotPlaying;
}
if (musicState == MusicState.NotPlaying)
{
MediaPlayer.Play(song_actionTheme);
musicState = MusicState.Playing;
}
break;
}
It shows extending the states to allow for proper use of the Mediaplayer - as stated in the comments of your question.

Upgrading custom view list mvvmcross touch

Hi I am trying to upgrade our ios app from mvvmcross v1 to v3. I can't figure out how to make my custom buttonrow work.
My view ViewDidLoad it is the button items that binds to the button row
public override void ViewDidLoad()
{
base.ViewDidLoad();
SortingView.ViewModel = ViewModel;
_shown = false;
// Setup View Animatons
Buttons.OnClick = () => { AnimationTransition = ViewTransitionAnimation.TransitionFade; };
TopRightButton.TouchDown +=
(sender, args) => {
AnimationTransition = ViewTransitionAnimation.TransitionCrossDissolve;
};
// Setup Bindings
this.AddBindings(
new Dictionary<object, string>
{
{this.BackgroundImage, "{'ImageData':{'Path':'BackgroundImage','Converter':'ImageItem'}}"},
{this.TopbarBackground, "{'ImageData':{'Path':'TopBarImage','Converter':'ImageItem'}}"},
{this.TopLogo, "{'ImageData':{'Path':'Logo','Converter':'ImageItem'}}"},
{this.Buttons, "{'ItemsSource':{'Path':'ButtonItems'}}"},
{this.SlideMenu, "{'ItemsSource':{'Path':'VisibleViews'}}"},
{
this.SortingView,
"{'ItemsSource':{'Path':'CategoriesName'},'SelectedGroups':{'Path':'SelectedGroups'},'ForceUbracoUpdateAction':{'Path':'ForceUbracoUpdateAction'}}"
},
{this.SettingsButton, "{'TouchDown':{'Path':'TopRightButtonClick'},'Hide':{'Path':'HideTopbarButton'},'ImageData':{'Path':'TopButtonImage','Converter':'ImageItem'}}" },
{this.TopRightButton, "{'TouchDown':{'Path':'SecondaryButtonButtonPushed'},'Hide':{'Path':'HideTopbarButton2'},'ImageData':{'Path':'SettingsButtonImage','Converter':'ImageItem'}}" }
});
// Perform any additional setup after loading the view, typically from a nib.
NSNotificationCenter.DefaultCenter.AddObserver(UIApplication.DidBecomeActiveNotification, ReEnableSlideMenu);
this.SortingView.Hidden=true;
ViewModel.SettingButtonEvent += HandleSettingButtonPushed;
}
Here is my custom control "ButtonRow
[Register("ButtonRow")]
public class ButtonRow : CustomListViewController
{
private int _width = 0;
private UIImage _backgroundImage = null;
public ButtonRow(IntPtr handle)
: base(handle)
{
_width = (int)this.Frame.Width;
UseImageAsIcon = false;
FontSize=0;
}
public bool UseImageAsIcon { get; set; }
public UIImage BackgroundImage
{
get { return _backgroundImage; }
set { _backgroundImage = value; }
}
public int FontSize
{
get;set;
}
private Action _onClickAction;
private int _spacing = 0;
public Action OnClick
{
get
{
return _onClickAction;
}
set
{
_onClickAction = value;
}
}
/// <summary>
/// The add views.
/// </summary>
/// custom implementation for adding views to the button row
protected override void AddViews()
{
if (ItemsSource == null)
{
Hidden = true;
return;
}
base.AddViews();
foreach (UIView uiView in Subviews)
{
uiView.RemoveFromSuperview();
}
if (ItemsSource.Count == 0)
{
Hidden = true;
return;
}
if (_backgroundImage != null)
{
var frame = new RectangleF(0, 0, Frame.Width, Frame.Height);
var background = new UIImageView(frame) { Image = _backgroundImage };
AddSubview(background);
}
_width = _width - ((ItemsSource.Count - 1) * Spacing);
var buttonWidth = (int)Math.Ceiling (((double)_width) / ItemsSource.Count);
int index = 0;
foreach (ViewItemModel item in ItemsSource)
{
// creating custom button with needed viewmodel, nib etc is loaded in the class constructor
var button = new ButtonWithLabel(item, OnClick);
if (FontSize > 0)
{
button.FontSize(FontSize);
}
if (UseImageAsIcon)
{
button.AddBindings(
new Dictionary<object, string>
{
{ button, "{'IconLabel':{'Path':'Title'},'TitleFontColor':{'Path':'TitleFontColor'}}" },
{ button.icon, "{'ImageData':{'Path':'ImageIcon','Converter':'ImageItem'}}" }
});
}
else
{
// bindings created between the button and its viewmodel
button.AddBindings(
new Dictionary<object, string>
{
{button, "{'Label':{'Path':'Title'},'TitleFontColor':{'Path':'TitleFontColor'},'BackgroundColor':{'Path':'BackgroundColor'}}" },
{button.Background, "{'ImageData':{'Path':'ImageIcon','Converter':'ImageItem'}}" }
});
button.icon.Hidden = true;
}
// new frame of button is set, as the number of buttons is dynamic
int x = index == 0 ? 0 : index * (buttonWidth + Spacing);
