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  • XNA 4.0, Combining model draw calls

    - by MayContainNuts
    I have the following problem: The levels in my game are made up of a Large Quantity of small Models and because of that I am experiencing frame rate problems. I already did some research and came to the conclusion that the amount of draw calls I am making must be the root of my problems. I've looked around for a while now and couldn't quite find a satisfying solution. I can't cull any of those models, in a worst case scenario there could be 1000 of them visible at the same time. I also looked at Hardware geometry Instancing, but I don't think that's quite what I'm looking for, because the level consists of a lot of different parts. So, what I'd like to do is combining 100 or 200 of these Models into a single large one and draw it as a whole 'chunk'. The whole geometry is static so it wouldn't have to be changed after combining, but different parts of it would have to use different textures (I think I can accomplish that with a texture atlas). But I have no idea how to to that, so does anybody have any suggestions?

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  • Particle effect after the bullet

    - by Siddharth
    In my game, I fire a bullet from the gun along with that I generate a particle behind the bullet so that I look like fire effect after the bullet. But my problem is that the position I got from the bullet was distance in place. So basically I want to say that the bullet speed was high for that reason I got coordinate for the particle generation was far from each other like dot dot effect. But I want continuous flow of particle behind the bullet. So please provide any guidance for my problem

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  • Developing games using virtualization on macOS (or Linux) [on hold]

    - by zpinner
    From what I've seen, most of the gamedev tools and engines (that could generate cross platform games) are not supported on Mac. Havok/Project Anarchy, UDK, GameMaker, e.g. . Basically, the only options I found are: Unity3d and monogame + xamarin. Unity is nice and I've been playing with it for some time, but the free version is quite limited when we're talking about shaders, that made me consider that as an indie developer, I might want more freedom to experiment new things, without paying the expensive unity license. I didn't try monogame + xamarin yet, and altough XNA is a very nice game framework, I'd like to have more freedom to experiment and finish a game first before paying for the IDE, which is not possible with the current Xamarin business model. That leaves me with the thought that I must go back to windows, which I'd preferably do it partially, if it's possible. Using BootCamp is something that I'd like to avoid, since it's a pain to reboot when changing OS and that would probably force me to become a 100% windows user. Is there anyone actually developing a game using virtualization solutions like parallels or vmwareFusion? How was your experience?

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  • Behaviour tree code example?

    - by jokoon
    http://altdevblogaday.org/2011/02/24/introduction-to-behavior-trees/ Obviously the most interesting article I found on this website. What do you think about it ? It lacks some code example, don't you know any ? I also read that state machines are not very flexible compared to behaviour trees... On top of that I'm not sure if there is a true link between state machines and the state pattern... is there ?

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  • Delaying a Foreach loop half a second

    - by Sigh-AniDe
    I have created a game that has a ghost that mimics the movement of the player after 10 seconds. The movements are stored in a list and i use a foreach loop to go through the commands. The ghost mimics the movements but it does the movements way too fast, in split second from spawn time it catches up to my current movement. How do i slow down the foreach so that it only does a command every half a second? I don't know how else to do it. Please help this is what i tried : The foreach runs inside the update method DateTime dt = DateTime.Now; foreach ( string commandDirection in ghostMovements ) { int mapX = ( int )( ghostPostition.X / scalingFactor ); int mapY = ( int )( ghostPostition.Y / scalingFactor ); // If the dt is the same as current time if ( dt == DateTime.Now ) { if ( commandDirection == "left" ) { switch ( ghostDirection ) { case ghostFacingUp: angle = 1.6f; ghostDirection = ghostFacingRight; Program.form.direction = ""; dt.AddMilliseconds( 500 );// add half a second to dt break; case ghostFacingRight: angle = 3.15f; ghostDirection = ghostFacingDown; Program.form.direction = ""; dt.AddMilliseconds( 500 ); break; case ghostFacingDown: angle = -1.6f; ghostDirection = ghostFacingLeft; Program.form.direction = ""; dt.AddMilliseconds( 500 ); break; case ghostFacingLeft: angle = 0.0f; ghostDirection = ghostFacingUp; Program.form.direction = ""; dt.AddMilliseconds( 500 ); break; } } } }

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  • How to derive euler angles from matrix or quaternion?

