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XNA 4.0 Game Development by Example: Beginner's Guide

You're reading from   XNA 4.0 Game Development by Example: Beginner's Guide The best way to start creating your own games is simply to dive in and give it a go with this Beginner‚Äôs Guide to XNA. Full of examples, tips, and tricks for a solid grounding.

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Product type Paperback
Published in Sep 2010
Publisher Packt
ISBN-13 9781849690669
Length 428 pages
Edition 1st Edition
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Author (1):
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Kurt Jaegers Kurt Jaegers
Author Profile Icon Kurt Jaegers
Kurt Jaegers
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Table of Contents (15) Chapters Close

XNA 4.0 Game Development by Example Beginner's Guide
Credits
About the Author
About the Reviewers
Preface
1. Introducing XNA Game Studio FREE CHAPTER 2. Flood Control – Underwater Puzzling 3. Flood Control – Smoothing Out the Rough Edges 4. Asteroid Belt Assault – Lost in Space 5. Asteroid Belt Assault – Special Effects 6. Robot Rampage – Multi-Axis Mayhem 7. Robot Rampage – Lots and Lots of Bullets 8. Gemstone Hunter – Put on Your Platform Shoes 9. Gemstone Hunter – Standing on Your Own Two Pixels Index

Time for action – animation and drawing properties


  1. Add public properties to allow access to the Sprite class' members:

    public int Frame
    {
        get { return currentFrame; }
        set { currentFrame = (int)MathHelper.Clamp(value, 0, 
              frames.Count - 1); }
    }
    
    public float FrameTime
    {
        get { return frameTime; }
        set { frameTime = MathHelper.Max(0, value); }
    }
    
    public Rectangle Source
    {
        get { return frames[currentFrame]; }
    }
    
    public Rectangle Destination
    {
        get
        {
            return new Rectangle(
                (int)location.X,
                (int)location.Y,
                frameWidth, 
                frameHeight);
        }
    }
    
    public Vector2 Center
    {
        get
        {
            return location + 
                new Vector2(frameWidth / 2, frameHeight / 2);
        }
    }

What just happened?

The set portion of the Frame property uses MathHelper.Clamp() to ensure that when it is set, the value stored in currentFrame is valid for the frames list of Rectangles. This will prevent, for example, setting the frame...

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