/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); tile = Content.Load <Texture2D>("2dztest1"); tiles = new TileFactory(tile, Content.Load <Texture2D>("entity"), this.Window.ClientBounds.Height, this.Window.ClientBounds.Width); //Tank = new entity(Content.Load<Texture2D>("entity")); // TODO: use this.Content to load your game content here }
} //bounds of sprite public void update(Vector2 pup, Vector2 up) { pos.Y += up.Y + pup.Y; float prevscale = scale; scale = TileFactory.getScale(pos); if (prevscale > 0 && scale > 0) { pos.X = (((pos.X - 400) / prevscale) * scale + 400); } pos.X += up.X * scale + pup.X * scale; drawpos = new Vector2(pos.X, TileFactory.getDrawY(pos.Y)); }
public void update() { drawpos = pos; drawpos.Y = TileFactory.getDrawY(pos.Y); scale = TileFactory.getScale(pos); float posX = TileFactory.checkHorizontalBounds(pos.X); if (posX < pos.X) { pos.X -= texture.Width; } if (posX > pos.X) { pos.X += texture.Width; } }
public int incpos(Vector2 newPOS) { pos += newPOS; newPOS.Y = TileFactory.checkVerticalBounds(pos.Y); int ret = 0; if (newPOS.Y > pos.Y) { ret = 1; } if (newPOS.Y < pos.Y) { ret = -1; } pos.Y = newPOS.Y; return(ret); }