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I am following along with the instructions at

http://creators.xna.com/en-US/education/gettingstarted/bg2d/chapter1

but I'M getting two error messages when I try to compile, I can't figure out what I'M going wrong.

Here are the error messages and I'll put the source code below that.

Vector2' is a 'type' but is used like a 'variable'

I'M getting one for GameProject.cs and one for Game1.cs

--Game1.cs--

[code]namespace thexna2dgame
{
///
/// This is the main type for your game
///
public class Game1 : Microsoft.Xna.Framework.Game
{
GraphicsDeviceManager graphics;

Texture2D bacgroundTexture;
Rectangle viewportRect;
SpriteBatch spriteBatch;
GameObject cannon;

public Game1()
{
graphics = new GraphicsDeviceManager(this);
Content.RootDirectory = "Content";
}

///
/// Allows the game to perform any initialization it needs to before starting to run.
/// This is where it can query for any required services and load any non-graphic
/// related content. Calling base.Initialize will enumerate through any components
/// and initialize them as well.
///
protected override void Initialize()
{
// TODO: Add your initialization logic here

base.Initialize();
}

///
/// LoadContent will be called once per game and is the place to load
/// all of your content.
///
protected override void LoadContent()
{
// Create a new SpriteBatch, which can be used to draw textures.
spriteBatch = new SpriteBatch(GraphicsDevice);

bacgroundTexture = Content.Load
("sprites\background");
cannon = new GameObject(Content.Load("Sprites\cannon"));
cannon.position = Vector2(120, graphics.GraphicsDevice.Viewport.Height - 80);
viewportRect = new Rectangle(0, 0,
graphics.GraphicsDevice.Viewport.Width,
graphics.GraphicsDevice.Viewport.Height);


// TODO: use this.Content to load your game content here
}

///
/// UnloadContent will be called once per game and is the place to unload
/// all content.
///
protected override void UnloadContent()
{
// TODO: Unload any non ContentManager content here
}

///
/// Allows the game to run logic such as updating the world,
/// checking for collisions, gathering input, and playing audio.
///
/// Provides a snapshot of timing values.
protected override void Update(GameTime gameTime)
{
// Allows the game to exit
if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
this.Exit();

// TODO: Add your update logic here

base.Update(gameTime);
}

///
/// This is called when the game should draw itself.
///
/// Provides a snapshot of timing values.
protected override void Draw(GameTime gameTime)
{
GraphicsDevice.Clear(Color.CornflowerBlue);
spriteBatch.Begin(SpriteBlendMode.AlphaBlend);
spriteBatch.Draw(bacgroundTexture, viewportRect, Color.White);
spriteBatch.End();

// TODO: Add your drawing code here

base.Draw(gameTime);
}
}
}[/code]

--GameProject.cs--

[code]namespace thexna2dgame
{
class GameObject
{
public Texture2D sprite;
public Vector2 position;
public float rotation;
public Vector2 center;

public GameObject (Texture2D loadedTexture)
{
rotation = 0.0f;
position = Vector2.Zero;
sprite = loadedTexture;
center = Vector2(sprite.Width / 2, sprite.Height / 2);
}
}
}[/code]

And here are the libraries, it's the same for both files.

[code]using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;
using Microsoft.Xna.Framework.Net;
using Microsoft.Xna.Framework.Storage;[/code]

Comments

  • mcmonkeys1mcmonkeys1 Posts: 12Member
    in gameobject:
    [code]public GameObject (Texture2D loadedTexture)
    {
    rotation = 0.0f;
    position = Vector2.Zero;
    sprite = loadedTexture;
    center = Vector2(sprite.Width / 2, sprite.Height / 2);
    }
    [/code]
    for got new keyword :)
    [code]center = new Vector2(sprite.Width / 2, sprite.Height / 2);[/code]
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