Monogame Sprite Class
up vote
0
down vote
favorite
Im working on a level editor in monogame for my engine.
I want to make a class where i can call a simple function and it will draw a sprite.
This is the function i want to call - and as you may know you have to be able to load and unload content and use the draw method.
Question: How would I make this be able to use those so that all I have to do is call this function and it works?
Here is the function:
public static void DrawSprite(Texture2D Texture, string Path, Vector2 Position, Color Color)
c# class monogame
add a comment |
up vote
0
down vote
favorite
Im working on a level editor in monogame for my engine.
I want to make a class where i can call a simple function and it will draw a sprite.
This is the function i want to call - and as you may know you have to be able to load and unload content and use the draw method.
Question: How would I make this be able to use those so that all I have to do is call this function and it works?
Here is the function:
public static void DrawSprite(Texture2D Texture, string Path, Vector2 Position, Color Color)
c# class monogame
What do you wanna do with your path parameter?
– John Ephraim Tugado
Nov 12 at 5:44
That is the path of the sprite in the project folder
– Bloody Mustache89
Nov 12 at 6:03
So when i do Texture.loadcontent thats the path
– Bloody Mustache89
Nov 12 at 6:03
add a comment |
up vote
0
down vote
favorite
up vote
0
down vote
favorite
Im working on a level editor in monogame for my engine.
I want to make a class where i can call a simple function and it will draw a sprite.
This is the function i want to call - and as you may know you have to be able to load and unload content and use the draw method.
Question: How would I make this be able to use those so that all I have to do is call this function and it works?
Here is the function:
public static void DrawSprite(Texture2D Texture, string Path, Vector2 Position, Color Color)
c# class monogame
Im working on a level editor in monogame for my engine.
I want to make a class where i can call a simple function and it will draw a sprite.
This is the function i want to call - and as you may know you have to be able to load and unload content and use the draw method.
Question: How would I make this be able to use those so that all I have to do is call this function and it works?
Here is the function:
public static void DrawSprite(Texture2D Texture, string Path, Vector2 Position, Color Color)
c# class monogame
c# class monogame
edited Nov 12 at 6:23
JohnB
1,6451116
1,6451116
asked Nov 12 at 5:11
Bloody Mustache89
41
41
What do you wanna do with your path parameter?
– John Ephraim Tugado
Nov 12 at 5:44
That is the path of the sprite in the project folder
– Bloody Mustache89
Nov 12 at 6:03
So when i do Texture.loadcontent thats the path
– Bloody Mustache89
Nov 12 at 6:03
add a comment |
What do you wanna do with your path parameter?
– John Ephraim Tugado
Nov 12 at 5:44
That is the path of the sprite in the project folder
– Bloody Mustache89
Nov 12 at 6:03
So when i do Texture.loadcontent thats the path
– Bloody Mustache89
Nov 12 at 6:03
What do you wanna do with your path parameter?
– John Ephraim Tugado
Nov 12 at 5:44
What do you wanna do with your path parameter?
– John Ephraim Tugado
Nov 12 at 5:44
That is the path of the sprite in the project folder
– Bloody Mustache89
Nov 12 at 6:03
That is the path of the sprite in the project folder
– Bloody Mustache89
Nov 12 at 6:03
So when i do Texture.loadcontent thats the path
– Bloody Mustache89
Nov 12 at 6:03
So when i do Texture.loadcontent thats the path
– Bloody Mustache89
Nov 12 at 6:03
add a comment |
1 Answer
1
active
oldest
votes
up vote
1
down vote
If you are going to leave the drawing to a single static method then you would be restricting what you are able to draw. I suggest creating an interface and do some abstraction.
