public BackgroundObjectsHandler(Camera2D camera) { _camera = camera; _halfWidth = Game1.graphics.GraphicsDevice.Viewport.Width / 2; _halfHeight = Game1.graphics.GraphicsDevice.Viewport.Height / 2; InitObjects(); }
public LevelSelectWindow(WindowHandler windowHandler) { _windowHandler = windowHandler; GraphicsDevice graphicsDevice = _windowHandler.Game.GraphicsDevice; _spriteBatch = new SpriteBatch(graphicsDevice); _camera = new Camera2D(graphicsDevice); _spriteList = new List<Sprite>(); _background = new Sprite(Game1.contentManager.Load<Texture2D>(@"Images\LevelSelectMan")); float windowScaleRatio = graphicsDevice.Viewport.Height / _background.OriginalSize.Y; _background.Scale = new Vector2(windowScaleRatio / START_ZOOM); _background.CenterOrigin(); _background.Position = Utils.GetScreenCenter(graphicsDevice); _dot = new Sprite(Game1.contentManager.Load<Texture2D>(@"Images\Dot")); _dot.CenterOrigin(); _dot.Color = Color.DarkRed; _spriteList.Add(_background); Vector2 imageScaledSize = _background.ScaledSize / 2; HEART_POSITION = Utils.GetScreenCenter(graphicsDevice); KNEE_POSITION = Utils.GetScreenCenter(graphicsDevice); NECK_POSITION = Utils.GetScreenCenter(graphicsDevice); BRAIN_POSITION = Utils.GetScreenCenter(graphicsDevice); HEART_POSITION.X += imageScaledSize.X * -0.005f; HEART_POSITION.Y += imageScaledSize.Y * -0.41f; KNEE_POSITION.X += imageScaledSize.X * 0.06f; KNEE_POSITION.Y += imageScaledSize.Y * 0.43f; NECK_POSITION.X += imageScaledSize.X * -0.01f; NECK_POSITION.Y += imageScaledSize.Y * -0.65f; BRAIN_POSITION.X += imageScaledSize.X * -0.01f; BRAIN_POSITION.Y += imageScaledSize.Y * -0.85f; BodyPartPositions[BodyPartType.BRAIN] = BRAIN_POSITION; BodyPartPositions[BodyPartType.HEART] = HEART_POSITION; BodyPartPositions[BodyPartType.NECK] = NECK_POSITION; BodyPartPositions[BodyPartType.KNEE] = KNEE_POSITION; }