xna - Dynamically alter or destroy a Texture2D for drawing and collision detection -


I am using XNA for 2D project, I have a problem and I do not know how to To solve. I have a texture (an image) that is drawn on the screen for example:

  | +++ | +++ | | --- | --- | | +++ | +++ |  

Now I want to be able to delete part of that structure / image so that it looks:

  | +++ | | --- | --- | | +++ | +++ |  

So that the collision now also works for the new image.

Which method would be better to solve this problem:

  1. Swap the whole texture with another texture, which is transparent in places where it is destroyed has given.
  2. Use some sieve with Streetbatch.Dra (serroctengel, destinationrectengel), drag and drop desired rectangles, and collide
  3. Divide the texture into 4 small textures, each of which It will be responsible for detecting its drawing / collision.
  4. know about t

Any help would be appreciated. Let me know that you need more clarification / example.

Edit: To illustrate, I will provide an example of usage for this. Imagine a 4x4 piece of the wall, which is shot on, 1x1 part of some of it is destroyed.

I third option:

3 - Divide the texture into 4 small textures, each of which will be responsible for its own drawing / collision detection.

It is not difficult to do this; Actually this tile's structure is similar, however, you have to change your code to fit this approach. Get a little more information about tiles: How to use it to create more games and book tile and game worlds

< / Strong> - Swap the entire texture with another texture, which is transparent in places where it has been destroyed.

No .. A different image is bad in every different situation. If you need to change the texture? Will you remake everything again?

2 - Use some sieve with spritebatch.drow (sourcerectangle, destinationRectangle) to drag the desired rectangles, and also check conflicts Unfortunately This does not work because spritebatch.Draw only works with rectangles: (

4 Use some other smart-asses the way I do not know.

I can not imagine any magic. Perhaps, using the second image to create masks But this is very processing-expensive.


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