Interface
public interface IGameObject
void Update(GameTime gameTime);
void Draw();
Utility Class
public sealed class GameUtility
private static GameUtility instance = null;
private static readonly object _lock = new object();
public ContentManager ContentManager get; private set;
public SpriteBatch SpriteBatch get; private set;
public static GameUtility Instance
get
lock (_lock)
if (instance == null)
instance = new GameUtility();
return instance;
public void SetContentManager(ContentManager contentManager)
this.ContentManager = contentManager;
public void SetSpriteBatch(SpriteBatch spriteBatch)
this.SpriteBatch = spriteBatch;
public GameUtility(ContentManager contentManager, SpriteBatch spriteBatch)
this.contentManager = contentManager;
this.spriteBatch = spriteBatch;
Game Objects
public class Hero : IGameObject
private Texture2D texture;
private Vector2 position;
private Color color;
public Hero(string path)
texture = GameUtility.Instance.ContentManager.Load<Texture2D>(path);
public void Update(GameTime gameTime)
// Do game update logic
public void Draw()
GameUtility.Instance.SpriteBatch.Begin();
GameUtility.Instance.SpriteBatch.Draw(texture, position, color);
GameUtility.Instance.SpriteBatch.End();
Game Class
Initialize the GameUtility
GameUtility.Instance.SetContentManager(contentManager);
GameUtility.Instance.SetSpriteBatch(spriteBatch);
Create the game objects
gameObects = new List<IGameObject>();
gameObjects.Add(new Hero("some path"));
Utilize the interface
protected override void Draw(GameTime gameTime)
graphics.GraphicsDevice.Clear(Color.CornflowerBlue);
foreach (IGameObject gameObject in gameObjects)
gameObject.Draw();
base.Draw(gameTime);
The beauty of this approach is you can perform different drawings based on your needs. For example, you could use a Rectangle
instead of Vector2
based on different scenarios. You can also draw a sprite font or something else.
For unloading content, there is only one option which is
GameUtility.Instance.ContentManager.Unload();
You better unload content during your transition to the next level as calling ContentManager.Unload()
will dispose all resources. As to why it disposes everything in one go, I don't really understand but that is the design.
Hope this answer give you some insight. I would not suggest creating this public static void DrawSprite
.
add a comment |
Your Answer
StackExchange.ifUsing("editor", function ()
StackExchange.using("externalEditor", function ()
StackExchange.using("snippets", function ()
StackExchange.snippets.init();
);
);
, "code-snippets");
StackExchange.ready(function()
var channelOptions =
tags: "".split(" "),
id: "1"
;
initTagRenderer("".split(" "), "".split(" "), channelOptions);
StackExchange.using("externalEditor", function()
// Have to fire editor after snippets, if snippets enabled
if (StackExchange.settings.snippets.snippetsEnabled)
StackExchange.using("snippets", function()
createEditor();
);
else
createEditor();
);
function createEditor()
StackExchange.prepareEditor(
heartbeatType: 'answer',
autoActivateHeartbeat: false,
convertImagesToLinks: true,
noModals: true,
showLowRepImageUploadWarning: true,
reputationToPostImages: 10,
bindNavPrevention: true,
postfix: "",
imageUploader:
brandingHtml: "Powered by u003ca class="icon-imgur-white" href="https://imgur.com/"u003eu003c/au003e",
contentPolicyHtml: "User contributions licensed under u003ca href="https://creativecommons.org/licenses/by-sa/3.0/"u003ecc by-sa 3.0 with attribution requiredu003c/au003e u003ca href="https://stackoverflow.com/legal/content-policy"u003e(content policy)u003c/au003e",
allowUrls: true
,
onDemand: true,
discardSelector: ".discard-answer"
,immediatelyShowMarkdownHelp:true
);
);
Sign up or log in
StackExchange.ready(function ()
StackExchange.helpers.onClickDraftSave('#login-link');
);
Sign up using Google
Sign up using Facebook
Sign up using Email and Password
Post as a guest
Required, but never shown
StackExchange.ready(
function ()
StackExchange.openid.initPostLogin('.new-post-login', 'https%3a%2f%2fstackoverflow.com%2fquestions%2f53256250%2fmonogame-sprite-class%23new-answer', 'question_page');
);
Post as a guest
Required, but never shown
1 Answer
1
active
oldest
votes
1 Answer
1
active
oldest
votes
active
oldest
votes
active
oldest
votes
up vote
1
down vote
If you are going to leave the drawing to a single static method then you would be restricting what you are able to draw. I suggest creating an interface and do some abstraction.
