public void Draw(SpriteBatch spriteBatch) { spriteBatch.Draw(Tex, Pos, Color.White); if (InvWindow.Shown == false) { InvBar.Draw(spriteBatch); } if (InvWindow.Shown == true) { InvWindow.Draw(spriteBatch); } }
protected override void Draw(GameTime gameTime) { spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, null, null, null, null, camera.Transform); // Set background to white and render background GraphicsDevice.Clear(Color.White); background.Draw(spriteBatch, camera); // Draw map int calls = Map.Draw(spriteBatch, camera); Debug.WriteLineIf(gameTime.IsRunningSlowly, "Draw is running slowly: " + calls + " tiles updated"); Player.Draw(spriteBatch, camera); // Inventory inventoryBar.Draw(spriteBatch, camera); inventory.Draw(spriteBatch, camera); spriteBatch.End(); base.Draw(gameTime); }