public void Initialize(Animation animation, Vector2 position) { PlayerAnimation = animation; // PlayerTexture3 = texture; Position3 = position; Active = true; Health = 100; }
/// <summary> /// Load graphics content for the game. /// </summary> public override void LoadContent() { if (content == null) content = new ContentManager(ScreenManager.Game.Services, "Content"); gameFont = content.Load<SpriteFont>(@"Graphics\gamefont"); backgroundStart = content.Load<Texture2D>(@"Graphics\Backgrounds\gameplaystart"); //initialize a new player. not sure why have to do it here. player = new Player(); //use animation now. Animation playerAnimation = new Animation(); Texture2D playerTexture = content.Load<Texture2D>(@"Graphics\shipAnimation"); playerAnimation.Initialize(playerTexture, Vector2.Zero, 115, 69, 8, 30, Color.White, 1f, true); Vector2 playerPosition3 = new Vector2(ScreenManager.GraphicsDevice.Viewport.TitleSafeArea.X, ScreenManager.GraphicsDevice.Viewport.TitleSafeArea.Y + ScreenManager.GraphicsDevice.Viewport.TitleSafeArea.Height / 2); player.Initialize(playerAnimation, playerPosition3); //----animation section ^ // player.Initialize(content.Load<Texture2D>(@"Graphics\player"), playerPosition3); playerMoveSpeed = 8.0f; Thread.Sleep(1000); // once the load has finished, we use ResetElapsedTime to tell the game's // timing mechanism that we have just finished a very long frame, and that // it should not try to catch up. ScreenManager.Game.ResetElapsedTime(); }