Brandon M
Brandon M

Reputation: 31

Stretching a Sprite

First post, first year programmer so go easy please.

When drawing a sprite in monogame, does anybody know how to make it stretch into the full screen?

For example I have my start screen appear but it doesnt stretch into the full screen (cause i have my window maximized when it opens). I've got "spriteBatch.Draw(startScreen, Vector2.Zero, null, Color.White);"

the null represents the rectangle property. does anybdoy know a word to replace null so that will stretch it?

This is in my load content for the texture:

startScreen = Content.Load<Texture2D>("Images/startGameSplash");

Then this is where I call it in my Draw Method:

protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.CornflowerBlue);

            switch (gameState)
            { 
                case GameState.StartScreen:
                    //draw the start screen
                    spriteBatch.Begin();
                    spriteBatch.Draw(startScreen, Vector2.Zero, null, Color.White);
                    //Drawing each rocket with another foreach
                    spriteBatch.End();
                    break;

                case GameState.Running:
                    spriteBatch.Begin();
                    tank.Draw(spriteBatch);

                    foreach (BaseRocket shot in rocket) {
                        shot.Draw(spriteBatch);
                    }
                    spriteBatch.End();
                    break;

                case GameState.EndScreen:
                    spriteBatch.Begin();
                    spriteBatch.Draw(endScreen, Vector2.Zero, null, Color.White);
                    spriteBatch.End();
                    break;

                default:
                    break;

            }
            base.Draw(gameTime);

        }
    }
}

Thanks,

Upvotes: 3

Views: 1376

Answers (1)

Raptor
Raptor

Reputation: 54248

From the source code / documentation of SpriteBatch class of MonoGame, there is a Draw function which accepts size as 2nd parameter:

public void Draw (Texture2D texture, Rectangle rectangle, Color color)

Assign the screen size rectangle to the parameter, and your sprite should fill the screen.

Upvotes: 4

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