/// <summary>
 /// Draws all of the space's sprites, then if it's occupied, its occupant's sprites.
 /// </summary>
 /// <param name="batch">Main game spritebatch.</param>
 /// <param name="drawPos">Top left corner from which to draw</param>
 public void draw(SpriteBatch batch, Vector2 drawPos)
 {
     spaceSprite.Draw(batch, new Rectangle((int)drawPos.X, (int)drawPos.Y,
                                           (int)ConstantHolder.HexagonGrid_HexSizeX, spaceSprite.SpriteSizeY), Color.White);
     for (int i = 0; i < 3; ++i)
     {
         walls[i].Draw(batch, drawPos);
     }
     if (isOccupied)
     {
         CurrentActor.Draw(batch, drawPos + new Vector2(ConstantHolder.HexagonGrid_HexSizeX / 2, ConstantHolder.HexagonGrid_HexSizeY));
     }
 }
 /// <summary>
 /// Draws all of the space's sprites, then if it's occupied, its occupant's sprites.
 /// </summary>
 /// <param name="batch">Main game spritebatch.</param>
 /// <param name="drawPos">Top left corner from which to draw</param>
 public void draw(SpriteBatch batch, Vector2 drawPos)
 {
     spaceSprite.Draw(batch, new Rectangle((int)drawPos.X, (int)drawPos.Y,
                                           (int)ConstantHolder.HexagonGrid_HexSizeX, spaceSprite.SpriteSizeY), availableFlag ? Color.YellowGreen : Color.White);
     for (int i = 0; i < 3; ++i)
     {
         walls[i].Draw(batch, drawPos);
     }
     if (isOccupied)
     {
         CurrentActor.Draw(batch);
     }
     foreach (SpaceProjectile proj in projectilesInSpace)
     {
         proj.Draw(batch, drawPos);
     }
 }