button.SetFrame(new RectangleF(x, 0, buttonWidth, Frame.Height));
// the view of the button is added to the buttonrow view
AddSubview(button.View);
index++;
}
}
public int Spacing
{
get
{
return this._spacing;
}
set
{
this._spacing = value;
}
}
protected override void Dispose(bool disposing)
{
base.Dispose(disposing);
}
public override void Cleanup()
{
if(Subviews!=null)
{
foreach (var view in Subviews)
{
view.RemoveFromSuperview();
}
}
if(_backgroundImage!=null)
{
_backgroundImage.Dispose();
}
ItemsSource = null;
}
}
Here is my CustomListViewController
public class CustomListViewController: UIView
{
private IList _itemsSource;
private CustomViewSource _viewSource;
public CustomListViewController(MvxShowViewModelRequest showRequest)
{
ShowRequest = showRequest;
}
protected CustomListViewController()
{
}
public CustomListViewController(IntPtr handle)
: base(handle)
{
}
public bool IsVisible
{
get
{
return this.IsVisible;
}
}
public IList ItemsSource
{
get { return _itemsSource; }
set { _itemsSource = value; if(value!=null){CreateViewSource(_itemsSource); }}
}
public virtual void CreateViewSource(IList items)
{
if (_viewSource == null)
{
_viewSource = new CustomViewSource();
_viewSource.OnNewViewsReady += FillViews;
}
_viewSource.ItemsSource = items;
}
private void FillViews(object sender, EventArgs e)
{
AddViews();
}
protected virtual void AddViews()
{
// get views from source and do custom allignment
}
public virtual void Cleanup()
{
if(_viewSource!=null)
{
_itemsSource.Clear();
_itemsSource=null;
_viewSource.OnNewViewsReady -= FillViews;
_viewSource.ItemsSource.Clear();
_viewSource.ItemsSource = null;
_viewSource=null;
}
}
public MvxShowViewModelRequest ShowRequest { get;
private set;
}
}
And My CustomViewSource
public class CustomViewSource
{
private IList _itemsSource;
private List<UIView> _views=new List<UIView>();
public event EventHandler<EventArgs> OnNewViewsReady;
public CustomViewSource ()
{
}
public List<UIView> Views { get { return _views; } }
public virtual IList ItemsSource
{
get { return _itemsSource; }
set
{
// if (_itemsSource == value)
// return;
var collectionChanged = _itemsSource as INotifyCollectionChanged;
if (collectionChanged != null)
collectionChanged.CollectionChanged -= CollectionChangedOnCollectionChanged;
_itemsSource = value;
collectionChanged = _itemsSource as INotifyCollectionChanged;
if (collectionChanged != null)
collectionChanged.CollectionChanged += CollectionChangedOnCollectionChanged;
ReloadViewData();
}
}
protected object GetItemAt(int position)
{
if (ItemsSource == null)
return null;
return ItemsSource[position];
}
protected void CollectionChangedOnCollectionChanged(object sender, NotifyCollectionChangedEventArgs notifyCollectionChangedEventArgs)
{
ReloadViewData();
}
protected virtual void ReloadViewData()
{
if(ItemsSource==null){return;}
foreach (var VARIABLE in ItemsSource)
{
//call create view and add it to Views
}
//event new views created
if(OnNewViewsReady!=null)
OnNewViewsReady(this,new EventArgs());
}
protected virtual UIView CreateUIView(int position)
{
UIView view = null;
/*
//create view from nib
UIView newView=null;
return newView;
* */
return view;
}
}
Any one have any clues on how to make this work in mvvmcross v3 ?
I would like to make it so i can add x number of buttons and load the buttons from nib files. Have looked at the Kittens collection view example, but have not figured out how to make it work for my buttonRow, not sure if the collectionView is the right one to use as base.
The most common way to show a list is to use a UITableView.
There are quite a few samples around that show how to load these in MvvmCross:
n=2 and n=2.5 in http://mvvmcross.wordpress.com/
n=6 and n=6.5 in http://mvvmcross.wordpress.com/
Working with Collections in https://github.com/MvvmCross/MvvmCross-Tutorials/tree/master/Working%20With%20Collections
In your case, it looks like the previous coder has implemented some sort of custom control with custom layout. Adapting this to v3 shouldn't be particularly difficult, but you are going to need to read through and understand the previous code and how it works (this is nothing to do with MvvmCross - it's just app UI code).
One sample on dealing with custom views like this in iOS is the N=32 tutorial - http://slodge.blogspot.co.uk/2013/06/n32-truth-about-viewmodels-starring.html

