Hello,

I made a 2D game using XNA 3.1 in visual studio 2008 professional.
In the game you can control a cannon and shoot cannonballs at ufo's.
It worked when I had a Rectangle collision but when I followed a tutorial for per-pixel collision, and I got errors I have no idea what to do cuz I've tried so many things.
(im quite new to XNA)

I get 6 errors saying: Error 1 'System.Array' does not contain a definition for 'Width' and no extension method 'Width' accepting a first argument of type 'System.Array' could be found (are you missing a using directive or an assembly reference?)

(6 more of those about "Width" and "Height" and "Data")

this is my code after my per-pixel collision attempt:

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;

namespace UFO
{
    /// <summary>
    /// This is the main type for your game
    /// </summary>
    public class Game1 : Microsoft.Xna.Framework.Game
    {
        GraphicsDeviceManager graphics;
        SpriteBatch spriteBatch;
        Texture2D backgroundTexture;
        Rectangle viewportRect;
        GameObject cannon;
        const int maxCannonBalls = 3;
        GameObject[] cannonBalls;
        KeyboardState previousKeyboardState = Keyboard.GetState();
        const int maxEnemies = 3;
        GameObject[] enemies;
        const float maxEnemyHeight = 0.1f;
        const float minEnemyHeight = 0.5f;
        const float maxEnemyVelocity = 5.0f;
        const float minEnemyVelocity = 1.0f;
        Random random = new Random();
        int score;
        SpriteFont font;
        Vector2 scoreDrawPoint = new Vector2(0.1f, 0.1f);
        float interval = 1000f / 25f;
        int frameCount = 16;
        int spriteWidth = 64;
        int spriteHeight = 64;
        Explosion[] explosions;
        AudioEngine audioEngine;
        SoundBank soundbank;
        WaveBank wavebank;
        Color[] cannonBallsData;
        Color[] enemiesData;
        


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

        /// <summary>
        /// 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.
        /// </summary>
        protected override void Initialize()
        {
            // TODO: Add your initialization logic here
           

            base.Initialize();
        }

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

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

            backgroundTexture =
          Content.Load<Texture2D>("Sprites\\background");
            viewportRect = new Rectangle(0, 0,
                            graphics.GraphicsDevice.Viewport.Width,
                            graphics.GraphicsDevice.Viewport.Height);

            cannon = new GameObject(
   Content.Load<Texture2D>("Sprites\\cannon"));
            cannon.position = new Vector2(120,
               graphics.GraphicsDevice.Viewport.Height - 80);

            cannonBalls = new GameObject[maxCannonBalls];
            for (int i = 0; i < maxCannonBalls; i++)
            {
                cannonBalls[i] = new
                          GameObject(Content.Load<Texture2D>(
                                "Sprites\\cannonball"));
            }

            enemies = new GameObject[maxEnemies];
            for (int i = 0; i < maxEnemies; i++)
            {
                enemies[i] = new GameObject(
                    Content.Load<Texture2D>("Sprites\\enemy"));
            }
            font = Content.Load<SpriteFont>("Fonts\\GameFont");
            enemies = new GameObject[maxEnemies];
            explosions = new Explosion[maxEnemies];
            for (int i = 0; i < maxEnemies; i++)
            {
                enemies[i] = new GameObject(
                         Content.Load<Texture2D>("Sprites\\enemy"));
                explosions[i] = new Explosion(
                         Content.Load<Texture2D>(
                         "Sprites\\sprite_sheet"));

                          
                
            }
            audioEngine = new
     AudioEngine("Content\\Audio\\audio.xgs");
            wavebank = new WaveBank(audioEngine,
                 "Content\\Audio\\Wave Bank.xwb");
            soundbank = new SoundBank(audioEngine,
                 "Content\\Audio\\Sound Bank.xsb");


        }

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

        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        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
            KeyboardState keyboardState = Keyboard.GetState();
            if (keyboardState.IsKeyDown(Keys.Left))
            {
                cannon.rotation -= 0.1f;
            }
            if (keyboardState.IsKeyDown(Keys.Right))
            {
                cannon.rotation += 0.1f;
            }

            cannon.rotation = MathHelper.Clamp(cannon.rotation, -MathHelper.PiOver2, 0);

            if (keyboardState.IsKeyDown(Keys.Space) &&
            previousKeyboardState.IsKeyUp(Keys.Space))
            {
                FireCannonBall();
            }
            previousKeyboardState = keyboardState;

            UpdateCannonBalls();
            UpdateEnemies();
            UpdateExplosions((float)gameTime.ElapsedGameTime.TotalMilliseconds);


            base.Update(gameTime);
        }

        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.CornflowerBlue);

            // TODO: Add your drawing code here
            spriteBatch.Begin();
            spriteBatch.Draw(backgroundTexture, viewportRect,
                            Color.White);

            foreach (GameObject ball in cannonBalls)
            {
                if (ball.alive)
                {
                    spriteBatch.Draw(ball.sprite,
                        ball.position, Color.White);
                }
            }

