public void DrawGame(Vector2 camera, float anim, Color color) { spriteBatch.BatchDrawEntity(tileSet, currentLevel.walls, camera, color, gameScale, anim); spriteBatch.BatchDrawEntity(tileSet, currentLevel.boxes, camera, color, gameScale, anim); spriteBatch.BatchDrawEntity(tileSet, currentLevel.ammos, camera, color, gameScale, anim); spriteBatch.BatchDrawEntity(tileSet, currentLevel.checkpoints, camera, color, gameScale, anim); spriteBatch.BatchDrawEntity(tileSet, currentLevel.lifes, camera, color, gameScale, anim); spriteBatch.BatchDrawEntity(tileSet, currentLevel.cannons, camera, color, gameScale, anim); spriteBatch.BatchDrawEntity(tileSet, currentLevel.bullets, camera, color, gameScale, anim); spriteBatch.BatchDrawEntity(tileSet, currentLevel.horizontals, camera, color, gameScale, anim); spriteBatch.BatchDrawEntity(tileSet, currentLevel.randoms, camera, color, gameScale, anim); if (bullet.direction != -1) { spriteBatch.DrawEntity(tileSet, bullet, camera, new Color((int)(color.R * 0.3f), (int)(color.G * 0.3f), color.B), gameScale, anim); } spriteBatch.DrawEntity(tileSet, currentLevel.player, camera, color, gameScale, anim); }