/// <summary> /// Draw the map /// </summary> /// <param name="gameTime"></param> protected override void Draw(GameTime gameTime) { map.Draw(gameTime, Renderer); // draws the present context of the renderer to the window Renderer.RenderPresent(); }
public override void Update(SharpDL.GameTime gameTime) { buttonHeader.Update(gameTime); if (!IsActive) { return; } base.Update(gameTime); foreach (var control in controls) { control.Update(gameTime); } }
/// <summary> /// Draws the tile to the passed renderer if the tile is not empty. The draw will occur at the center of the tile's texture. /// </summary> /// <param name="gameTime"></param> /// <param name="renderer"></param> public void Draw(GameTime gameTime, Renderer renderer) { foreach (var tileLayer in TileLayers) { foreach (var tile in tileLayer.Tiles) { tile.Draw(gameTime, renderer); } } }
/// <summary> /// Draws the tile to the passed renderer if the tile is not empty. The draw will occur at the center of the tile's texture. /// </summary> /// <param name="gameTime"></param> /// <param name="renderer"></param> public void Draw(GameTime gameTime, Renderer renderer) { if (IsEmpty) return; Texture.Draw( GridPosition.X * Width, GridPosition.Y * Height, SourceTextureBounds); }
/// <summary> /// Update the state of the game. /// </summary> /// <param name="gameTime"></param> protected override void Update(GameTime gameTime) { base.Update(gameTime); }
/// <summary> /// Render the current state of the game. /// </summary> /// <param name="gameTime"></param> protected override void Draw(GameTime gameTime) { base.Draw(gameTime); Renderer.RenderPresent(); }