Interface
public interface IGameObject
void Update(GameTime gameTime);
void Draw();
Utility Class
public sealed class GameUtility
private static GameUtility instance = null;
private static readonly object _lock = new object();
public ContentManager ContentManager get; private set;
public SpriteBatch SpriteBatch get; private set;
public static GameUtility Instance
get
lock (_lock)
if (instance == null)
instance = new GameUtility();
return instance;
public void SetContentManager(ContentManager contentManager)
this.ContentManager = contentManager;
public void SetSpriteBatch(SpriteBatch spriteBatch)
this.SpriteBatch = spriteBatch;
public GameUtility(ContentManager contentManager, SpriteBatch spriteBatch)
this.contentManager = contentManager;
this.spriteBatch = spriteBatch;
Game Objects
public class Hero : IGameObject
private Texture2D texture;
private Vector2 position;
private Color color;
public Hero(string path)
texture = GameUtility.Instance.ContentManager.Load<Texture2D>(path);
public void Update(GameTime gameTime)
// Do game update logic
public void Draw()
GameUtility.Instance.SpriteBatch.Begin();
GameUtility.Instance.SpriteBatch.Draw(texture, position, color);
GameUtility.Instance.SpriteBatch.End();
Game Class
Initialize the GameUtility
GameUtility.Instance.SetContentManager(contentManager);
GameUtility.Instance.SetSpriteBatch(spriteBatch);
Create the game objects
gameObects = new List<IGameObject>();
gameObjects.Add(new Hero("some path"));
Utilize the interface
protected override void Draw(GameTime gameTime)
graphics.GraphicsDevice.Clear(Color.CornflowerBlue);
foreach (IGameObject gameObject in gameObjects)
gameObject.Draw();
base.Draw(gameTime);
The beauty of this approach is you can perform different drawings based on your needs. For example, you could use a Rectangle
instead of Vector2
based on different scenarios. You can also draw a sprite font or something else.
For unloading content, there is only one option which is
GameUtility.Instance.ContentManager.Unload();
You better unload content during your transition to the next level as calling ContentManager.Unload()
will dispose all resources. As to why it disposes everything in one go, I don't really understand but that is the design.
Hope this answer give you some insight. I would not suggest creating this public static void DrawSprite
.
add a comment |
up vote
1
down vote
If you are going to leave the drawing to a single static method then you would be restricting what you are able to draw. I suggest creating an interface and do some abstraction.
Interface
public interface IGameObject
void Update(GameTime gameTime);
void Draw();
Utility Class
public sealed class GameUtility
private static GameUtility instance = null;
private static readonly object _lock = new object();
public ContentManager ContentManager get; private set;
public SpriteBatch SpriteBatch get; private set;
public static GameUtility Instance
get
lock (_lock)
if (instance == null)
instance = new GameUtility();
return instance;
public void SetContentManager(ContentManager contentManager)
this.ContentManager = contentManager;
public void SetSpriteBatch(SpriteBatch spriteBatch)
this.SpriteBatch = spriteBatch;
public GameUtility(ContentManager contentManager, SpriteBatch spriteBatch)
this.contentManager = contentManager;
this.spriteBatch = spriteBatch;
Game Objects
public class Hero : IGameObject
private Texture2D texture;
private Vector2 position;
private Color color;
public Hero(string path)
texture = GameUtility.Instance.ContentManager.Load<Texture2D>(path);
public void Update(GameTime gameTime)
// Do game update logic
public void Draw()
GameUtility.Instance.SpriteBatch.Begin();
GameUtility.Instance.SpriteBatch.Draw(texture, position, color);
GameUtility.Instance.SpriteBatch.End();
Game Class
Initialize the GameUtility
GameUtility.Instance.SetContentManager(contentManager);
GameUtility.Instance.SetSpriteBatch(spriteBatch);
Create the game objects
gameObects = new List<IGameObject>();
gameObjects.Add(new Hero("some path"));
Utilize the interface
protected override void Draw(GameTime gameTime)
graphics.GraphicsDevice.Clear(Color.CornflowerBlue);
foreach (IGameObject gameObject in gameObjects)
gameObject.Draw();
base.Draw(gameTime);
The beauty of this approach is you can perform different drawings based on your needs. For example, you could use a Rectangle
instead of Vector2
based on different scenarios. You can also draw a sprite font or something else.