JavaFX: Custom traversing with key combinations

I have a table with one editing combobox and three editable text fields,
editable fields create like this:
public class EditingCell extends TableCell<Person, String> {
private TextField textField;
public EditingCell() {
}
#Override
public void startEdit() {
super.startEdit();
if (textField == null) {
createTextField();
}
setGraphic(textField);
setContentDisplay(ContentDisplay.GRAPHIC_ONLY);
Platform.runLater(new Runnable() {
#Override
public void run() {
textField.requestFocus();
textField.selectAll();
}
});
}
#Override
public void cancelEdit() {
super.cancelEdit();
setText((String) getItem());
setContentDisplay(ContentDisplay.TEXT_ONLY);
}
#Override
public void updateItem(String item, boolean empty) {
super.updateItem(item, empty);
if (empty) {
setText(null);
setGraphic(null);
} else {
if (isEditing()) {
if (textField != null) {
textField.setText(getString());
}
setGraphic(textField);
setContentDisplay(ContentDisplay.GRAPHIC_ONLY);
} else {
setText(getString());
setContentDisplay(ContentDisplay.TEXT_ONLY);
}
}
}
private void createTextField() {
textField = new TextField(getString());
textField.setMinWidth(this.getWidth() - this.getGraphicTextGap() * 2);
textField.setOnKeyPressed(new EventHandler<KeyEvent>() {
#Override
public void handle(KeyEvent t) {
if (t.getCode() == KeyCode.ENTER) {
commitEdit(textField.getText());
} else if (t.getCode() == KeyCode.ESCAPE) {
cancelEdit();
} else if (t.getCode() == KeyCode.TAB) {
commitEdit(textField.getText());
TableColumn nextColumn = getNextColumn(!t.isShiftDown());
if (nextColumn != null) {
getTableView().edit(getTableRow().getIndex(), nextColumn);
}
}
}
});
textField.focusedProperty().addListener(new ChangeListener<Boolean>() {
#Override
public void changed(ObservableValue<? extends Boolean> observable, Boolean oldValue, Boolean newValue) {
if (!newValue && textField != null) {
commitEdit(textField.getText());
}
}
});
}
private String getString() {
return getItem() == null ? "" : getItem().toString();
}
/**
*
* #param forward true gets the column to the right, false the column to the left of the current column
* #return
*/
private TableColumn<Person, ?> getNextColumn(boolean forward) {
List<TableColumn<Person, ?>> columns = new ArrayList<>();
for (TableColumn<Person, ?> column : getTableView().getColumns()) {
columns.addAll(getLeaves(column));
}
//There is no other column that supports editing.
if (columns.size() < 2) {
return null;
}
int currentIndex = columns.indexOf(getTableColumn());
int nextIndex = currentIndex;
if (forward) {
nextIndex++;
if (nextIndex > columns.size() - 1) {
nextIndex = 0;
}
} else {
nextIndex--;
if (nextIndex < 0) {
nextIndex = columns.size() - 1;
}
}
return columns.get(nextIndex);
}
private List<TableColumn<Person, ?>> getLeaves(TableColumn<Person, ?> root) {
List<TableColumn<Person, ?>> columns = new ArrayList<>();
if (root.getColumns().isEmpty()) {
//We only want the leaves that are editable.
if (root.isEditable()) {
columns.add(root);
}
return columns;
} else {
for (TableColumn<Person, ?> column : root.getColumns()) {
columns.addAll(getLeaves(column));
}
return columns;
}
}
}
And editable combo column create like this:
public static void createEditingComboColumn(final TableColumn<DUMMY_PurchaseOrderLine, String> Column, final ObservableList<String>comboData, final ObservableList<DUMMY_PurchaseOrderLine> Pdata) {
Column.setCellFactory(new Callback<TableColumn<DUMMY_PurchaseOrderLine,String>,TableCell<DUMMY_PurchaseOrderLine,String>>(){
#Override
