Time for action - drawing the Sprite

  1. Add the Draw() method to the Sprite class:
    public virtual void Draw(SpriteBatch spriteBatch)
    {
    spriteBatch.Draw(
    Texture,
    Center,
    Source,
    tintColor,
    rotation,
    new Vector2(frameWidth / 2, frameHeight / 2),
    1.0f,
    SpriteEffects.None,
    0.0f);
    }
    

What just happened?

The Draw() method consists of a single call to the SpriteBatch.Draw() method, using an overload of the method that allows for rotation and scaling.

Because we are specifying a rotation, we need to identify a center point for the rotation to be based around (new Vector2(frameWidth / 2, frameHeight / 2). Instead of specifying a destination rectangle, we specify a vector that points to the center of the area the object will occupy on the screen (the Center property of the Sprite class).

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