Im trying to make a collision rectangle work with a list.
So here is the code :
List<Planet> planets;
Planet planet;
Texture2D levelSelectTexture;
Texture2D star;
Vector2 position;
Rectangle planetRectangle;
public PlanetSelect(EventHandler screenEvent, GraphicsDevice graphics, ContentManager content, SpriteBatch batch)
: base(screenEvent, graphics, content, batch)
{
star = content.Load<Texture2D>("ursaeMajorisStar");
position = new Vector2((Graphics.Viewport.Width - star.Width) / 2, (Graphics.Viewport.Height - star.Height) / 2);
planets = new List<Planet>();
Planet planet = new Planet(Content, Batch);
planet.Load("planet0");
planet.velocity = 0.04f;
planet.radius = 80;
planet.angle = MathHelper.ToRadians(90);
planets.Add(planet);
planet = new Planet(Content, Batch);
planet.Load("planet2");
planet.velocity = 0.02f;
planet.radius = 135;
planet.angle = MathHelper.ToRadians(120);
planets.Add(planet);
planet = new Planet(Content, Batch);
planet.Load("planet3");
planet.velocity = 0.009f;
planet.radius = 180;
planet.angle = MathHelper.ToRadians(160);
planets.Add(planet);
**planetRectangle = new Rectangle(planet.position.X, planet.position.Y, planet.image.Width, planet.image.Height);**
levelSelectTexture = content.Load<Texture2D>("levelSelectMenu");
}
public override void Update(GameTime gameTime)
{
TouchCollection touchCollection = TouchPanel.GetState();
foreach (TouchLocation tl in touchCollection)
{
if (tl.State==TouchLocationState.Moved)
{
if (planetRectangle.Contains((int)tl.Position.X,(int)tl.Position.Y))
{
screenEvent.Invoke(this, new EventArgs());
}
}
foreach (Planet planet in planets)
{
planet.angle += planet.velocity;
float orbitx = (float)(Math.Cos(planet.angle) * planet.radius);
float orbity = (float)(Math.Sin(planet.angle) * planet.radius);
float x = (Graphics.Viewport.Width - planet.image.Width) / 2 + orbitx;
float y = (Graphics.Viewport.Height - planet.image.Height) / 2 + orbity;
planet.position = new Vector2(x, y);
}
base.Update(gameTime);
}
public override void Draw(SpriteBatch spriteBatch)
{
spriteBatch.Draw(levelSelectTexture, Vector2.Zero, Color.White);
foreach (Planet planet in planets)
{
planet.Draw();
}
spriteBatch.Draw(star, position, Color.White);
base.Draw(spriteBatch);
}
Every time i try to create a collision rectangle and pass in the planet.position values as well as the image width and height it throws back an error and wont let me
so i declare : Rectangle planetRectangle;
and then when i initalise i do planetRectangle = new Rectangle ( planet.position.X, planet.Position.Y, planet.image.Width, planet.image.Height);
it just does not want to pass the values onto the rectangle, how do i do collision with a list of objectS? Should i somehow create it in the base class or maybe in the sprite class?
errors i get are :
cannot convert float to an int ( regarding planet.position.X&Y ) and best overloaded match has arguements. Ive highlighted the line it has a problem with.
Normally these planet objects move around in concentric circles, i want to be able to select them with touch but to even do that i need to create a rectangle first.