public void Render(float elapsedTime, SpriteBatch spriteBatch, RenderTarget2D currentTransitionRenderTarget = null) { spriteBatch.GraphicsDevice.Clear(Color.Black); _levelRenderer.DrawBaseLayer(); _itemRenderer.RenderItems(_level, elapsedTime); _levelRenderer.DrawFringeLayer(); _figureRenderer.RenderDead(_level, elapsedTime); _bombRenderer.Render(_level); _figureRenderer.RenderAlive(_level, elapsedTime); _explosionRenderer.Render(_level, elapsedTime); _gameInformation.Draw(spriteBatch); }
public void Render(float elapsedTime, SpriteBatch spriteBatch, RenderTarget2D currentTransitionRenderTarget = null) { spriteBatch.End(); _context.Update(); _graphicsDevice.BlendState = BlendState.Opaque; _graphicsDevice.DepthStencilState = DepthStencilState.Default; DrawNormalDepthForCelShading(); DrawDepthForShadows(); DrawSceneWithCelShading(); DrawPostProcessEdgeDetection(spriteBatch, currentTransitionRenderTarget); _explosionFragmentManager.Render(_context); spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, null, null, null); _gameInformation.Draw(spriteBatch); }