public virtual void Draw(ScaledSpriteBatch scaledSpriteBatch) { scaledSpriteBatch.Draw(Texture, Position, Size); }
/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); scaledSpriteBatch = new ScaledSpriteBatch(spriteBatch); #if NETFX_CORE // this next statement allows us to specify a larger font size for Win8 MonoGame. Because // XNA and MonoGame use bitmapped fonts, if we didn't scale this then when we went to a bigger screen // for Win8 the text would appear blurry and antialiased. Ideally you could specify even more sizes and scales to look // good at even higher resolutions. // In this case we decided to specify font sizes 3 times bigger for Win8, so we need to set TextScale to the inverse of that. scaledSpriteBatch.TextScale = 1 / 3f; #endif bricksTexture = Content.Load<Texture2D>("bricks"); dog.Texture = Content.Load<Texture2D>("dog"); chicken.Texture = Content.Load<Texture2D>("chicken"); groundTexture = Content.Load<Texture2D>("ground"); skyTexture = Content.Load<Texture2D>("sky"); eggTexture = Content.Load<Texture2D>("egg"); scoreFont = Content.Load<SpriteFont>("scoreFont"); gameOverFont = Content.Load<SpriteFont>("gameOverFont"); }