public override void Draw(GameCanvas g) { SpriteEffects flip = facingRight ? SpriteEffects.None : SpriteEffects.FlipHorizontally; // Determine what to draw, then do it if (isGrounded && body.LinearVelocity.Length() > 0.1f) { texture = walking; g.DrawSprite(texture, Color.White, Position, scale, rotation, frame, MAX_FRAME, flip); } else { texture = standing; if (body.LinearVelocity.Y < 0.0f) texture = jumping; if (body.LinearVelocity.Y > 0.0f) texture = falling; g.DrawSprite(texture, Color.White, Position, scale, rotation, flip); } }
/// <summary> /// This is called when the game should draw itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Draw(GameTime gameTime) { canvas.Reset(); canvas.BeginSpritePass(BlendState.AlphaBlend); canvas.DrawSprite(background, Color.White, new Vector2(background.Width, background.Height) / scale / 2, Vector2.One / scale, 0); foreach (Object o in objects) { o.Draw(canvas); } canvas.EndSpritePass(); base.Draw(gameTime); }
/// <summary> /// Draws the physics object. /// </summary> /// <param name="canvas">Drawing context</param> public virtual void Draw(GameCanvas g) { g.DrawSprite(texture, Color.White, Position, scale, rotation); }
/// <summary> /// Draws the physics object. /// </summary> /// <param name="canvas">Drawing context</param> public virtual void Draw(GameCanvas g) { g.DrawSprite(texture, Color.White, Position, scale, rotation); }
public override void Draw(GameCanvas g) { SpriteEffects flip = facingRight ? SpriteEffects.None : SpriteEffects.FlipHorizontally; // Determine what to draw, then do it if (isGrounded && body.LinearVelocity.Length() > 0.1f) { texture = walking; g.DrawSprite(texture, Color.White, Position, scale, rotation, frame, MAX_FRAME, flip); } else { texture = standing; if (body.LinearVelocity.Y < 0.0f) texture = jumping; if (body.LinearVelocity.Y > 0.0f) texture = falling; g.DrawSprite(texture, Color.White, Position, scale, rotation, flip); } }