    - by KlashnikovKid
    Currently working on steering behavior for my AI and just hit a little mathematical bump. I'm in the process of writing an align function, which basically tries to match the agent's orientation with a target orientation. I've got a good source material for implementing this behavior but it uses euler angles to calculate the rotational delta, acceleration, and so on. This is nice, however I store orientation as a quaternion and the math library I'm using doesn't provide any functionality for deriving the euler angles. But if it helps I also have rotational matrices at my disposal too. What would be the best way to decompose the quaternion or rotational matrix to get the euler information? I found one source for decomposing the matrix, but I'm not quite getting the correct results. I'm thinking it may be a difference of column/row ordering of my matrices but then again, math isn't my strong point. http://nghiaho.com/?page_id=846

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  • JavaScript 3D space ship rotation

    - by user36202
    I am working with a fairly low-level JavaScript 3D API (not Three.js) which uses euler angles for rotation. In most cases, euler angles work quite well for doing things like aligning buildings, operating a hovercraft, or looking around in the first-person. However, in space there is no up or down. I want to control the ship's roll, pitch, and yaw. To do that, some people would use a local coordinate system or a permenant matrix or quaternion or whatever to represent the ship's angle. However, since I am not most people and am using a library that deals exclusively in euler angles, I will be using relative angles to represent how to rotate the ship in space and getting the resulting non-relative euler angles. For you math nerds, that means I need to convert 3 euler angles (with Y being the vertical axis, X representing the pitch, and Z representing a roll which is unaffected by the other angles, left-handed system) into a 3x3 orientation matrix, do something fancy with the matrix, and convert it back into the 3 euler angles. Euler to matrix to euler. Somebody has posted something similar to this on SO (http://stackoverflow.com/questions/1217775/rotating-a-spaceship-model-for-a-space-simulator-game) but he ended up just working with a matrix. This will not do for me. Also, I am using JavaScript, not C++. What I want essentially are the functions do_roll, do_pitch, and do_yaw which only take in and put out euler angles. Many thanks.

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  • Custom mesh format - yea or nay?

    - by Electro
    In the process of writing my game prototype, I have found the OBJ format to be insufficient for my needs - it does not support any sort of animation, it doesn't support triangle strips (I'm targeting my ancient hardware). MD2 wouldn't fit the bill because it doesn't have support for named model pieces. MD3 would probably work, but like OBJ, it doesn't have support for triangle strips. Considering the limitations of the formats above, I've come to the conclusion that it may be necessary to write my own format to accommodate my requirements, but that feels like reinventing the wheel. So, I need a format which can specify indexed tri-strips, supports textures, UV-mapping, collision data, can have multiple named segments and supports animations (have I forgotten anything?). Is there any format like that which already exists, or do I have to write my own?

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  • Text based game in XNA

    - by Sigh-AniDe
    I want to create a text based game, where the player will type up,down, left or right and the sprite will move in that direction. I created the game and at the moment the player moves with the up,left,down and right keys. I would like to change the movement of the sprite from keypresses to text commands, Ive googled a lot on creating text based games in XNA but have had no luck. Could you please help me or guide me in the right direction of how to do this in XNA. All help will greatly be appreciated. Thanks

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  • Slick 2d scrolling off screen

    - by Peter
    I have something scrolling in and out of the screen. Now when it goes off screen, I want it to scroll into the screen at another location. What I do is I grab the last pixels at the screens edge using g.copyArea and then g.drawImage on the edge of the screen. And then I do a g.translate to create room for the next row which is next render cycle. My problem is that I get a single pixel row, which is not copied onto the canvas. Where as I want each row to be added and then translated, so that the image that scrolled off screen is recreated on the other side of the screen. Here is my code, maybe there is a better way of doing this, open to any suggests, cause I'm totally stuck @Override public void render(GameContainer gc, Graphics g) throws SlickException { //g.setClip(0, 0, 300, gc.getHeight()); g.translate(0, y); g.drawImage(image,0,200); g.resetTransform(); //g.clearClip(); g.copyArea(rightImage, 0, gc.getHeight() - 1); g.drawImage(rightImage, 300, 0); g.translate(0, y); y=y+3; }

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  • Custom extensible file format for 2d tiled maps

