/// <summary> /// Draws the map. /// </summary> /// <param name="GameTime"></param> public void Draw(GameTime GameTime) { MapRenderTarget.Begin(transformMatrix: MapCam.GetTransform(), samplerState: SamplerState.LinearWrap); BackgroundTiles.Draw(MapRenderTarget); if (ParticleSystemsEnabled && BackFogSystem != null) { BackFogSystem.Draw(MapRenderTarget); } DrawCaveBase(MapRenderTarget); DrawHazards(MapRenderTarget); if (ParticleSystemsEnabled && FrontFogSystem != null) { FrontFogSystem.Draw(MapRenderTarget); } Player.Draw(MapRenderTarget); if (Map.PlayerPath.Contains(Map.Wumpus.Location) || Map.WumpusAlwaysVisisble) { Wumpus.Draw(MapRenderTarget); } if (DebugOutline.HasValue) { MapRenderTarget.Draw(DebugOutlineTexture, DebugOutline.Value, Color.White); } MapRenderTarget.End(); }
public void Draw(SpriteBatch target) { // Draw the dots foreach (Vector2 Point in Path.Values.Skip(1).DropLast()) { target.Draw(DotTexture, position: Point - DotOffset, scale: DotScaleVector); } // Draw the sprites PlayerCharacter.Draw(target); Wumpus.Draw(target); }