protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.Black); LightOverlay.Draw(gameTime, new Vector2(GraphicsDevice.PresentationParameters.BackBufferWidth / 2.0f, GraphicsDevice.PresentationParameters.BackBufferHeight / 2.0f), zoom: Zoom); foreach (Chunk c in Miscellaneous.GetChunksInFrame(WorldSystem, Camera)) { c.Draw(gameTime, Camera); } LightOverlay.SetBackgroundColor(Miscellaneous.GetColorOfDayNightCycle(WorldTime)); if (!Constants.IgnoreDayNightEffects) { LightOverlay.Splice(gameTime); } Constants.GraphicsDevice.SetRenderTarget(null); SpriteBatch.Begin(); SpriteBatch.Draw(Constants.MainRenderTarget, Vector2.Zero, Color.White); SpriteBatch.End(); DebugScreen.UpdateFPS(gameTime); if (ShowDebugInfo) { DebugScreen.Draw(gameTime, Camera); } base.Draw(gameTime); }
public void Draw(GameTime gameTime) { //Default Draw(gameTime, null, _currentState); _transitionManager.Draw(gameTime); _debugScreen.Draw(gameTime); }
public override void Draw(GameTime gameTime) { foreach (var screen in _screens) { if (screen.State == ScreenState.Active || screen.State == ScreenState.Pause) { screen.Draw(gameTime); } } if (_isDebugging && _debugScreen.State == ScreenState.Active) { _debugScreen.Draw(gameTime); } base.Draw(gameTime); }
public void Draw(SpriteBatch spriteBatch, Globalvars GlobalVars) { //spriteBatch.Draw(GlobalVars.textDict["test"], new Vector2(0, 0), Color.White); debug.Draw(GlobalVars, spriteBatch); }