cleanup: spritePosition -> SpritePosition
GitOrigin-RevId: b715b0be5499f41c905257f3b19481a9fd81bf71
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361a02c67f
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@ -157,7 +157,7 @@ namespace SemiColinGames {
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position.X = Math.Max(position.X, 0 + spriteWidth);
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position.X = Math.Max(position.X, 0 + spriteWidth);
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}
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}
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private int spritePosition(Pose pose, GameTime time) {
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private int SpritePosition(Pose pose, GameTime time) {
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int frameNum = (time.TotalGameTime.Milliseconds / 125) % 4;
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int frameNum = (time.TotalGameTime.Milliseconds / 125) % 4;
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if (frameNum == 3) {
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if (frameNum == 3) {
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frameNum = 1;
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frameNum = 1;
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@ -192,7 +192,7 @@ namespace SemiColinGames {
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}
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}
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public void Draw(SpriteBatch spriteBatch, Camera camera, GameTime time) {
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public void Draw(SpriteBatch spriteBatch, Camera camera, GameTime time) {
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int index = spritePosition(pose, time);
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int index = SpritePosition(pose, time);
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Rectangle textureSource = new Rectangle(index * spriteSize, 0, spriteSize, spriteSize);
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Rectangle textureSource = new Rectangle(index * spriteSize, 0, spriteSize, spriteSize);
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Vector2 spriteCenter = new Vector2(spriteSize / 2, spriteSize / 2);
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Vector2 spriteCenter = new Vector2(spriteSize / 2, spriteSize / 2);
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SpriteEffects effect = facing == Facing.Right ?
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SpriteEffects effect = facing == Facing.Right ?
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