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Sorry for the slight offtop, but you can remember it this way:
That's Down, Right rude!
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[quote user="Ben Andersen"]If you've decided on using the gimp, might I suggest that in order to learn it you try Grokking the Gimp. You can either buy the printed version or just navigate the free HTML version on their web site: http://gimp-savvy.com/BOOK/index.html
It's a pretty good place to start with the gimp and for some ...
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Ok I figured it out. The block was updating it's rectangle X and Y on the rectangle X and Y.... Yeah so nothing changed.So I simply changed it to the X and Y positions. I didn't even notice, I must of been tired....
Anyway here is what the block rectangle code in update is now: ...
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I do:
// Updates collision rect this.ball_rect = new Rectangle( (int)this.ball_position.X, (int)this.ball_position.Y, this.ball_sprite.Width, ...
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Why not have a color variable such as fade_color, set it to 255, 255, 255, 255
Then have on each update minus/add a 1 or whatever suits you to the alpha. You can pass the color through the update.Such as if you had a alpha class:
alpha_class.Update(gameTime, clientBounds, fade_color);
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Ahhh, smart. I'll do it now and see what happens.
[EDIT:] I updated the first post with the new code. It appears that the ball doesn't react with the blocks. It also doesn't even run the if statements to check where about it hits the block. I put break points to test.
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yeah your right, but how would i got about updating the ball speed once every update, and updating if the ball intersects the block once for every block every update?
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ahhhh, ok thanks. I will try and fix it.
Many thanks (embarrased face), wish me luck
[EDIT:] Im not sure how to do this tehn?
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Hi XNA community.
I have ran into a bug I just can't figure out. Basically I am making a breakout game, and whenever I add an extra block to the game, the ball travels faster. I have no idea why.Here is an outline of the porcess: Update In-Game State Update level_manager Update BlocksThat said I don't understand what is causing ...
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I can't see red lines in either, but i see blur in the second image. Make sure you change the scale in the spritefont file.