/// <summary> /// Loads the hazard texture /// </summary> public void LoadContent(ContentManager content) { switch (Type) { case HazardType.SHORT_CACTUS: BaseTexture = content.Load <Texture2D>("Cactus (2)"); break; case HazardType.MEDIUM_CACTUS: BaseTexture = content.Load <Texture2D>("Cactus (3)"); break; case HazardType.TALL_CACTUS: BaseTexture = content.Load <Texture2D>("Cactus (1)"); break; case HazardType.BUSH: BaseTexture = content.Load <Texture2D>("Bush"); break; case HazardType.STONE: BaseTexture = content.Load <Texture2D>("Stone"); break; } Position = new Vector2(Constants.GameWidth, Constants.GameHeight - (Constants.TerrainHeight + BaseTexture.Height)); CollisionBox = new CollisionHelper.BoundingRectangle(Position, new Vector2(BaseTexture.Width, BaseTexture.Height)); }
/// <summary> /// Create a new player sprite /// </summary> /// <param name="position"></param> public Player(Vector2 position) { Position = position; ScaleFactor = Constants.PlayerScale; CollisionBox = new CollisionHelper.BoundingRectangle(Position, Vector2.Zero); }