public override void onAddedToScene() { base.onAddedToScene(); // Load background sprite (scrolling background with a specific speed) _sprite = new ScrollingSprite(scene.content.Load <Texture2D>(Content.Terrain.background)) { scrollSpeedX = Constants.BackgroundSpeed }; // Add sprite component with renderLayer to 2 (in this way, background renders are in the back of screen) addComponent(_sprite) .renderLayer = 2; }
public override void onAddedToScene() { var bg_texture = scene.content.Load <Texture2D>("bg/" + bg_name); var cloud_texture = scene.content.Load <Texture2D>("bg/clouds_" + bg_name); var grass_texture = scene.content.Load <Texture2D>("bg/grass_" + bg_name); bg = addComponent <ScrollingSprite>(new ScrollingSprite(bg_texture)); bg.origin = Vector2.Zero; bg.localOffset = new Vector2(0, -322 * 1280 / 4096); bg.layerDepth = 10; clouds = addComponent <ScrollingSprite>(new ScrollingSprite(cloud_texture)); clouds.origin = Vector2.Zero; clouds.localOffset = new Vector2(0, 250); //clouds.scrollSpeedX = 40; grass = addComponent <ScrollingSprite>(new ScrollingSprite(grass_texture)); grass.origin = Vector2.Zero; grass.localOffset = new Vector2(0, 608); grass.layerDepth = -1; //grass.scrollSpeedX = 200; }
public override void onAddedToScene() { base.onAddedToScene(); // Load scrolling sprite var _texture = scene.content.Load <Texture2D>(Content.Terrain.groundGrass); _sprite = new ScrollingSprite(_texture) { scrollSpeedX = Constants.TerrainSpeed }; addComponent(_sprite); // Two colliders for (int i = 0; i < colliderArray.Length; i++) { colliderArray[i] = new PolygonCollider(Utils.GetVerticesTexture(_texture)); addComponent(colliderArray[i]) .isTrigger = true; } // Position transform.position = new Vector2((_sprite.width / 2), (Screen.height - (_sprite.height / 2))); }