Texture Component

In a 2D game using FNA, the main way you will be drawing elements to the screen is via Texture2D.

Let’s set up a Texture2DComponent. To create a new Component type, we define a struct.

Create a file: PongFE/Components/Texture2DComponent.cs

using Microsoft.Xna.Framework.Graphics;

namespace PongFE.Components
    public struct Texture2DComponent
        public Texture2D Texture { get; }

        public Texture2DComponent(Texture2D texture)
            Texture = texture;

There’s a lot of new information here, so let’s break this down a bit.

using means that we are using functionality provided to us by another project. In this case, FNA provides us with the Texture2D class through the Microsoft.Xna.Framework.Graphics namespace.

namespace is used for organization and to prevent naming collisions. Let’s say that we have a Texture2DComponent here, but another library that we include also defines something called Texture2DComponent. Now we have an ambiguity! Using namespaces avoids this problem.

Why is the namespace Microsoft.Xna.Framework instead of just FNA? Remember that FNA is a recreation of the original Microsoft XNA libary. So the namespace has to match for old code to remain compatible.

public means you would like Texture2DComponent to be accessible in other files and projects. Most of your classes and structs will be public, though there are cases where you might want them to be private or internal, for example a utility class that you don’t want to expose externally.

Finally, that method is called a constructor. When we create an instance of Texture2DComponent, we will assign it a Texture2D that has stuff drawn on it and tell it which layer to use. We’ll get to all that in a minute.

That’s it for our component. We need one more bit of information before we can write our Renderer.