For unloading content, there is only one option which is
GameUtility.Instance.ContentManager.Unload();
You better unload content during your transition to the next level as calling ContentManager.Unload()
will dispose all resources. As to why it disposes everything in one go, I don't really understand but that is the design.
Hope this answer give you some insight. I would not suggest creating this public static void DrawSprite
.
add a comment |
up vote
1
down vote
up vote
1
down vote
If you are going to leave the drawing to a single static method then you would be restricting what you are able to draw. I suggest creating an interface and do some abstraction.
Interface
public interface IGameObject
void Update(GameTime gameTime);
void Draw();
Utility Class
public sealed class GameUtility
private static GameUtility instance = null;
private static readonly object _lock = new object();
public ContentManager ContentManager get; private set;
public SpriteBatch SpriteBatch get; private set;
public static GameUtility Instance
get
lock (_lock)
if (instance == null)
instance = new GameUtility();
return instance;
public void SetContentManager(ContentManager contentManager)
this.ContentManager = contentManager;
public void SetSpriteBatch(SpriteBatch spriteBatch)
this.SpriteBatch = spriteBatch;
public GameUtility(ContentManager contentManager, SpriteBatch spriteBatch)
this.contentManager = contentManager;
this.spriteBatch = spriteBatch;
Game Objects
public class Hero : IGameObject
private Texture2D texture;
private Vector2 position;
private Color color;
public Hero(string path)
texture = GameUtility.Instance.ContentManager.Load<Texture2D>(path);
public void Update(GameTime gameTime)
// Do game update logic
public void Draw()
GameUtility.Instance.SpriteBatch.Begin();
GameUtility.Instance.SpriteBatch.Draw(texture, position, color);
GameUtility.Instance.SpriteBatch.End();
Game Class
Initialize the GameUtility
GameUtility.Instance.SetContentManager(contentManager);
GameUtility.Instance.SetSpriteBatch(spriteBatch);
Create the game objects
gameObects = new List<IGameObject>();
gameObjects.Add(new Hero("some path"));
Utilize the interface
protected override void Draw(GameTime gameTime)
graphics.GraphicsDevice.Clear(Color.CornflowerBlue);
foreach (IGameObject gameObject in gameObjects)
gameObject.Draw();
base.Draw(gameTime);
The beauty of this approach is you can perform different drawings based on your needs. For example, you could use a Rectangle
instead of Vector2
based on different scenarios. You can also draw a sprite font or something else.
For unloading content, there is only one option which is
GameUtility.Instance.ContentManager.Unload();
You better unload content during your transition to the next level as calling ContentManager.Unload()
will dispose all resources. As to why it disposes everything in one go, I don't really understand but that is the design.
Hope this answer give you some insight. I would not suggest creating this public static void DrawSprite
.
If you are going to leave the drawing to a single static method then you would be restricting what you are able to draw. I suggest creating an interface and do some abstraction.
