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Transforming Sprites

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Translating (Moving) a Sprite

Sprite translation, or movement, can be done directly or indirectly. The direct approach involves writing code to move a sprite specifically to one location or another. The indirect approach involves setting up properties and variables that cause the sprite to move on its own based on those properties—we only write code that updates and draws the sprite, but the properties determine the movement. Although it is possible to cause a sprite to move in an arc or to follow a curve, that is not the type of movement we will be discussing in this hour. Instead, we’ll see how to move a sprite a short distance per frame (and remember, although an XNA game normally draws at 60 fps, a WP7 game runs at only 30). The “curves” our sprites will follow are actually complete circles, as you’ll see in the Solar System Demo coming up.

The math calculations we will perform in this hour to translate (move) a sprite are based on the 2D Cartesian coordinate system, represented in Figure 7.1. There are two axes, X and Y, which is why we refer to it as a “2D” system. Both the X and the Y axes start at the center, which is called the origin, residing at position (0,0). The X axis goes left (-) and right (+) from the origin. The Y axis goes down (-) and up (+) from the origin.

2D Cartesian coordinates are composed of two axes, X and Y.
FIGURE 7.1 2D Cartesian coordinates are composed of two axes, X and Y.

When making trigonometric calculations to transform a sprite’s position, the Y value must be reversed. If you look at the figure, you can see why! On a computer screen, as well as the WP7 screen, the origin (0,0) is located at the upper left, with X increasing right and Y increasing down. Since the Cartesian system represents Y positive going up, any Y coordinates we calculate must be reversed, or negated. This can be done by multiplying every Y result by -1.

Moving the position of a sprite needn’t be overly complicated. This is the easiest of the three transforms that we can calculate, because the calculation can just be skipped and the point can be moved to the desired target position (at this early stage). See Figure 7.2.

Translation (movement) from one point to another.
FIGURE 7.2 Translation (movement) from one point to another.

Using Velocity as Movement Over Time

Velocity can be calculated as distance over time. Mathematically, the formula is V = D / T. This calculation is more useful after a certain distance has been traveled in a certain amount of time, to figure out the average speed. But it is not as useful when it comes to moving sprites across the screen. For that purpose, we need to set a certain velocity ahead of time, while the distance and time variables are not as important. Let’s add a new velocity property to our ever-evolving Sprite class. Since velocity is a public property, we can use it outside of the class. Just for fun, let’s add a new method to the class to move the sprite based on velocity, as shown in Listing 7.1.

LISTING 7.1 Adding a new property to our Sprite class.

[code]
public class Sprite
{
private ContentManager p_content;
private SpriteBatch p_spriteBatch;
public Texture2D image;
public Vector2 position;
public Vector2 velocity;
public Color color;
public Sprite(ContentManager content, SpriteBatch spriteBatch)
{
p_content = content;
p_spriteBatch = spriteBatch;
image = null;
position = Vector2.Zero;
color = Color.White;
}
public bool Load(string assetName)
{
try
{
image = p_content.Load<Texture2D>(assetName);
}
catch (Exception) { return false; }
return true;
}
public void Draw()
{
p_spriteBatch.Draw(image, position, color);
}
public void Move()
{
position += velocity;
}
}
[/code]

The Move() method does something very simple—adds the velocity to the sprite’s position. The position will be rounded to the nearest X,Y pixel coordinate on the screen, but the velocity definitely will not be represented with whole numbers. Considering a game running at 60 fps, the velocity will be a fraction of a pixel, such as 0.01 (1/100th or 1% of a pixel). At this rate, assuming that the game is running at 60 fps, the sprite will move one pixel in 6/10ths of a second. This is equal to roughly two pixels per second, because 0.01 times 60 is 0.60. See Figure 7.3.

Sprite velocity in relation to frame rate.
FIGURE 7.3 Sprite velocity in relation to frame rate.

