protected override void Draw(GameTime gameTime) // calls after Update() { if (IsActive) { // FPS and update count debug if (_frameCount >= _targetFPS - 1) { _frameCount = 0; } else { _frameCount++; } _frameRate = Math.Round((1 / gameTime.ElapsedGameTime.TotalSeconds), 1); GraphicsDevice.Clear(Color.Black); SpriteBatch.Begin(SpriteSortMode.Immediate, BlendState.NonPremultiplied, null, null, null, null, _view); SpriteBatch.DrawString(Debug.Assets.DebugFont, " DrawDebug:[F1] Pause:[P] Action:[Arrows][Z][X] Rooms1&2:[F2][F3]", new Vector2(10, 10), Color.White); SpriteBatch.DrawString(Debug.Assets.DebugFont, "_frameCount: " + _frameCount, new Vector2(10, 36), Color.White); SpriteBatch.DrawString(Debug.Assets.DebugFont, "_targetFPS: " + _targetFPS, new Vector2(10, 48), Color.White); SpriteBatch.DrawString(Debug.Assets.DebugFont, "_frameRate: " + _frameRate, new Vector2(10, 60), Color.White); CurrentRoom.Draw(); SpriteBatch.End(); base.Draw(gameTime); } }
public void Draw(SpriteBatch spriteBatch) { Map.Draw(spriteBatch); if (CurrentRoom != null) { CurrentRoom.Draw(spriteBatch); } }
public void DrawStep4(Camera2D camera, RenderStep step, GameTime gameTime) { CurrentRoom.Draw(camera); if (LevelEV.SHOW_ENEMY_RADII) { foreach (var enemyList in m_currentRoom.EnemyList) { enemyList.DrawDetectionRadii(camera); } } m_projectileManager.Draw(camera); }