/// <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); // TODO: use this.Content to load your game content here grass = Content.Load <Texture2D>("grass"); broccoli = new SpriteClass(GraphicsDevice, "Content/broccoli.png", ScaleToHighDPI(0.2f)); dino = new SpriteClass(GraphicsDevice, "Content/ninja-cat-dino.png", ScaleToHighDPI(1f)); startGameSplash = Content.Load <Texture2D>("start-splash"); scoreFont = Content.Load <SpriteFont>("Score"); stateFont = Content.Load <SpriteFont>("GameState"); gameOverTexture = Content.Load <Texture2D>("game-over"); }
// Load content (eg.sprite textures) before the app runs // Called once when the app is started protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); // Load textures grass = Content.Load <Texture2D>("grass"); startGameSplash = Content.Load <Texture2D>("start-splash"); gameOverTexture = Content.Load <Texture2D>("game-over"); // Construct SpriteClass objects dino = new SpriteClass(GraphicsDevice, "Content/ninja-cat-dino.png", ScaleToHighDPI(1f)); broccoli = new SpriteClass(GraphicsDevice, "Content/broccoli.png", ScaleToHighDPI(0.2f)); // Load fonts scoreFont = Content.Load <SpriteFont>("Score"); stateFont = Content.Load <SpriteFont>("GameState"); }
// Detect collision between two rectangular sprites public bool RectangleCollision(SpriteClass otherSprite) { if (this.x + this.texture.Width * this.scale * HITBOXSCALE / 2 < otherSprite.x - otherSprite.texture.Width * otherSprite.scale / 2) { return(false); } if (this.y + this.texture.Height * this.scale * HITBOXSCALE / 2 < otherSprite.y - otherSprite.texture.Height * otherSprite.scale / 2) { return(false); } if (this.x - this.texture.Width * this.scale * HITBOXSCALE / 2 > otherSprite.x + otherSprite.texture.Width * otherSprite.scale / 2) { return(false); } if (this.y - this.texture.Height * this.scale * HITBOXSCALE / 2 > otherSprite.y + otherSprite.texture.Height * otherSprite.scale / 2) { return(false); } return(true); }