            

            spriteBatch.Draw(cannon.sprite,
                cannon.position,
                null,
                Color.White,
                cannon.rotation,
                cannon.center, 1.0f,
           SpriteEffects.None, 0);

            foreach (GameObject enemy in enemies)
            {
                if (enemy.alive)
                {
                    spriteBatch.Draw(enemy.sprite,
                             enemy.position, Color.White);
                }
            }
            spriteBatch.DrawString(font,
                "Score: " + score.ToString(),
new Vector2(scoreDrawPoint.X * viewportRect.Width,
                 scoreDrawPoint.Y * viewportRect.Height),
            Color.Yellow);

            foreach (Explosion explosion in explosions)
            {
                if (explosion.alive)
                {
                    spriteBatch.Draw(explosion.sprite, explosion.position, explosion.sourceRect, Color.White, 0f, Vector2.Zero, 1.5f, SpriteEffects.None, 0);
                }
            }


            base.Draw(gameTime);
            spriteBatch.End();
        }

        public void FireCannonBall()
        {
            foreach (GameObject ball in cannonBalls)
            {
                if (!ball.alive)
                {
                    ball.alive = true;
                    soundbank.PlayCue("missilelaunch");
                    ball.position = cannon.position -
                         ball.center;
                    ball.velocity = new Vector2(
                        (float)Math.Cos(cannon.rotation),
                        (float)Math.Sin(cannon.rotation)) *
                            5.0f;
                    return;
                }
            }
        }
        public void UpdateCannonBalls()
        {
            foreach (GameObject ball in cannonBalls)
            {
                if (ball.alive)
                {
                    ball.position += ball.velocity;
                    if (!viewportRect.Contains(new Point(
                        (int)ball.position.X,
                        (int)ball.position.Y)))
                    {
                        ball.alive = false;
                        continue;
                    }

                    Rectangle cannonBallRect = new Rectangle(
                           (int)ball.position.X,
                           (int)ball.position.Y,
                           ball.sprite.Width,
                           ball.sprite.Height);

                    foreach (GameObject enemy in enemies)
                    {
                        Rectangle enemyRect = new Rectangle(
                           (int)enemy.position.X,
                           (int)enemy.position.Y,
                           enemy.sprite.Width,
                           enemy.sprite.Height);

                        if (IntersectPixels(cannonBallRect,cannonBallsData,enemyRect, enemiesData))
                        {
                            ball.alive = false;
                            enemy.alive = false;
                            explosions[1].alive = true;
                            explosions[1].timer = 0; explosions[1].currentFrame = 0;
                            explosions[1].position = enemy.position;
                            score += 1;
                            soundbank.PlayCue("explosion");
                            break;
                        }
                    }
                }
            }
        }
        public void UpdateEnemies()
        {
            foreach (GameObject enemy in enemies)
            {
                if (enemy.alive)
                {
                    enemy.position += enemy.velocity;
                    if (!viewportRect.Contains(new Point(
                        (int)enemy.position.X,
                        (int)enemy.position.Y)))
                    {
                        enemy.alive = false;
                    }
                }
                else
                {
                    enemy.alive = true;
                    enemy.position = new Vector2(
                        viewportRect.Right,
                        MathHelper.Lerp(
                        (float)viewportRect.Height *
                             minEnemyHeight,
                        (float)viewportRect.Height *
                             maxEnemyHeight,
                        (float)random.NextDouble()));
                    enemy.velocity = new Vector2(
                        MathHelper.Lerp(
                        -minEnemyVelocity,
                        -maxEnemyVelocity,
                        (float)random.NextDouble()), 0);
                }

            }
        }
        public void UpdateExplosions(float timertijd)
        {
            foreach (Explosion explosion in explosions)
            {
                if (explosion.alive)
                {
                  
                    explosion.timer += timertijd;
                    if (explosion.timer > interval)
                    {
                        explosion.currentFrame++;
                        if (explosion.currentFrame > frameCount - 1)
                        {
                            explosion.alive = false;
                        }
                        explosion.timer = 0f;
                    }
                    explosion.sourceRect = new
                    Rectangle(explosion.currentFrame * spriteWidth,
                    0, spriteWidth, spriteHeight);
                    

                }
            }
        }

        static bool IntersectPixels(Rectangle rectangleA, Color[] dataA,
                            Rectangle rectangleB, Color[] dataB)
        {
            // Find the bounds of the rectangle intersection
            int top = Math.Max(rectangleA.Top, rectangleB.Top);
            int bottom = Math.Min(rectangleA.Bottom, rectangleB.Bottom);
            int left = Math.Max(rectangleA.Left, rectangleB.Left);
            int right = Math.Min(rectangleA.Right, rectangleB.Right);

            // Check every point within the intersection bounds
            for (int y = top; y < bottom; y++)
            {
                for (int x = left; x < right; x++)
                {
                    
                        

                        // Get the color of both pixels at this point
                        Color colorA = dataA[(x - rectangleA.Left) +
                                    (y - rectangleA.Top) * rectangleA.Width];
                        Color colorB = dataB[(x - rectangleB.Left) +
                                    (y - rectangleB.Top) * rectangleB.Width];
                    
                    // If both pixels are not completely transparent,
                    if (colorA.A != 0 && colorB.A != 0)
                    {
                        // then an intersection has been found
                        return true;
                    }
                }
            }

            // No intersection found
            return false;
        }
    }
}

Think you might give a hint to which lines have errors?

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