protected void UpdateSprite(TimeSpan elapsed, SpriteSequence sequence) { m_sequence.Update(elapsed); m_sprite.Position = new Vector2(m_location.Position.X - m_box.X / 2, m_location.Position.Y - m_box.Y / 2); m_sprite.Sprite = m_sequence.CurrentSprite; m_sprite.Size = m_box; }
protected void UpdateSprite(TimeSpan elapsed, SpriteSequence sequence) { if (sequence != m_currentSequence) { m_currentSequence = sequence; m_currentSequence.Reset(); } m_currentSequence.Update(elapsed); m_sprite.Position = new Vector2(m_location.Position.X - m_box.X / 2, m_location.Position.Y - m_box.Y / 2); m_sprite.Sprite = m_currentSequence.CurrentSprite; m_sprite.Size = new Vector2(m_sprite.Sprite.Size.X, m_sprite.Sprite.Size.Y); }
protected void UpdateSprite(TimeSpan elapsed, SpriteSequence sequence) { if (sequence != m_currentSequence) { m_currentSequence = sequence; m_currentSequence.Reset(); } m_currentSequence.Update(elapsed); m_sprite.Position = new Vector2(m_location.Position.X, m_location.Position.Y - m_box.Y / 2); m_sprite.Sprite = m_currentSequence.CurrentSprite; m_sprite.Size = m_box; m_sprite.Angle = (float)Math.Atan2(m_move.Direction.Y, m_move.Direction.X); m_sprite.Color = new Color4ub(255, 255, 150, 255); m_sprite.RotateFromOrigin = true; }