public void Draw(AD2SpriteBatch sb) { Renderer.GraphicsDevice.Clear(Color.White); //figure out camera stuff int cameraX = 0; int cameraY = 0; foreach (PC p in allPlayers()) { cameraX += p.X - (CastleSpire.BaseWidth / 2); cameraY += p.Y - (CastleSpire.BaseHeight / 2); } cameraX /= allPlayers().Count; cameraY /= allPlayers().Count; //no soul lighitng // l.center_x = p.x + player.size/2; //l.center_y = player.y + player.size/2; DrawWorldNoLighting(sb, cameraX, cameraY); Lightmap.RenderLightMap(sb, AmbientLight.AmbientColor(Clock), cameraX, cameraY, CastleSpire.BaseWidth, CastleSpire.BaseHeight); /*** LIGHTING STUFF * /** * //Before dawn, draw a lightsource at the player spot. That way he/she can see a little bit. * if (clock.hours() < AmbientLight.hourDawn || clock.hours() >= AmbientLight.hourDusk) * { * soul = new Light(soulcol, player.x + (player.size / 2), player.y + (player.size / 2), 7, 40); * lights.AddFirst(soul); * } * if (clock.hours() == AmbientLight.hourDawn && (clock.minutes() < 20)) * { * soul = new Light(Utils.mix(20 * 60,(60 * clock.minutes()) + clock.seconds(),soulcol, AmbientLight.ambientColor(clock)), player.x + (player.size / 2), player.y + (player.size / 2), 7,40); * lights.AddFirst(soul); * } * if (clock.hours() == AmbientLight.hourSunset && (clock.minutes() > 40)) * { * soul = new Light(Utils.mix(20 * 60, (60 * (clock.minutes() - 40 ) ) + clock.seconds(), AmbientLight.ambientColor(clock), soulcol) , player.x + (player.size / 2), player.y + (player.size / 2), 7, 40); * lights.AddFirst(soul); * } * //Nancies(); */ for (int i = 0; i != 4; i++) { if (HUDs[i] != null) { HUDs[i].Draw(sb); } } ClockHUD.Draw(sb, Clock); }