public TableCell<DUMMY_PurchaseOrderLine, String> call(TableColumn<DUMMY_PurchaseOrderLine, String> p) {
final TableCell<DUMMY_PurchaseOrderLine, String> cell = new TableCell<DUMMY_PurchaseOrderLine, String>(){
#Override
public void updateItem(String item, boolean empty) {
if(item!=null){
final ComboBox editableComboBox = new ComboBox(comboData);
editableComboBox.setEditable(true);
editableComboBox.setMaxWidth(Double.MAX_VALUE);
Platform.runLater(new Runnable() {
#Override
public void run() {
editableComboBox.requestFocus();
}
});
setGraphic(editableComboBox);
}
}
};
cell.addEventFilter(KeyEvent.KEY_PRESSED,new EventHandler<KeyEvent>(){
#Override
public void handle(KeyEvent t) {
activeRow = cell.getIndex();
if(t.getCode() == KeyCode.TAB||t.getCode() ==KeyCode.RIGHT){
cell.getTableView().edit(cell.getTableRow().getIndex(),cell.getTableView().getColumns().get(1) );
}
}
});
return cell;
}
});
}
Problem: when I press TAB/Right arrow key from any column work properly ,but when I press SHIFT+Tab /left arrow from second column focus goes out. How I focus first column (editing combo) from second column using keyboard?
Thanks....
The condition below in key event handler
if (t.getCode() == KeyCode.TAB)
will handle "TAB" + Any modifier, which means it will handle "Ctrl+TAB", "Alt+TAB", "Shift+Alt+TAB" etc. The same is true for "Right" key. So to handle the "TAB" alone only, the preferred way is to define KeyCodeCombination.
Your posted code is partial, not executable ie. not SSCCE. As I understand your problem lays in key event handling. Because of this I wrote a completely different code but demonstrates the explanation mentioned above. See example, and try to traverse forward with key combination different from "TAB" or "RIGHT". Try with "Ctrl+TAB" or "Alt+RIGHT". It will not work for them, as expected.
public class TraverseDemo extends Application {
#Override
public void start(Stage primaryStage) {
final TextField textField1 = new TextField();
final TextField textField2 = new TextField();
final TextField textField3 = new TextField();
// Diasble all traversals since we will manage them manually, for only textField2.
textField1.setFocusTraversable(false);
textField2.setFocusTraversable(false);
textField3.setFocusTraversable(false);
// Define key combinations for traversals.
final KeyCombination kcTab = KeyCodeCombination.valueOf("TAB");
final KeyCombination kcShiftTab = KeyCodeCombination.valueOf("Shift+TAB");
final KeyCombination kcRight = KeyCodeCombination.valueOf("RIGHT");
final KeyCombination kcLeft = KeyCodeCombination.valueOf("LEFT");
// Default initial focused textfield
requestFocus(textField2);
textField2.addEventFilter(KeyEvent.KEY_PRESSED, new EventHandler<KeyEvent>() {
#Override
public void handle(KeyEvent t) {
if (kcTab.match(t) || kcRight.match(t)) {
System.out.println("traverse forward");
requestFocus(textField3);
} else if (kcShiftTab.match(t) || kcLeft.match(t)) {
System.out.println("traverse backward");
requestFocus(textField1);
}
}
});
StackPane root = new StackPane();
root.getChildren().add(HBoxBuilder.create().spacing(10).children(textField1, textField2, textField3).build());
Scene scene = new Scene(root, 300, 150);
primaryStage.setScene(scene);
primaryStage.show();
}
private void requestFocus(final Node node) {
Platform.runLater(new Runnable() {
#Override
public void run() {
node.requestFocus();
}
});
}
public static void main(String[] args) {
launch(args);
}
}

proxy pattern no suitable methods found to override? Help i'm not sure what just went wrong

