Search Forums
-
It seems you need some more familiarity with C# and the .Net framework. Without knowing what the string errors are, I can't help, but if you post them we can try to help.
I'll also mention that you'll find help faster and keep these forums less clogged if you just try to Google the more simple error messages not related to ...
-
Rather than do that, I would make a class for your Sudoku tiles so you can keep all the relevant data together. One of the fields and properties will be the integer value of the tile, you can use that to ensure you don't use the same one twice. This integer value can also tell that class what its texture name is (i.e. if the value ...
-
When adding the files to the MSBuild project, specify the full asset name from the root directory (i.e. "Textures\\2D\\MyTex") to get the assets to be compiled into folders in the output directory.
-
Search your code for "DieType". You declared this somewhere, and the compiler doesn't know what it is.
-
In your example, it is obvious that the PhysicalComponent would be the master and the RenderableComponent's position would depend on what the PhysicalComponent told it where it was.
I think each component should have their own data. While it might be often that you use Physical and Renderable components together, they are separate ...
-
Basically, the serializer will serialize the asset name property as a string, and when deserializing it will set the asset name property as string. You could do something like this:
public String MyTextName
{
get{ return myTextName;}
set{ myTextName = value; myTex = LoadTexture(myTexName); }
}
Texture LoadTexture(String ...
-
Yeah, I second ERiba, it's better to have your component call update and draw methods for each object it works with than to have all the objects the component works with be components too. Your component (which is sounding like a scene manager) can have more fine grained control on when update and draw are called, rather than having to ...
-
ContentSerializerIgnore does what it says: it ignores it when serializing, and since it won't exist when deserializing, it ignores it when deserializing.
This can be a problem for assets like Effects, Textures, VertexBuffers, etc...
What I did was create a service called ContentProvider which wraps the content manager. When an ...
-
If you are only getting problems on Xbox, then linking against the compact framework is definitely worth a shot. Xbox only uses compact framework.
-
Your best bet would be to design a model that is a cube the shape of the tile (pretty easy...). Then design 9 textures, one for each number. You can use BasicEffect, just set the texture to one of the 9 textures for the model.