public Sprite(Game game, Texture2D tileSheet, SpriteBatch Batch, Vector2 pos, MapLoader.TileType t, bool dynamicObject = false) : base(game) { Position = pos; Tile = t; spriteBatch = Batch; TileSheet = tileSheet; theGame = (Game1)game; }
/// <summary> /// Initializes a new instance of the <see cref="RenderTarget2DSample.AnimatedSprite"/> class. /// </summary> /// <param name='game'> /// Game. /// </param> /// <param name='tileSheet'> /// Tile sheet. /// </param> /// <param name='Batch'> /// Batch. /// </param> /// <param name='pos'> /// Position on screen /// </param> /// <param name='t'> /// T. /// </param> public AnimatedSprite(Game game, Texture2D tileSheet, SpriteBatch Batch, Vector2 pos, MapLoader.TileType t) : base(game, tileSheet, Batch, pos, t, false) { // As diff animated tiles have diff heights, get the offset from the top of the animated Tileset file if (t == MapLoader.TileType.NPC_ground) yOffset = 128; if (t == MapLoader.TileType.NPC_Flyer) yOffset = 160; lastFrameTime = System.Environment.TickCount; stopAnimation = false; }
public GlassesSprite(Game game, Texture2D tileSheet, Texture2D backgroundHighlight, SpriteBatch Batch, Vector2 pos, MapLoader.TileType t, GlassesUI.Glasses glassesType = GlassesUI.Glasses.Light) : base(game, tileSheet, Batch, pos, t, false) { glasses = glassesType; background = backgroundHighlight; }