    - by Christian Ivicevic
    I have implemented much of my game logic right now, but still create my maps with nasty for-loops on-the-fly to be able to work with something. Now I wanted to move on and to do some research on how to (un)serialize this data. (I do not search for a map editor - I am speaking of the map file itself) For now I am looking for suggestions and resources, how to implement a custom file format for my maps which should provide the following functionality (based on MoSCoW method): Must have Extensibility and backward compatibility Handling of different layers Metadata on whether a tile is solid or can be passed through Special serialization of entities/triggers with associated properties/metadata Could have Some kind of inclusion of the tileset to prevent having scattered files/tilesets I am developing with C++ (using SDL) and targetting only Windows. Any useful help, tips, suggestions, ... would be appreciated!

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  • Calculate velocity of a bullet ricocheting on a circle

    - by SteveL
    I made a picture to demostrate what I need,basecaly I have a bullet with velocity and I want it to bounce with the correct angle after it hits a circle Solved(look the accepted answer for explain): Vector.vector.set(bullet.vel); //->v Vector.vector2.setDirection(pos, bullet.pos); //->n normal from center of circle to bullet float dot=Vector.vector.dot(Vector.vector2); //->dot product Vector.vector2.mul(dot).mul(2); Vector.vector.sub(Vector.vector2); Vector.vector.y=-Vector.vector.y; //->for some reason i had to invert the y bullet.vel.set(Vector.vector);

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  • When mapping the surface of a sphere with tiles, how might you deal with polar distortion?

    - by clweeks
    It's easy to deal with the way locations interact on a clean Cartesian grid. It's just vanilla math. And you can kind of ignore the geometry of the sphere's surface for a bunch of it if you want to just truncate the poles or something. But I keep coming up with ideas for games where the polar space matters. Geo-coded ARGs and global roguelikes and stuff. I want square(ish?) locations -- reasonably representable by square tiles of the same size across the globe, anyway. This has to be a solved problem, right? What are the solutions? ETA: At the equator -- and assuming that your square locations are reasonably small, it's close enough to true that you can get away with having one square in the rows north and south of the most equatorial row. And you could probably get away with that by just hand-waving the difference up to like 45-degrees or so. But eventually, you need to have fewer squares in a pole-ward circumferential row. If I reduce the length of the row by one and offset the squares by 1/2 then they're just like hexes and it's relatively easy to do the coding to keep track of the connections. But as you get pole-ward, it gets more and more extreme. Projecting the surface of the world onto the surface of a cube is tempting. But I figured there must be more elegant solutions already in use. If I did the cube thing (not dissecting it further through geodesy) Are there any pros and cons related to placing the pole at the center of a face or at the vertex of three sides?

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  • How to code Time Stop or Bullet Time in a game?

    - by David Miler
    I am developing a single-player RPG platformer in XNA 4.0. I would like to add an ability that would make the time "stop" or slow down, and have only the player character move at the original speed(similar to the Time Stop spell from the Baldur's Gate series). I am not looking for an exact implementation, rather some general ideas and design-patterns. EDIT: Thanks all for the great input. I have come up with the following solution public void Update(GameTime gameTime) { GameTime newGameTime = new GameTime(gameTime.TotalGameTime, new TimeSpan(gameTime.ElapsedGameTime.Ticks / DESIRED_TIME_MODIFIER)); gameTime = newGameTime; or something along these lines. This way I can set a different time for the player component and different for the rest. It certainly is not universal enough to work for a game where warping time like this would be a central element, but I hope it should work for this case. I kinda dislike the fact that it litters the main Update loop, but it certainly is the easiest way to implement it. I guess that is essentialy the same as tesselode suggested, so I'm going to give him the green tick :)

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  • Best way to blend colors in tile lighting? (XNA)

    - by Lemoncreme
    I have made a color, decent, recursive, fast tile lighting system in my game. It does everything I need except one thing: different colors are not blended at all: Here is my color blend code: return (new Color( (byte)MathHelper.Clamp(color.R / factor, 0, 255), (byte)MathHelper.Clamp(color.G / factor, 0, 255), (byte)MathHelper.Clamp(color.B / factor, 0, 255))); As you can see it does not take the already in place color into account. color is the color of the previous light, which is weakened by the above code by factor. If I wanted to blend using the color already in place, I would use the variable blend. Here is an example of a blend that I tried that failed, using blend: return (new Color( (byte)MathHelper.Clamp(((color.R + blend.R) / 2) / factor, 0, 255), (byte)MathHelper.Clamp(((color.G + blend.G) / 2) / factor, 0, 255), (byte)MathHelper.Clamp(((color.B + blend.B) / 2) / factor, 0, 255))); This color blend produces inaccurate and strange results. I need a blend that is accurate, like the first example, that blends the two colors together. What is the best way to do this?

