diff --git a/Jumpy.Shared/JumpyGame.cs b/Jumpy.Shared/JumpyGame.cs index 5bccb6e..58c8e3c 100644 --- a/Jumpy.Shared/JumpyGame.cs +++ b/Jumpy.Shared/JumpyGame.cs @@ -109,10 +109,15 @@ namespace Jumpy { // Draw foreground tiles. int size = 16; - Rectangle textureSource = new Rectangle(3 * size, 0 * size, size, size); for (int i = 0; i < Camera.Width / size; i++) { + Rectangle source = new Rectangle(3 * size, 0 * size, size, size); + Vector2 drawPos = new Vector2(i * size, Camera.Height - size * 2); + spriteBatch.Draw(grassland, drawPos, source, Color.White); + } + for (int i = 0; i < Camera.Width / size; i++) { + Rectangle source = new Rectangle(3 * size, 1 * size, size, size); Vector2 drawPos = new Vector2(i * size, Camera.Height - size); - spriteBatch.Draw(grassland, drawPos, textureSource, Color.White); + spriteBatch.Draw(grassland, drawPos, source, Color.White); } // Aaaaand we're done. diff --git a/Jumpy.Shared/Player.cs b/Jumpy.Shared/Player.cs index 0de1c73..d44a99d 100644 --- a/Jumpy.Shared/Player.cs +++ b/Jumpy.Shared/Player.cs @@ -16,7 +16,7 @@ namespace Jumpy { private const int moveSpeed = 200; private const int jumpSpeed = 600; private const int gravity = 2000; - private const int groundLevel = Camera.Height - spriteSize / 2 + bottomPadding - 16; + private const int groundLevel = Camera.Height - spriteSize / 2 + bottomPadding - 32; private Point position = new Point(Camera.Width / 2, groundLevel); private Facing facing = Facing.Right;