This is all in the form...
namespace Proxy_Pattern
{
public partial class Form1 : Form
{
public Form1()
{
InitializeComponent();
}
double bankAmount = 1000.00;
private void btnCheck_Click(object sender, EventArgs e)
{
double amount;
amount = double.Parse(txtAmount.Text);
CheckProxy cp =new CheckProxy();
cp.CheckTransactionRequest(amount);
lbltotal.Text = bankAmount.ToString();
}
private void btnCreditCard_Click(object sender, EventArgs e)
{
}
}
abstract class BankSubject
{
public abstract void CreditTransactionRequest(double amount);
public abstract void CheckTransactionRequest(double amount);
}
class RealBankSubject : BankSubject
{
double bank;
public RealBankSubject(double m_bacc)
{
bank = m_bacc;
}
public override void CreditTransactionRequest(double num)
{
bank -= num;
}
public override void CheckTransactionRequest(double num)
{
bank += num;
}
}
Does not implement inherited abstract members.... but why?
class CreditCardProxy : BankSubject
{
RealBankSubject realSubject;
double amount;
public CreditCardProxy (double m_bacc)
{
amount = m_bacc ;
}
no suitable method to override?... how is this an error? I have a method right here?
public override void CreditTransactionRequest()
{
if (realSubject == null)
{
realSubject = new RealBankSubject(amount);
}
realSubject.CreditTransactionRequest(amount);
}
public override void CheckTransactionRequest()
{
}
}
class CheckProxy : BankSubject
{
RealBankSubject realSubject;
double amount;
public override void CreditTransactionRequest()
{
}
public override void CheckTransactionRequest()
{
if (realSubject == null)
{
realSubject = new RealBankSubject(amount);
}
realSubject.CheckTransactionRequest(amount);
}
}
}
In your proxy, you are not specifying the amount as a parameter to the method:
public override void CreditTransactionRequest();
So it cannot override
public abstract void CreditTransactionRequest(double amount);
as the method signature doesn't not match
CreditTransactionRequest in CreditCardProxy does not take any arguments but CreditTransactionRequest in BankSubject does. This is why you can not override the method the signatures do not match.

Making a sprite shoot

I have a sprite that moves on the bottom of the screen from left to right if you press down left and right key.
I want to be able to shoot something (any sprite I want) from the sprite that is moving on the bottom of the screen and have that sprite just go directly up.
How could I do this?
Don't copy and paste this exactly but it's going to look something like this when you split those classes:
namespace SpaceInvadersGame
{
class Player : Microsoft.Xna.Framework.Game
{
Texture2D PlayerTexture;
Vector2 PlayerPosition;
public Player()
{
}
protected override void LoadContent()
{
PlayerTexture = Content.Load<Texture2D>(#"Images/freshman2");;
PlayerPosition = Vector2.Zero;
base.LoadContent();
}
public Vector2 GetPosition()
{
return this.PlayerPosition;
}
public void Update()
{
KeyboardState keyboardState = Keyboard.GetState();
if (keyboardState.IsKeyDown(Keys.Left))
freshamPos.X -= freshmanSpeed;
if (keyboardState.IsKeyDown(Keys.Right))
freshamPos.X += freshmanSpeed;
if(keyboardState.IsKeyDown(Keys.Space))
theBullet = new Bullet(this);
}
public void Draw(SpriteBatch SpriteBatch)
{
}
}
}
namespace SpaceInvadersGame
{
class Bullet : Microsoft.Xna.Framework.Game
{
Texture2D BulletTexture;
Vector2 BulletPosition;
Player thePlayer;
public Bullet(Player player)
{
this.thePlayer = player;
}
protected override void LoadContent()
{
BulletTexture = Content.Load<Texture2D>(#"Images/bullet");;
BulletPosition = thePlayer.GetPosition();
base.LoadContent();
}
public void Update()
{
//in here is where you would just do something like:
//BulletPosition.Y += 1;
}
public void Draw(SpriteBatch SpriteBatch)
{
}
}
}

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