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  • 2-d lighting day/night cycle

    - by Richard
    Off the back of this post in which I asked two questions and received one answer, which I accepted as a valid answer. I have decided to re-ask the outstanding question. I have implemented light points with shadow casting as shown here but I would like an overall map light with no point/light source. The map setup is a top-down 2-d 50X50 pixel grid. How would I go about implementing a day/night cycle lighting across a map?

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  • How to calculate vertext normals for a mesh in Java in OpenGL ES application?

    - by alan mc
    Can some one point me to Java code ( in Java not C or C++) that calculates all the normals for all the vertices of a mesh for OpenGL ES application. I need this for lighting. Lets say I have a cube with following vertices and indices: float vertices[] = { -width, -height, -depth, // 0 width, -height, -depth, // 1 width, height, -depth, // 2 -width, height, -depth, // 3 -width, -height, depth, // 4 width, -height, depth, // 5 width, height, depth, // 6 -width, height, depth // 7 }; short indices[] = { 0, 2, 1, 0, 3, 2, 1,2,6, 6,5,1, 4,5,6, 6,7,4, 2,3,6, 6,3,7, 0,7,3, 0,4,7, 0,1,5, 0,5,4 }; In above specific example how many normals we need ?

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  • What data should be cached in a multiplayer server, relative to AI and players?

    - by DevilWithin
    In a virtual place, fully network driven, with an arbitrary number of players and an arbitrary number of enemies, what data should be cached in the server memory, in order to optimize smooth AI simulation? Trying to explain, lets say player A sees player B to E, and enemy A to G. Each of those players, see player A, but not necessarily each other. Same applies to enemies. Think of this question from a topdown perspective please. In many cases, for example, when a player shoots his gun, the server handles the sound as a radial "signal" that every other entity within reach "hear" and react upon. Doing these searches all the time for a whole area, containing possibly a lot of unrelated players and enemies, seems to be an issue, when the budget for each AI agent is so small. Should every entity cache whatever enters and exits from its radius of awareness? Is there a great way to trace the entities close by without flooding the memory with such caches? What about other AI related problems that may arise, after assuming the previous one works well? We're talking about environments with possibly hundreds of enemies, a swarm.

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  • Any ideas on reducing lag in terrain generation?

    - by l5p4ngl312
    Ok so here's the deal. I've written an isometric engine that generates terrain based on camera values using 2D perlin noise. I planned on doing 3D but first I need to work out the lag issues I'm having. I will try to explain how I am doing this so that maybe someone can spot where I am going wrong. I know it should not be this laggy. There is the abstract class Block which right now just contains render(). BlockGrass, etc. extend this class and each has code in the render function to create a textured quad at the given position. Then there is the class Chunk which has the function Generate() and setBlocksInArea(). Generate uses 2D perlin noise to make a height map and stores the heights in a 2D array. It stores the positions of each block it generates in blockarray[x][y][z]. The chunks are 8x8x128. In the main game class there is a 3D array called blocksInArea. The blocks in this array are what gets rendered. When a chunk generates, it adds its blocks to this array at the correct index. It is like this so chunks can be saved to the hard drive (even though they aren't yet) but there can still be optimization with the rendering that you wouldn't have if you rendered each chunk separately. Here's where the laggy part comes in: When the camera moves to a new chunk, a row of chunks generates on the end of the axis that the camera moved on. But it still has to move the other chunks up/down in the blocksInArea (render) array. It does this by calculating the new position in the array and doing the Chunk.setBlocksInArea(): for(int x = 0; x < 8; x++){ for(int y = 0; y < 8; y++){ nx = x+(coordX - camCoordX)*8 ny = y+(coordY - camCoordY)*8 for(int z = 0; z < height[x][y]; z++){ blockarray[x][y][z] = Game.blocksInArea[nx][ny][z]; } } } My reasoning was that this would be much faster than doing the perlin noise all over again, but there are still little spikes of lag when you move in between chunks. Edit: Would it be possible to create a 3 dimensional array list so that shifting of chunks within the array would not be neccessary?

