public virtual void Draw(SpriteBatch spriteBatch, Vector2 mapOffset, float blockSize) { var texture = GameContent.GetTexture(TextureName); var scale = blockSize / texture.Height * 2f; spriteBatch.Draw(texture, mapOffset + Position * blockSize, null, Color.White, Convert.ToSingle(rotation), new Vector2(texture.Width, texture.Height) * 0.5f, scale, SpriteEffects.None, 0.0f); }
/// <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); Fonts.Load(Content); GameContent.Load(Content); ScreenStack.Push(new MainMenu( )); var song = Content.Load <Song>("biisit/tuuli"); MediaPlayer.Play(song); }
public GameScreen( ) { for (int x = 0; x < AREA_SIZE; x++) { for (int y = 0; y < AREA_SIZE; y++) { _terrain[x, y] = new TerrainPiece((x + y) % 2 == 0 ? "grass" : "sand"); } } _player = new PlayerCharacter { Position = Vector2.One * AREA_SIZE * 0.5f }; MediaPlayer.Play(GameContent.GetSong("biisit/niitty")); }
public override void Draw(ContentManager contentManager, SpriteBatch spriteBatch, Rectangle screenSize) { base.Draw(contentManager, spriteBatch, screenSize); for (int x = 0; x < AREA_SIZE; x++) { for (int y = 0; y < AREA_SIZE; y++) { double blockSize = screenSize.Height / Convert.ToDouble(AREA_SIZE); var destination = new Rectangle( Convert.ToInt32(MapOffset.X + x * blockSize), Convert.ToInt32(y * blockSize), Convert.ToInt32(blockSize + 1), Convert.ToInt32(blockSize + 1)); _terrain[x, y].Draw(spriteBatch, destination); } } _player.Draw(spriteBatch, MapOffset, BlockSize); foreach (var bullet in _bullets) { bullet.Draw(spriteBatch); } spriteBatch.Draw(GameContent.GetTexture("target"), new Vector2(mouseState.X, mouseState.Y), null, Color.White, 0f, Vector2.One * 100f, 1.5f * BlockSize / 100f, SpriteEffects.None, 0f); }
public void Draw(SpriteBatch spriteBatch, Rectangle destination) { spriteBatch.Draw(GameContent.GetTexture("block_" + _terrainName), destination, Color.White); }
} // update private void Hit(HitState state) { _hitState = state; _hitTime = DateTime.Now; GameContent.GetSound("hit").Play( ); }
public void Draw(SpriteBatch spriteBatch) { spriteBatch.Draw(GameContent.GetTexture("bullet"), Position, null, Color.White, 0.0f, new Vector2(16.0f, 16.0f), 0.3f, SpriteEffects.None, 0.0f); }