Interface
public interface IGameObject
void Update(GameTime gameTime);
void Draw();
Utility Class
public sealed class GameUtility
private static GameUtility instance = null;
private static readonly object _lock = new object();
public ContentManager ContentManager get; private set;
public SpriteBatch SpriteBatch get; private set;
public static GameUtility Instance
get
lock (_lock)
if (instance == null)
instance = new GameUtility();
return instance;
public void SetContentManager(ContentManager contentManager)
this.ContentManager = contentManager;
public void SetSpriteBatch(SpriteBatch spriteBatch)
this.SpriteBatch = spriteBatch;
public GameUtility(ContentManager contentManager, SpriteBatch spriteBatch)
this.contentManager = contentManager;
this.spriteBatch = spriteBatch;
Game Objects
public class Hero : IGameObject
private Texture2D texture;
private Vector2 position;
private Color color;
public Hero(string path)
texture = GameUtility.Instance.ContentManager.Load<Texture2D>(path);
public void Update(GameTime gameTime)
// Do game update logic
public void Draw()
GameUtility.Instance.SpriteBatch.Begin();
GameUtility.Instance.SpriteBatch.Draw(texture, position, color);
GameUtility.Instance.SpriteBatch.End();
Game Class
Initialize the GameUtility
GameUtility.Instance.SetContentManager(contentManager);
GameUtility.Instance.SetSpriteBatch(spriteBatch);
Create the game objects
gameObects = new List<IGameObject>();
gameObjects.Add(new Hero("some path"));
Utilize the interface
protected override void Draw(GameTime gameTime)
graphics.GraphicsDevice.Clear(Color.CornflowerBlue);
foreach (IGameObject gameObject in gameObjects)
gameObject.Draw();
base.Draw(gameTime);
The beauty of this approach is you can perform different drawings based on your needs. For example, you could use a Rectangle
instead of Vector2
based on different scenarios. You can also draw a sprite font or something else.
For unloading content, there is only one option which is
GameUtility.Instance.ContentManager.Unload();
You better unload content during your transition to the next level as calling ContentManager.Unload()
will dispose all resources. As to why it disposes everything in one go, I don't really understand but that is the design.
Hope this answer give you some insight. I would not suggest creating this public static void DrawSprite
.
answered Nov 12 at 6:21
John Ephraim Tugado
3,6311421
3,6311421
add a comment |
add a comment |
Thanks for contributing an answer to Stack Overflow!
- Please be sure to answer the question. Provide details and share your research!
But avoid …
- Asking for help, clarification, or responding to other answers.
- Making statements based on opinion; back them up with references or personal experience.
To learn more, see our tips on writing great answers.
Some of your past answers have not been well-received, and you're in danger of being blocked from answering.
Please pay close attention to the following guidance:
- Please be sure to answer the question. Provide details and share your research!
But avoid …
- Asking for help, clarification, or responding to other answers.
- Making statements based on opinion; back them up with references or personal experience.
To learn more, see our tips on writing great answers.
Sign up or log in
StackExchange.ready(function ()
StackExchange.helpers.onClickDraftSave('#login-link');
);
Sign up using Google
Sign up using Facebook
Sign up using Email and Password
Post as a guest
Required, but never shown
StackExchange.ready(
function ()
StackExchange.openid.initPostLogin('.new-post-login', 'https%3a%2f%2fstackoverflow.com%2fquestions%2f53256250%2fmonogame-sprite-class%23new-answer', 'question_page');
);
Post as a guest
Required, but never shown
Sign up or log in
StackExchange.ready(function ()
StackExchange.helpers.onClickDraftSave('#login-link');
);
Sign up using Google
Sign up using Facebook
Sign up using Email and Password
Post as a guest
Required, but never shown
Sign up or log in
StackExchange.ready(function ()
StackExchange.helpers.onClickDraftSave('#login-link');
);
Sign up using Google
Sign up using Facebook
Sign up using Email and Password
Post as a guest
Required, but never shown
Sign up or log in
StackExchange.ready(function ()
StackExchange.helpers.onClickDraftSave('#login-link');
);
Sign up using Google
Sign up using Facebook
Sign up using Email and Password
Sign up using Google
Sign up using Facebook
Sign up using Email and Password
Post as a guest
Required, but never shown
Required, but never shown
Required, but never shown
Required, but never shown
Required, but never shown
Required, but never shown
Required, but never shown
Required, but never shown
Required, but never shown
What do you wanna do with your path parameter?
– John Ephraim Tugado
Nov 12 at 5:44
That is the path of the sprite in the project folder
– Bloody Mustache89
Nov 12 at 6:03
So when i do Texture.loadcontent thats the path
– Bloody Mustache89
Nov 12 at 6:03