/// <summary> /// Start a new pass to draw sprites /// </summary> /// <remarks> /// Once a pass has begin, you cannot change attributes or draw polygons /// until it has ended. /// </remarks> /// <param name="blend">Blending mode for combining sprites</param> public void BeginSpritePass(BlendState blend, Camera camera) { // Check that state invariant is satisfied. Debug.Assert(state == DrawState.Inactive, "Drawing state is invalid (expected Inactive)"); state = DrawState.SpritePass; // Set up the drawing canvas to use the appropriate blending. // Deferred sorting guarantees Sprites are drawn in order given. transform = camera.TransformMatrix; spriteBatch.Begin(SpriteSortMode.Deferred, blend, null, null, null, null, transform); }
public GameEngine() { canvas = new GameCanvas(this); factory = new ContentFactory(new ContentManager(Services)); camera = new Camera(canvas.Width, canvas.Height); }