Open GoogleCodeExporter opened 9 years ago
Original comment by asamg...@gmail.com
on 4 Aug 2012 at 6:43
This issue was updated by revision r99.
Added the method IntersectPixels to be used to check whether the avatar has
collided with an item or not.
Original comment by asamg...@gmail.com
on 4 Aug 2012 at 6:44
This issue was updated by revision r102.
Added and initialized the bounding rectangles for the player and the items as
well as the color data.
Original comment by asamg...@gmail.com
on 4 Aug 2012 at 7:40
This issue was updated by revision r112.
Modified the Update and Initialize functions in the PlayScreen class.
Original comment by asamg...@gmail.com
on 5 Aug 2012 at 6:10
This issue was updated by revision r118.
Updated the Collision detection to stop detecting collisions with transparent
items.
Original comment by asamg...@gmail.com
on 5 Aug 2012 at 8:07
This issue was updated by revision r119.
Updated the Playerscreen class to hide collided items.
Original comment by asamg...@gmail.com
on 5 Aug 2012 at 8:15
This issue was updated by revision r120.
Fixed a bug within the Update function related to hiding the collided items.
Original comment by asamg...@gmail.com
on 5 Aug 2012 at 8:27
This issue was updated by revision r147.
Updated the collision detection to detect Gym buildings.
Original comment by asamg...@gmail.com
on 7 Aug 2012 at 12:57
for class PlayScreen
remove unused usings
make variables private
rename Content to content
put content as a global variable instead of initializing it in update and load
methods
Texture2D texture = Content.Load<Texture2D>("Textures//Transparent");
Dont load anything in the update method this will cause the game to run slower
load all your textures cotents even if you wont use them yet in loadcontent
method
use bool instead of Boolean
int length = 50; dont initialize new variables in update method this's called
60 times persecond, each time you initialize a new variable... same for the
texture loading in the switch methods
in the draw method
SpriteBatch spriteBatch = ScreenManager.SpriteBatch;
again dont initialize any variables or load any textures in draw or update
methods
Original comment by khaled.osmaan
on 14 Aug 2012 at 9:41
Original issue reported on code.google.com by
asamg...@gmail.com
on 25 Jul 2012 at 8:51