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SimonDarksideJ opened this issue Apr 25, 2025 · 12 comments
Open

Chapter 6 feedback #32

SimonDarksideJ opened this issue Apr 25, 2025 · 12 comments

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@SimonDarksideJ
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Feedback related to chapter 6

@SimonDarksideJ
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‘SpriteSortMode.BackToFront’, I think there may be a typo when formatting

@SimonDarksideJ
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You changed the position code as well which wasn’t highlighted

@SimonDarksideJ
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You changed rotation back to how it was but didn’t mention anywhere, I understand not highlighting incase someone is using the tutorial for quick reference on specifics and not following through but if you are following through then you aren’t necessarily going to be resetting your code between steps so a mention at the start of the section that you’ve set it back/undone the changes made to the rotation in the previous step might help someone who might think they have done something wrong when they make a change and don’t get the same result you are showing.

@SimonDarksideJ
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Same as previously in scale. This seems the case for each section.

@SimonDarksideJ
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You reference the wrong image in the beginning of layer depth, its 6-15 rather than 5-14

@SimonDarksideJ SimonDarksideJ changed the title Chapter 6 Chapter 6 feedback Apr 25, 2025
@SimonDarksideJ
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SimonDarksideJ commented Apr 25, 2025

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Always keep constructor parameters on separate lines, else it is easy to miss specific properties. For example, I missed the Window.ClientBounds.Width argument due to the formatting. And since Vector2 still works with only a single value. I got different results

May doing different indents here might have helped.

@AristurtleDev
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‘SpriteSortMode.BackToFront’, I think there may be a typo when formatting

Markdown formatting fixed

@AristurtleDev
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You changed the position code as well which wasn’t highlighted

This was updated to highlight the position code, but the section was also reworded to the following

To resolve the rotation issue we had, we need to need to change two things:

  1. Set the origin parameter to the center of the sprite instead of defaulting to the upper-left corner.
  2. Change the position parameter back to the center of the screen.

Update the code to:

[!code-csharp]

By moving the sprite's origin point to its center, this not only corrects the point of rotation, but also allows us to use the screen center position directly without needing additional position offset calculations. Running the game now shows the log properly centered and rotated 90°.

@AristurtleDev
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You changed rotation back to how it was but didn’t mention anywhere, I understand not highlighting incase someone is using the tutorial for quick reference on specifics and not following through but if you are following through then you aren’t necessarily going to be resetting your code between steps so a mention at the start of the section that you’ve set it back/undone the changes made to the rotation in the previous step might help someone who might think they have done something wrong when they make a change and don’t get the same result you are showing.

Section has been updated to the following to account for the rotation reset in the code

The scale parameter specifies the amount of scaling to apply to the sprite when it is rendered. The default value is 1.0f, which can be read as "rendering the sprite at 1x the size". Increasing this will scale up the size of the sprite and decreasing it will scale down the sprite.

For this example, let's first reset the rotation back to 0.0f (removing the 90° rotation we applied above) so we can clearly see the scaling effect. Then we will set the scale of the logo sprite to 1.5f

@AristurtleDev
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Same as previously in scale. This seems the case for each section.

This and the color section were both updated

@AristurtleDev
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You reference the wrong image in the beginning of layer depth, its 6-15 rather than 5-14

Figure reference updated

@AristurtleDev
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Always keep constructor parameters on separate lines, else it is easy to miss specific properties. For example, I missed the Window.ClientBounds.Width argument due to the formatting. And since Vector2 still works with only a single value. I got different results

May doing different indents here might have helped.

This should have been indented. It's been updated.

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