public virtual void Draw(SpriteBatch batch, Vector2 position, int frameIndex, StageCamera camera) { batch.Draw(m_sprite, camera.ToCameraPosition(position), m_sourceRects[frameIndex], Color.White, 0, Vector2.Zero, 1, SpriteEffects.None, 0); }
public virtual void Draw(SpriteBatch batch, Vector2 position, StageCamera camera) { position.X += m_currentAnimation[m_currentFrame].XOffset; position.Y += m_currentAnimation[m_currentFrame].YOffset; SpriteEffects effects = m_currentAnimation[m_currentFrame].Mirrored ? SpriteEffects.FlipHorizontally : SpriteEffects.None; batch.Draw(m_sprite.Texture, camera.ToCameraPosition(position), m_sprite.GetSourceFrame(m_currentAnimation[m_currentFrame].FrameIndex), Color.White, 0, Vector2.Zero, 1, effects, 0); }
public void Draw(SpriteBatch batch, StageCamera camera) { m_playerSprite.Draw(batch, Position, camera); m_velocity.X = m_velocity.Y = 0; }
public void Draw(SpriteBatch batch, StageCamera camera) { m_texture.Draw(batch, camera.ToCameraPosition(new Vector2(m_bounds.X, m_bounds.Y)), 0); }
/// <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() { LoadContent(); // Set all the wall and floor tiles m_tiles = new Tile[40, 40]; for (int y = 0; y < 40; y++) { for (int x = 0; x < 40; x++) { int width = m_content.TileWidth; int height = m_content.TileHeight; int x_pos = x * m_content.TileWidth; int y_pos = y * m_content.TileHeight; int random = rand.Next(10) + 1; if (random != 10) { m_tiles[x, y] = new Tile( m_content.GroundSprite, new Rectangle(x_pos, y_pos, width, height), false); } else { m_tiles[x, y] = new Tile( m_content.WallSprite, new Rectangle(x_pos, y_pos, width, height), true); } } } // Initialize the camera m_camera = new StageCamera(StageWidth, StageHeight, Global.screenWidth, Global.screenHeight); m_camera.FollowEntity(m_player); base.Initialize(); }