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  • Ignore collisions with some objects in certain contexts

    - by Paul Manta
    I'm making a racing game with cars in Unity. The car has a boost/nitro powerup. While boosting, I wouldn't want to be deviated when colliding with zombies, but I do want to be deviated when colliding with walls. On the other hand, I don't want to ignore collision with zombies, because I still want to hit them on impact. How should I handle this? Basically, what I want is for the car to not rotate when colliding with certain objects.

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  • Square game map rendered as sphere

    - by Roflha
    For a hobby project of mine I have created a finite voxel world (similar to Minecraft), but as I said, mine is finite. When you reach the edge of it, you are sent to the other side. That is all working fine along with rendering the far side of the map, but I want to be able to render this grid as a sphere. Looking down from above, the world is a square. I basically want to be able to represent a portion of that square as a sphere, as if you were looking at a planet. Right now I am experimenting with taking a circular section of the map, and rendering that, but it look to flat (no curvature around the edges). My question then, is what would be the best way to add some curvature to the edges of a 2d circle to make it look like a hemisphere. However, I am not overly attached to this implementation so if somebody has some other idea for representing the square as a planet, I am all ears.

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  • Retrieving snapshots of game statistics

    - by SatheeshJM
    What is a good architecture for storing game statistics, so that I can retrieve snapshots of it at various moments? Say I have a game, and the user's statistics initially are: { hours_played = 0, games_played = 0, no_of_times_killed = 0, } When the user purchases something for the first time from within the game, the stats are { hours_played = 10, games_played = 2, no_of_times_killed = 5, } And when he purchases something for the second time, the stats are { hours_played = 20, games_played = 4, no_of_times_killed = 10, } Let me name the events as "purchase1" and "purchase2" How do I model my statistics, so that at any point in the future, I will be able to retrieve the snapshot of the statistics at the time when "purchase1" was fired. Similarly for "purchase2" and any other event I will add. Hope that made sense..

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  • How to remove a box2d body when collision happens?

    - by Ayham
    I’m still new to java and android programming and I am having so much trouble Removing an object when collision happens. I looked around the web and found that I should never handle removing BOX2D bodies during collision detection (a contact listener) and I should add my objects to an arraylist and set a variable in the User Data section of the body to delete or not and handle the removing action in an update handler. So I did this: First I define two ArrayLists one for the faces and one for the bodies: ArrayList<Sprite> myFaces = new ArrayList<Sprite>(); ArrayList<Body> myBodies = new ArrayList<Body>(); Then when I create a face and connect that face to its body I add them to their ArrayLists like this: face = new AnimatedSprite(pX, pY, pWidth, pHeight, this.mBoxFaceTextureRegion); Body BoxBody = PhysicsFactory.createBoxBody(mPhysicsWorld, face, BodyType.DynamicBody, objectFixtureDef); mPhysicsWorld.registerPhysicsConnector(new PhysicsConnector(face, BoxBody, true, true)); myFaces.add(face); myBodies.add(BoxBody); now I add a contact listener and an update handler in the onloadscene like this: this.mPhysicsWorld.setContactListener(new ContactListener() { private AnimatedSprite face2; @Override public void beginContact(final Contact pContact) { } @Override public void endContact(final Contact pContact) { } @Override public void preSolve(Contact contact,Manifold oldManifold) { } @Override public void postSolve(Contact contact,ContactImpulse impulse) { } }); scene.registerUpdateHandler(new IUpdateHandler() { @Override public void reset() { } @Override public void onUpdate(final float pSecondsElapsed) { } }); My plan is to detect which two bodies collided in the contact listener by checking a variable from the user data section of the body, get their numbers in the array list and finally use the update handler to remove these bodies. The questions are: Am I using the arraylist correctly? How to add a variable to the User Data (the code please). I tried removing a body in this update handler but it still throws me NullPointerException , so what is the right way to add an update handler and where should I add it. Any other advices to do this would be great. Thanks in advance.

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  • How can I show a texture in a separate window in an XNA game?

