I am trying to make the enemy spawning / movement system for a side scrolling game.
What is supposed to happen is the enemies are to spawn and move right until they collide with a specific object then they will travel in the opposite direction.
I have done research and asked question to get me this far:
I have made an enemy class and then made a list that can add more enemies and set their individual spawning positions. Then I have made an EnemyBlock class so I can set where the various collision objects will be (In this case they are just brick squares).
I am having some trouble
A. In making the enemies turn around when they leave the game screen.
And B. writing collision code for the enemies and enemyblocks as when I try and write collision code in the Game1.cs Update section under foreach (Enemy enemy in enemies) it doesn't pick the the enemyblock's rectangle. If that makes sense. Im sorry but I am pretty new to XNA code.
Game1.cs code
public class Game1 : Microsoft.Xna.Framework.Game
{
GraphicsDeviceManager graphics;
SpriteBatch spriteBatch;
public Rectangle bounds;
List<Enemy> Enemies = new List<Enemy>();
List<EnemyBlock> Blocks = new List<EnemyBlock>();
public Game1()
{
graphics = new GraphicsDeviceManager(this);
Content.RootDirectory = "Content";
}
protected override void Initialize()
{
// TODO: Add your initialization logic here
base.Initialize();
}
protected override void LoadContent()
{
spriteBatch = new SpriteBatch(GraphicsDevice);
Blocks.Add(new EnemyBlock(Content.Load<Texture2D>("02Brick"), new Vector2(50, 100)));
Enemies.Add(new Enemy(Content.Load<Texture2D>("Mario_Sprite"), new Vector2(100, 100), new Vector2(1, 0)));
Blocks.Add(new EnemyBlock(Content.Load<Texture2D>("02Brick"), new Vector2(500, 100)));
Blocks.Add(new EnemyBlock(Content.Load<Texture2D>("02Brick"), new Vector2(50, 200)));
Enemies.Add(new Enemy(Content.Load<Texture2D>("Mario_Sprite"), new Vector2(100, 200), new Vector2(1, 0)));
Blocks.Add(new EnemyBlock(Content.Load<Texture2D>("02Brick"), new Vector2(400, 200)));
foreach (Enemy enemy in Enemies)
{
enemy.bounds = new Rectangle((int)(enemy.position.X - enemy.texture.Width), (int)(enemy.position.Y - enemy.texture.Height), enemy.texture.Width, enemy.texture.Height);
}
foreach (EnemyBlock block in Blocks)
{
block.bounds = new Rectangle((int)(block.position.X - block.texture.Width), (int)(block.position.Y - block.texture.Height), block.texture.Width, block.texture.Height);
}
}
protected override void UnloadContent()
{
// TODO: Unload any non ContentManager content here
}
protected override void Update(GameTime gameTime)
{
if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
this.Exit();
foreach (Enemy enemy in Enemies)
{
if (!GraphicsDevice.Viewport.Bounds.Contains(enemy.bounds))
{
enemy.velocity = -enemy.velocity;
enemy.position += enemy.velocity;
}
else
{
enemy.position += enemy.velocity;
}
}
base.Update(gameTime);
}
protected override void Draw(GameTime gameTime)
{
GraphicsDevice.Clear(Color.CornflowerBlue);
spriteBatch.Begin();
foreach (Enemy enemy in Enemies)
{
spriteBatch.Draw(enemy.texture, enemy.position, Color.White);
}
foreach (EnemyBlock block in Blocks)
{
spriteBatch.Draw(block.texture, block.position, Color.White);
}
spriteBatch.End();
base.Draw(gameTime);
}
}
}
Enemy class code
class Enemy
{
public Texture2D texture;
public Rectangle bounds;
public Vector2 position;
public Vector2 velocity;
public Enemy(Texture2D Texture, Vector2 Position, Vector2 Velocity)
{
texture = Texture;
position = Position;
velocity = Velocity;
}
}
EnemyBlock class code
class EnemyBlock
{
public Texture2D texture;
public Rectangle bounds;
public Vector2 position;
public EnemyBlock(Texture2D Texture, Vector2 Position)
{
texture = Texture;
position = Position;
}
}