/// <summary> /// Allows the game component to perform any initialization it needs to before starting /// to run. This is where it can query for any required services and load content. /// </summary> public override void Initialize() { // TODO: Add your initialization code here this.Position = new Vector2(ScreenManager.GetInstance().ScreenSize.X / 8, ScreenManager.GetInstance().ScreenSize.Y - 96); this.Texture = GameContentManager.GetInstance().GetTexture("sprite_sheet"); base.Initialize(); }
public override void Draw(SpriteBatch spriteBatch) { this.Flash(); spriteBatch.Begin(); spriteBatch.Draw(GameContentManager.GetInstance().GetTexture("sprite_sheet"), position, rect, Color.White); spriteBatch.End(); }
public override void Draw(GameTime gameTime) { Vector2 logoPosition = new Vector2( (ScreenManager.Game.GraphicsDevice.Viewport.Width / 2) - (GameContentManager.GetInstance().GetTexture("main_menu_logo").Width / 2), ScreenManager.Game.GraphicsDevice.Viewport.Height / 6); spriteBatch = ScreenManager.GetInstance().SpriteBatch; spriteBatch.Begin(); spriteBatch.Draw(GameContentManager.GetInstance().GetTexture("main_menu_logo"), logoPosition, Color.White); spriteBatch.End(); tileManager.Draw(spriteBatch); base.Draw(gameTime); }
public void Jump() { GameContentManager.GetInstance().GetSound("jump").Play(); currentState = State.Jumping; float maxHeight = Position.Y; while (Position.Y > maxHeight - 20) { Position.Y--; } while (Position.Y < maxHeight) { Position.Y++; } currentState = State.Walking; }
public virtual void Draw(SpriteBatch spriteBatch) { spriteBatch.Begin(); spriteBatch.Draw(GameContentManager.GetInstance().GetTexture("sprite_sheet"), position, rect, Color.White); spriteBatch.End(); }
public override void LoadContent() { base.LoadContent(); PlayMusic(GameContentManager.GetInstance().GetSong("main_theme")); }