An XNA WP7 program runs at only 30 fps, so expect a difference in performance compared to Windows and Xbox 360 projects (which usually run at 60 fps).

We can put this simple addition to the Sprite class to the test. Included with this hour is an example called Sprite Movement. Open the project and take it for a spin. You’ll see that a funny-looking spaceship is moving over a background image, as shown in Figure 7.4, wrapping from right to left as it reaches the edge of the screen. Two asset files are required to run this project: craters800x480.tga and fatship256.tga, also included with the project. The source code is found in Listing 7.2.

Testing velocity with sprite motion.
FIGURE 7.4 Testing velocity with sprite motion.

LISTING 7.2 Test project for the new and improved Sprite class with movement capability.

[code]
public class Game1 : Microsoft.Xna.Framework.Game
{
GraphicsDeviceManager graphics;
SpriteBatch spriteBatch;
Sprite background;
Sprite ship;
public Game1()
{
graphics = new GraphicsDeviceManager(this);
Content.RootDirectory = “Content”;
TargetElapsedTime = TimeSpan.FromTicks(333333);
}
protected override void Initialize()
{
base.Initialize();
}
protected override void LoadContent()
{
spriteBatch = new SpriteBatch(GraphicsDevice);
background = new Sprite(Content, spriteBatch);
background.Load(“craters800x480”);
ship = new Sprite(Content, spriteBatch);
ship.Load(“fatship256”);
ship.position = new Vector2(0, 240 – ship.image.Height / 2);
ship.velocity = new Vector2(8.0f, 4.0f);
}
protected override void Update(GameTime gameTime)
{
if (GamePad.GetState(PlayerIndex.One).Buttons.Back ==
ButtonState.Pressed)
this.Exit();
//move the sprite
ship.Move();
//rebound from top and bottom
if (ship.position.Y < -70 | ship.position.Y > 480 – 185)
{
ship.velocity.Y *= -1;
}
//wrap around right to left
if (ship.position.X > 800)
ship.position.X = -256;
base.Update(gameTime);
}
protected override void Draw(GameTime gameTime)
{
GraphicsDevice.Clear(Color.Black);
spriteBatch.Begin();
//draw the background
background.Draw();
//draw the sprite
ship.Draw();
spriteBatch.End();
base.Draw(gameTime);
}
}
[/code]

Moving Sprites in a Circle

We’re going to use the sun and planet artwork introduced in the preceding hour to make a simple solar system simulation. The calculations will not be meaningful to an astronomy fan; we just want the planet sprites to rotate around the sun, with no relation to our actual solar system. For this project, we need several planet bitmaps with alpha channel transparency, but because the background will just be black, if the planets have a black background that will suffice.

The sun needs to be positioned at the center of the screen, with the planets moving around it in concentric circular orbits. To make a sprite move in a circle, we need to use basic trigonometry—sine and cosine functions.

To make the code in our Solar System Demo a little cleaner, I’ve created a quick subclass of Sprite called Planet that adds three properties: radius, angle, and velocity. Notice that the Planet constructor, Planet(), calls the Sprite constructor using the base() call, passing ContentManager and SpriteBatch as the two required parameters to Sprite. The syntax for inheritance from a base class is shown in the class definition that follows. This is very helpful as we can count on Sprite to initialize itself.

[code]
public class Planet : Sprite
{
public float radius;
public float angle;
public float velocity;
public Planet(ContentManager content, SpriteBatch spriteBatch)
: base(content, spriteBatch)
{
radius = 0.0f;
angle = 0.0f;
velocity = 0.0f;
}
}
[/code]

The rest of the source code for the Solar System Demo is up next. There are just four planets, but it is still efficient to use a List container to store them rather than using global variables. We’re slowly seeing a little more code added to our WP7 “programmer’s toolbox” with each new hour and each new example, which is a good thing. There’s a lot more code in the initialization part of ContentLoad() than in either Update() or Draw(), but that is to be expected in a program with so few sprites on the screen. Figure 7.5 shows the program running, and the source code is found in Listing 7.3.

