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Yes, I've tried that - If I set the isPopUp flag to true for the Options menu screen, the gameplay screen no longer disappears, but the pause menu also does not go away (transition off) as it should. It just stays in place.
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Using the network game state management sample, I'm having an issue where upon selecting a submenu in the pause menu, the gameplay screen disappears completely.
All I've found in the forums is a similar issue, regarding
the gameplay screen fading, but there is no mention of the screen
disappearing all together:
Here's ...
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Can you post the code where you load "enemy"? Sounds like you are just pointing to the wrong location.
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Here's a simple way to do it that works well.
player.position = new Vector2(200, 200);
player.velocity = new Vector2(0, 0);
player.jumpVelocity = new Vector2(0, -10);
gravity = new Vector2(0, 3);
Each frame, add the gravity vector to your player's velocity, then add the velocity to your player's ...
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Without doing any testing, I suppose in theory you could try the following example, and not have to worry about Trig:
Origin = Vector3.Zero
Origin = (0, 0, 0)
Center = the 3D coordinates of your object (which is at the center of the object).
Center = (70, 50, 30)
RotationPoint = the 3D coordinates you want to rotate ...
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All but one tutorial I've found on this subject do not use the "GamerServices.Update(gameTime);" like I've shown. The site I found this on seemed adamant that the msdn sample code is incorrect in not handling it this way.
http://ww2.samhart.com/node/158
From my testing, I see no obvious performance difference ...
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What do you mean by "translate it by a vector to a vertex"? If you just translate the origin of the object to the vertex you want to rotate around, and then rotate the object, you won't get the correct rotation.
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Rotate the object as you normally would, then also rotate the actual position of your object around the VERTEX(origin) you want to rotate around. Here's some 2D code I use - not sure of the 3D math, but the logic still applies.
public Vector2 RotatePointAboutPoint(Vector2 point, Vector2 origin, float ...
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Sounds like there is a bug in the code, and your friend just hasn't noticed the things you are seeing.
As far as I know, your xboxes are identical in regards to running an XNA game, even if one of you has a newer model, so there is no reason why only one would cause objects to spawn when they shouldn't.
If the code is ...
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By the way, I really shouldn't have to manually call out an update of my game components in my main Update loop, should I? I was under the impression that components already have built in Update methods, so they run automatically with base.Update().
This is the example I found, specific to the ...