public void Draw(float deltaTime, SpriteBatch spriteBatch) { // Flip the sprite to face the way we are moving. if (velocity.X < 0) { heroSpriteEffects = SpriteEffects.FlipHorizontally; } else { heroSpriteEffects = SpriteEffects.None; } // Draw that sprite. Animator.Draw(deltaTime, spriteBatch, Position, heroSpriteEffects); if (invulnerabilityTimer.Running) { Game1.DrawRect(spriteBatch, BoundingRect); } // Draw Weapon Related things WeaponHandler.Draw(spriteBatch, position); }
public void LoadContent(ContentManager content) { // WeaponHandler.LoadContent(content); idle = new Animation(content.Load <Texture2D>("Sprites/Hero/2"), 1, 0.1f, true); // Just one frame diagonalDownRight = new Animation(content.Load <Texture2D>("Sprites/Hero/2_diagdown"), 4, 0.1f, true); diagonalUpRight = new Animation(content.Load <Texture2D>("Sprites/Hero/2_diagup"), 4, 0.1f, true); up = new Animation(content.Load <Texture2D>("Sprites/Hero/2_north"), 4, 0.1f, true); down = new Animation(content.Load <Texture2D>("Sprites/Hero/2_south2"), 4, 0.1f, true); sideRight = new Animation(content.Load <Texture2D>("Sprites/Hero/2_side"), 4, 0.1f, true); // Calculate bounds within texture size. int width = (int)(idle.FrameWidth); int left = (idle.FrameWidth - width) / 2; int height = (int)(idle.FrameHeight); int top = idle.FrameHeight - height; localBounds = new Rectangle(left, top, width, height); Reset(); }
public void NextWeapon(eButtonState buttonState, Vector2 amount) { WeaponHandler.NextWeapon(); }
public void PreviousWeapon(eButtonState buttonState, Vector2 amount) { WeaponHandler.PreviousWeapon(); }