public void Draw(SpriteBatch spriteBatch, Player player, Area area)
        {
            Tile[,] map = area.GetTiles();

            // draw level, outer loop is horizontal
            for (int i = 0; i < area.GetWidth(); ++i)
            {
                // inner loop is vertical
                for (int j = 0; j < area.GetHeight(); ++j)
                {
                        map[i, j].Draw(spriteBatch, player.GetOffset());
                }
            }

            player.Draw(spriteBatch);
        }
Example #2
0
        /// <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);

            EntityManager.Initialize();

            Vector2 playPos = new Vector2( (graphics.PreferredBackBufferWidth / 2) - 16,
                (graphics.PreferredBackBufferHeight / 2) -16 );

            EntityManager.AddEntity(new Player(playPos, Vector2.Zero, Vector2.Zero, 2,
                AssetManager.GetTexture("temp"), new Rectangle(0, 0, 32, 32), Color.White,
                100, 1));

            area = new Area(25, 25);
            camera = new Camera(Vector2.Zero, graphics.PreferredBackBufferWidth, graphics.PreferredBackBufferHeight);
        }