public void Draw(SpriteBatch batch, Camera camera) { if (image != null) { batch.Draw(image, camera.GetRelativePosition(Position), Color.White); } }
public Enemy(ContentManager content, Camera camera, Level level) { this.camera = camera; this.level = level; walk = new Clip(content.Load<Texture2D>("Monsters/e/walk"), 5); death = new Clip(content.Load<Texture2D>("Monsters/e/death"), 4); idle = new Clip(content.Load<Texture2D>("Monsters/e/idle"), 4); squish = content.Load<SoundEffect>("Squish"); currentClip = walk; animPlayer = new AnimationPlayer(); int d = Helper.rnd.Next(1); if (d == 0) direction = SpriteEffects.None; else direction = SpriteEffects.FlipHorizontally; }
public Player(ContentManager content, Camera camera, Level level) { image = content.Load<Texture2D>("TileMain"); death = new Clip(content.Load<Texture2D>("Player/death"), 4); walk = new Clip(content.Load<Texture2D>("Player/walk"), 5); jump = new Clip(content.Load<Texture2D>("Player/jump"), 1); idle = new Clip(content.Load<Texture2D>("Player/idle"), 2); scream = content.Load<SoundEffect>("Scream"); animPlayer = new AnimationPlayer(); currentClip = idle; this.camera = camera; this.level = level; }
public void Draw(SpriteBatch spriteBatch, Camera camera) { Vector2 position = camera.GetRelativePosition(initialPos); while (position.X < 0) position.X += Helper.Resolution.X; while (position.X > Helper.Resolution.X) position.X -= Helper.Resolution.X; Vector2 mountainOffset = new Vector2(0, -110f); spriteBatch.Draw(mountains, position + mountainOffset, Color.White); spriteBatch.Draw(mountains, position - resx + mountainOffset, Color.White); spriteBatch.Draw(mountains, position + resx + mountainOffset, Color.White); spriteBatch.Draw(grass, position, Color.White); spriteBatch.Draw(grass, position - resx, Color.White); spriteBatch.Draw(grass, position + resx, Color.White); }
public Level(int levelIndex, ContentManager content, standard endLevel) { string level = Levels.LevelData.LevelText[levelIndex]; this.content = content; camera = new Camera(); LoadLevel(level); cloudTexture = content.Load<Texture2D>("Cloud"); for (int n = 0; n < tiles.GetLength(0) * tiles.GetLength(1) / 20.0f; n++) { clouds.Add(new Vector2(Helper.rnd.Next((int)(tiles.GetLength(0) * Tile.TileSize.X / 0.2f)), Helper.rnd.Next((int)(tiles.GetLength(1) * Tile.TileSize.Y / 0.2f)))); } scroll = new GroundScroll(content, tiles.GetLength(1)); this.endLevel = endLevel; }