Solar System demo.
FIGURE 7.5 Solar System demo.

LISTING 7.3 The Solar System Demo project code.

[code]
public class Game1 : Microsoft.Xna.Framework.Game
{
GraphicsDeviceManager graphics;
SpriteBatch spriteBatch;
Viewport screen;
Sprite sun;
List<Planet> planets;
public Game1()
{
graphics = new GraphicsDeviceManager(this);
Content.RootDirectory = “Content”;
TargetElapsedTime = TimeSpan.FromTicks(333333);
}
protected override void Initialize()
{
base.Initialize();
}
protected override void LoadContent()
{
spriteBatch = new SpriteBatch(GraphicsDevice);
screen = GraphicsDevice.Viewport;
//create sun sprite
sun = new Sprite(Content, spriteBatch);
sun.Load(“sun”);
sun.position = new Vector2((screen.Width – sun.image.Width)/2,
(screen.Height – sun.image.Height)/2);
//create planet sprites
planets = new List<Planet>();
//add 1st planet
Planet planet = new Planet(Content, spriteBatch);
planet.Load(“planet1”);
planet.velocity = 0.2f;
planet.radius = 100;
planet.angle = MathHelper.ToRadians(30);
planets.Add(planet);
//add 2nd planet
planet = new Planet(Content, spriteBatch);
planet.Load(“planet2”);
planet.velocity = 0.16f;
planet.radius = 140;
planet.angle = MathHelper.ToRadians(60);
planets.Add(planet);
//add 3rd planet
planet = new Planet(Content, spriteBatch);
planet.Load(“planet3”);
planet.velocity = 0.06f;
planet.radius = 195;
planet.angle = MathHelper.ToRadians(90);
planets.Add(planet);
//add 4th planet
planet = new Planet(Content, spriteBatch);
planet.Load(“planet4”);
planet.velocity = 0.01f;
planet.radius = 260;
planet.angle = MathHelper.ToRadians(120);
planets.Add(planet);
}
protected override void Update(GameTime gameTime)
{
if (GamePad.GetState(PlayerIndex.One).Buttons.Back ==
ButtonState.Pressed)
this.Exit();
//update planet orbits
foreach (Planet planet in planets)
{
//update planet’s orbit position
planet.angle += planet.velocity;
//calculate position around sun with sine and cosine
float orbitx = (float)(Math.Cos(planet.angle) * planet.radius);
float orbity = (float)(Math.Sin(planet.angle) * planet.radius);
//center the planet so it orbits around the sun
float x = (screen.Width – planet.image.Width) / 2 + orbitx;
float y = (screen.Height – planet.image.Height) / 2 + orbity;
//save new position
planet.position = new Vector2(x, y);
}
base.Update(gameTime);
}
protected override void Draw(GameTime gameTime)
{
GraphicsDevice.Clear(Color.Black);
spriteBatch.Begin();
//draw the sun
sun.Draw();
//draw the planets
foreach (Planet planet in planets)
{
planet.Draw();
}
spriteBatch.End();
base.Draw(gameTime);
}
}
[/code]

Did you find the code in LoadContent() a bit disconcerting, given that the same planet variable was used over and over again for each planet sprite? The important thing is that each one was added to the planets list, which became a “group” of sprites. You should do this whenever possible with related sprites, because it greatly simplifies everything about your code!

We can also use these sine() and cosine() functions to fire projectiles (such as a missile) from a launcher toward any target at any position on the screen.

The Sprite Movement Demo showed how a sprite can be moved automatically based on its velocity property, although we still have to step in and manage the event when the sprite reaches a screen edge. Although rotation is a subject of the next hour, we did explore moving a sprite around in a circle. This is different from sprite rotation, which involves actually changing the image. In our Solar System Demo, the sprite images were not rotated; they remained in a fixed rotation but followed a circular path around the sun using trigonometry.

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