/// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { randomMap = new RandomMap(this, 3200, 300); player = new AssaultSoldier(this, randomMap, (this.GraphicsDevice.Viewport.Width / 2) - 32, 0f, 64, 128); camera = new Camera(this); Components.Add(player); this.bottomItemBar = new InventoryToolbar(this); //bottom inventory bar base.Initialize(); }
public override void draw(SpriteBatch spriteBatch, Character player) { spriteBatch.Begin(); //Used to draw UI on top of everything //spriteBatch.Draw(this.image, this.position, null, Color.White, 0, new Vector2(0, 0), 0.5f, SpriteEffects.None, 0); //draw toolbar string text = string.Format("Ammo : {0}", player.gun.currentAmmo); spriteBatch.DrawString(this.spriteFont, text, this.ammoTextPosition, Color.White); //draw ammo text //draw item icons in player's inventory for (int i = 0; i < player.inventory.Length; i++) { //draw 9 inventory slots spriteBatch.Draw(this.iconSlot, new Vector2(this.position.X + (i * this.iconSlot.Width / 2) + i * SLOT_GAP, this.position.Y), null, Color.White, 0, new Vector2(0, 0), 0.5f, SpriteEffects.None, 0); } spriteBatch.End(); }
public virtual void draw(SpriteBatch spriteBatch, Character player) { spriteBatch.Begin(); //Used to draw UI on top of everything spriteBatch.Draw(this.image, this.position, Color.White); spriteBatch.End(); }