Replace xna game class
That is all of the content we need for this tutorial. Now we are going to add the integer values we will be selecting on the wheel.
Add the following constants to the class:. Next we need to create a member field to store the list of selections. In this case we are just storing strings of the selection, but this could be any kind of object you desire. We will also add in a variable to store our radians and index of our selection. Inside of our Game1 constructor we can set the preferred backbuffer width and height if we want.
Next we can actually load the content we created by adding the following code in the LoadContent method:. We will save the Update method for the last since that is where the bulk of our work will be done. The selection is being drawn based on the current index selected initialized to 0. The selection wheel is drawn and the selector is drawn right on top of it. The selector is being rotated by the negative radians amount.
The radians value will be populated in the Update method next. It is being drawn offset so it will be in the center of the selection wheel and the origin of the selector was set to half of the texture size , so it would rotate around the middle. The selector image could be trimmed and these values modified to save some room but for this example I wanted to keep it clear as to how it is working.
Now we get to the real part of the tutorial. Here comes the big complicated math to make this work. Next we need to calculate the index we are currently pointing to so the arrow. First, we only want to change our radians value if the thumstick is off center. If it is centered, but the X and Y values will return 0.
Assuming the stick is actually being pushed in a particular direction we want to determine the angle. The MathHelper. Atan2 method is extremely helpful. There is no need to write code for the trigonometry behind this calculation we can simply use it. At this point we have our angle value in radians. You can totally just work with radians but most people myself included find it easier to work in degrees. For now, to get the angle in degrees we need to add the following code to our Update method:.
Atan2 returns negative values for quadrant 3 and 4. So basically degrees comes out as to Atan2 returns values from -Pi to Pi to give you a full circle basically to 0 to instead of 0 to We check to see if our degrees value is less than 0 and if so we add to it.
This converts So we get a full 0 to Now that we have a value in degrees we need to convert that to an index so we can determine which value in our list of selections is actually selected. The selection item is simply a string but it could be desired to store another type of object complete with its own properties and methods. It could contain an image that would be displayed on the wheel instead of a static wheel like we currently have.
For now, we are keeping the tutorial simple and are just storing a string value. Assuming our indices match up to our selections we can add the following code to our Update method:. So there are two things happening here. The first is we are dividing by 45 degrees. This is because we have 8 items in our wheel. So each item takes up 45 degrees of the wheel.
This is all we would need if the selection of the first item on the right started at position 0. So in order to offset our angle we are adding an offset of We could make this a little more dynamic if we wanted to. Assuming we added the constants and the new strings to our list and updated our image as well we could have the following code:.
So we determine how many degrees an item takes up itemDegree by dividing by the number of selections we have 8, 12, etc. We then determine the offset assuming we always start with index 0 is on the right by dividing the number of degrees and item takes up itemDegree in half.
We then plug in the itemDegree and offset into the same formula above where we hard coded the values. You could pass in your weapons values or your conversations values and the code will figure out which index should be selected.
There is one more thing we need to do to determine our index. Since we added that offset value to our index we can get an invalid index value of 8 once we hit I thought I've more success if I ask here but I also googled yet because here are alot of proffesional game-developers and maybe someone knows somthing 'bout it?
Well ok, if Nobody knows, ok, thank you for answering my question. Add a comment. Active Oldest Votes. Improve this answer. LiquidFeline LiquidFeline 1, 11 11 silver badges 29 29 bronze badges. The Overflow Blog. Stack Gives Back Learn more. Asked 6 years, 4 months ago. Active 6 years, 4 months ago. Viewed times. Improve this question. PowerUser PowerUser 4 4 silver badges 15 15 bronze badges.
This question deals with how to use the automatic deserialization in Xna. Can you open if and let me try? Add a comment. Active Oldest Votes. Improve this answer. Steve H Steve H 5, 17 17 silver badges 21 21 bronze badges. The point is, you don't need that class. Microsoft may, or may not, be very happy that some "third party devs" use their names and brands without authorization if it is the case.
Microsoft have been great supporters of the project, and have developed training resources and submitted code to the project. I wouldn't worry about that. I'm not sure it will fix it either. Type forwarding is per type, so it would need an entry for every public type in MonoGame.
Also, it is not supported in all runtimes. Why not put a compiler directive on the namespace declaration in the monogame libraries or is that not an option? Allow people to simply specify a compiler variable if they need legacy support. The extent of conditional symbols in C is if a symbol is defined or not. Still, his idea is valid, we only need to select between 2 options, Xna namespace and MG namespace.
So we then ship both sets of namespaces in the installers for each platform? Which ones do we hook up to the templates? Which ones are used by the Pipeline tool? Do we generate two sets of docs? I'm starting to think we may just need to make a clean break for new namespaces in the develop branch, then keep the old namespaces in a maintenance mode in another branch.
That would work, if you need legacy namespaces then checkout the legacy branch. It allows for you to eventually phase it out. We are what? Right now, by keeping the XNA namespace around we are further exacerbating the issue because all new games written in monogame are the xna namespace as well.
Its like a bandaid just gotta rip it off : Easier said than done, i know. As monogame is NOT XNA anymore and it's been years since XNA departure I think you should start branding monogame and change the namespace - Yes, we would have to change our existing solutions and recompile, but if you do it from v4 onwards that would be a good time to make the change. Go for it! There has not been any further discussion on this as we are all busy with projects.
I think aiming for a 4. There are a few things to be done first, such as clearing out some of the current PRs, as this change would likely conflict with every PR that hasn't been merged at that time. In fact, there is no need to rebuild those resources again. Changing namespaces doesn't make much sense and that would make existing code broken. I do agree with that MonoGame should have a new start, but I think we should start from supporting new technologies rather than entangled in namespace.
Framework or something similar. Well i have been thinking about this from time to time.
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