   Will anybody look at this and help me?
  I just got through Chapter 4 of Learning XNA 3.0, alot of which I did not understand, and all im left with is a blank window, where there should be 4 animated sprites bouncing around as well as a player controlled sprite.I would debug this myself but Chapter 4 completely lost me, and I dont know whats wrong. =/ Im hoping someone will look at my source and tell me what is amiss, not just fix it and send it to me =PThank you ahead of time!http://two.xthost.info/hartley/AnimatedSprites.zipEDIT: sorry its 3.0 lol and its a book[Edited by - Hartley on May 7, 2009 7:24:32 PM]
  I found your problem but i dont know what "learning XNA 4.0" is but if you cant post something about that, ill help, the problem is<br>   protected override void Draw(GameTime gameTime)<br>   {<br>  GraphicsDevice.Clear(Color.White);<br>  base.Draw(gameTime);<br>   }<br>[/CS]<br><br>where you are no rendering anythin, just telling XNA to clear the screen &#111;n a white color, in this method you should tell it to actually draw the sprites;  Your problem is that you are adding your spriteManager to the games component list before creating an instance of the sprite manager in your Initialize function.   ;  GOT IT!!!! my new SpriteManager.cs protected override void LoadContent()   {  spriteBatch = new SpriteBatch(Game.GraphicsDevice);  player = new UserControlledSprite( Game.Content.Load<Texture2D>(@"threerings"), new Vector2(0, 0), new Point(75, 75), 40, new Point(0, 0), new Point(6, 8), new Vector2(6,6));  spriteList.Add(new AutomatedSprite(Game.Content.Load<Texture2D>(@"skullball"), new Vector2(150, 150), new Point(75, 75), 40, new Point(0, 0), new Point(6, 8), Vector2.Zero));  spriteList.Add(new AutomatedSprite(Game.Content.Load<Texture2D>(@"plus"), new Vector2(300, 300), new Point(75, 75), 40, new Point(0, 0), new Point(6, 4), Vector2.Zero));  spriteList.Add(new AutomatedSprite(Game.Content.Load<Texture2D>(@"skullball"), new Vector2(20, 20), new Point(75, 75), 40, new Point(0, 0), new Point(6, 8), Vector2.Zero));  spriteList.Add(new AutomatedSprite(Game.Content.Load<Texture2D>(@"skullball"), new Vector2(150, 200), new Point(75, 75), 40, new Point(0, 0), new Point(6, 8), Vector2.Zero));  base.LoadContent();   }i just removed the images/ form the loading, and im loading the sprite on the initialize method if i load it on LoadCOontent i wont be loaded.Note this is a new project with your source code i just change the scree clear color, i recommend you a non white or black background, becuase maybe your stuff is been rendering black or white(cause a texture is missing or you forgot a light) and you cant see cause its the same color as the frame[Edited by - fladur on May 7, 2009 7:53:39 PM];Quote:Original post by mumboYour problem is that you are adding your spriteManager to the games component list before creating an instance of the sprite manager in your Initialize function.Thank you! =P I would have picked that up myself if I knew more about C# in general, I guess I picked a book right above beginner to study with.thank you to fladur too, although you got it working I dont really understand all that you said in your last post =)either way, it works now ^^anybody have some recommended reading on basic OO structure in C#?   ;  Hahaha dont worry, i dont understand my post too XD i dont know how i got got i working it:S hahaha sorry, but im glad you got i working hahha   