I am trying to do some basic tests in XNA which is for C#. I have done some tutorials like drawing sprites and displaying a 3d model. I usually like experimenting with code outside the tutorials. It has been pissing the

off of me that I can't figure out variables! I think I understand that Variables can be initialized someplace but then are hidden everywhere else. Maybe I am just too used to scripting in game maker, it made stuff like that easy. But it's time to move off game maker and do something real. Basically all I want to do is create a variable, assign it a value, and then add it to the camera's x position. In visual basic adding variables was as simple as +thevariable I believe. But here it is different? Anyways here is my code.
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 _3dtest
{
/// <summary>
/// This is the main type for your game
/// </summary>
public class Game1 : Microsoft.Xna.Framework.Game
{
GraphicsDeviceManager graphics;
SpriteBatch spriteBatch;
public Game1()
{
graphics = new GraphicsDeviceManager(this);
Content.RootDirectory = "Content";
int poohead = 12;
<- here is my variable created and assigned a value of 12 }
/// <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();
}
Model xnatestmodel;
float aspectratio;
protected override void LoadContent()
{
// Create a new SpriteBatch, which can be used to draw textures.
spriteBatch = new SpriteBatch(GraphicsDevice);
xnatestmodel = Content.Load<Model>("xnatestmodel");
aspectratio = graphics.GraphicsDevice.Viewport.AspectRatio;
// TODO: use this.Content to load your game content here
}
/// <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
base.Update(gameTime);
}
Vector3 modelPosition = Vector3.Zero;
Vector3 cameraPosition = new Vector3(0.0f+poohead, 14.0f, 122.0f);
<-- here is where I try to add it to the camera's x protected override void Draw(GameTime gameTime)
{
GraphicsDevice.Clear(Color.Gray);
foreach (ModelMesh mesh in xnatestmodel.Meshes)
foreach (BasicEffect effect in mesh.Effects)
{
effect.EnableDefaultLighting();
effect.View = Matrix.CreateLookAt(cameraPosition, Vector3.Zero, Vector3.Up);
effect.Projection = Matrix.CreatePerspectiveFieldOfView(MathHelper.ToRadians(45.0f),
aspectratio, 1.0f, 10000.0f);
mesh.Draw();
}
base.Draw(gameTime);
}
}
}
help will be greatly appreciated.
EDIT: I think my issue has something to do with those vectors...