@Inuma wrote:
In animatedSprite.cs I have:
public void Draw(SpriteBatch spriteBatch, Vector2 location) { int width = Texture.Width / Columns; int height = Texture.Height / Rows; int row = (int)((float)currentFrame / (float)Columns); int column = currentFrame % Columns; Rectangle sourceRectangle = new Rectangle(width * column, height * row, width, height); Rectangle destinationRectangle = new Rectangle((int)location.X, (int)location.Y, 120, 140); if (Game1.przelacznik_w_bezruchu == true) { sourceRectangle = new Rectangle(0, 0, width, height); } spriteBatch.Begin(); spriteBatch.Draw(Texture, destinationRectangle, sourceRectangle, Color.White); spriteBatch.End(); }
In GameScene.cs:
private void DrawGame() { spriteBatch.Begin(); spriteBatch.Draw(floor1, rec_floor1, color1); spriteBatch.Draw(floor2, rec_floor2, color1); spriteBatch.Draw(house1, rec_house1,color1); spriteBatch.End(); }
I want the floor and the house to be on a lower level than the sprite, so that they do not obscure the sprite. But I dont know how to assign depth levels to textures.
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