/// <summary> /// Draw front layers of the level /// </summary> public virtual void DrawLVLFront(GameTime gameTime, SpriteBatch batcher) { LVLManager.DrawSpecific(batcher, new Vector2(Services.Camera.Position.X + FWidth, Services.Camera.Position.X - FWidth / 2), LevelState.FRONT_NOT_EFFECTED, LevelState.FRONT_NOT_EFFECTED); }
/// <summary> /// Draw back and middle layers of the level /// </summary> public virtual void DrawLVLBack(GameTime gameTime, SpriteBatch batcher) { LVLManager.DrawSpecific(batcher, new Vector2(Services.Camera.Position.X + FWidth, Services.Camera.Position.X), LevelState.BACKGROUND | LevelState.BACK | LevelState.MIDDLE, LevelState.NONE); }