add player sprite with looping animation
GitOrigin-RevId: 2e77393290d3b2e332ab73a0ed021f41d49c9eb4
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3f603d6bd3
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@ -8,6 +8,7 @@ namespace Jumpy {
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public class JumpyGame : Game {
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GraphicsDeviceManager graphics;
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SpriteBatch spriteBatch;
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Texture2D playerTexture;
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SpriteFont font;
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KeyboardInput keyboardInput = new KeyboardInput();
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bool fullScreen = false;
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@ -24,9 +25,6 @@ namespace Jumpy {
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display = (IDisplay) Services.GetService(typeof(IDisplay));
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display.Initialize(Window, graphics);
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display.SetFullScreen(fullScreen);
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// TODO: something like this for mobile devices?
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// graphics.SupportedOrientations =
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// DisplayOrientation.LandscapeLeft | DisplayOrientation.LandscapeRight;
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base.Initialize();
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}
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@ -35,6 +33,7 @@ namespace Jumpy {
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protected override void LoadContent() {
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spriteBatch = new SpriteBatch(GraphicsDevice);
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font = Content.Load<SpriteFont>("font");
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playerTexture = Content.Load<Texture2D>("player");
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}
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// Called once per game. Unloads all game content.
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@ -64,10 +63,22 @@ namespace Jumpy {
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protected override void Draw(GameTime gameTime) {
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GraphicsDevice.Clear(Color.CornflowerBlue);
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int frameNum = gameTime.TotalGameTime.Milliseconds / 250;
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if (frameNum == 3) {
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frameNum = 1;
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}
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int sourceX = 144 * frameNum + 144 * 6;
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int sourceY = 144 * 0;
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Rectangle source = new Rectangle(sourceX, sourceY, 144, 144);
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// Vector2 position = new Vector2(0, 0);
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Vector2 position = new Vector2(100, 100);
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Vector2 spriteCenter = new Vector2(144 / 2, 144 / 2);
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spriteBatch.Begin();
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spriteBatch.DrawString(font, "hello world", new Vector2(100, 100), Color.Black);
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spriteBatch.Draw(playerTexture, position, source, Color.White, 0f, spriteCenter, Vector2.One, SpriteEffects.FlipHorizontally, 0f);
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spriteBatch.End();
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// spriteBatch.DrawString(font, "hello world", new Vector2(100, 100), Color.Black);
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base.Draw(gameTime);
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}
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}
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