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.