    - by John
    I'm playing around with random map generation and what I want to do is: Input a command to generate a random map. A texture will be created resembling the generation, each pixel resembling each tile. A new window will pop-up, without removing the original one, that will contain the texture. I know how to do this except for the last part. Would someone please tell me how to create a new window and draw a texture to this window?

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  • Better way to load level content in XNA?

    - by user2002495
    Currently I loaded all my assets in XNA in the main Game class. What I want to achieve later is that I only load specific assets for specific levels (the game will consist of many levels). Here is how I load my main assets into the main class: protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); plane = new Player(Content.Load<Texture2D>(@"Player/playerSprite"), 6, 8); plane.animation = "down"; plane.pos = new Vector2(400, 500); plane.fps = 15; Global.currentPos = plane.pos; lvl1 = new Level1(Content.Load<Texture2D>(@"Levels/bgLvl1"), Content.Load<Texture2D>(@"Levels/bgLvl1-other"), new Vector2(0, 0), new Vector2(0, -600)); CommonBullet.LoadContent(Content); CommonEnemyBullet.LoadContent(Content); } protected override void UnloadContent() { } protected override void Update(GameTime gameTime) { if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) this.Exit(); plane.Update(gameTime); lvl1.Update(gameTime); foreach (CommonEnemy ce in cel) { if (ce.CollidesWith(plane)) { ce.hasSpawn = false; } foreach (CommonBullet b in plane.commonBulletList) { if (b.CollidesWith(ce)) { ce.hasSpawn = false; } } ce.Update(gameTime); } LoadCommonEnemy(); base.Update(gameTime); } private void LoadCommonEnemy() { int randY = rand.Next(-600, -10); int randX = rand.Next(0, 750); if (cel.Count < 3) { cel.Add(new CommonEnemy(Content.Load<Texture2D>(@"Enemy/Common/commonEnemySprite"), 7, 2, "left", randX, randY)); } for (int i = 0; i < cel.Count; i++) { if (!cel[i].hasSpawn) { cel.RemoveAt(i); i--; } } } protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.Black); spriteBatch.Begin(); lvl1.Draw(spriteBatch); plane.Draw(spriteBatch); foreach (CommonEnemy ce in cel) { ce.Draw(spriteBatch); } spriteBatch.End(); base.Draw(gameTime); } I wish to load my players, enemies, all in Level1 class. However, when I move my player & enemy code into the Level1 class, the gameTime returns null. Here is my Level1 class: using System; using System.Collections.Generic; using System.Linq; using System.Text; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Media; using Microsoft.Xna.Framework.Input; using SpaceShooter_Beta.Animation.PlayerCollection; using SpaceShooter_Beta.Animation.EnemyCollection.Common; namespace SpaceShooter_Beta.Levels { public class Level1 { public Texture2D bgTexture1, bgTexture2; public Vector2 bgPos1, bgPos2; public float speed = 5f; Player plane; public Level1(Texture2D texture1, Texture2D texture2, Vector2 pos1, Vector2 pos2) { this.bgTexture1 = texture1; this.bgTexture2 = texture2; this.bgPos1 = pos1; this.bgPos2 = pos2; } public void LoadContent(ContentManager cm) { plane = new Player(cm.Load<Texture2D>(@"Player/playerSprite"), 6, 8); plane.animation = "down"; plane.pos = new Vector2(400, 500); plane.fps = 15; Global.currentPos = plane.pos; } public void Draw(SpriteBatch sb) { sb.Draw(bgTexture1, bgPos1, Color.White); sb.Draw(bgTexture2, bgPos2, Color.White); plane.Draw(sb); } public void Update(GameTime gt) { bgPos1.Y += speed; bgPos2.Y += speed; if (bgPos1.Y >= 600) { bgPos1.Y = -600; } if (bgPos2.Y >= 600) { bgPos2.Y = -600; } plane.Update(gt); } } } Of course when I did this, I delete all my player's code in the main Game class. All of that works fine (no errors) except that the game cannot start. The debugger says that plane.Update(gt); in Level 1 class has null GameTime, same thing with the Draw method in the Level class. Please help, I appreciate for the time. [EDIT] I know that using switch in the main class can be a solution. But I prefer a cleaner solution than that, since using switch still means I need to load all the assets through the main class, the code will be A LOT later on for each levels

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