/// <summary> /// This is called when the game should draw itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.Opaque); foreach (DrawablePhysicsObject crate in crateList) { crate.Draw(spriteBatch); } floor.Draw(spriteBatch); spriteBatch.End(); floor.Draw(spriteBatch); // TODO: Add your drawing code here base.Draw(gameTime); }
/// <summary> /// This is called when the game should draw itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, null, null, null, null, cam.get_transformation(GraphicsDevice)); foreach (DrawablePhysicsObject crate in crateList) { crate.Draw(spriteBatch, Color.Red); } playerObj.Draw(spriteBatch, player.body.Rotation); floor.Draw(spriteBatch, Color.White); // spriteBatch.Draw(floorTexture,new Rectangle((int)floor.Position.X, (int)floor.Position.Y, (int)floorSize.X, (int)floorSize.Y), Color.White); // spriteBatch.Draw(floorTexture, platform.Position, Color.White); platform.Draw(spriteBatch, Color.White); // Rectangle wallRect = new Rectangle((int)wall.Position.X, (int)wall.Position.Y, (int)wall.Size.X, (int)wall.Size.Y); // spriteBatch.Draw(wall.texture, wallRect, null, Color.White, wall.body.Rotation, Vector2.Zero, SpriteEffects.None, 0); wall.Draw(spriteBatch, Color.White); Console.WriteLine(wall.body.Rotation); Console.WriteLine(crateList.Count); // player.body.Draw(spriteBatch); particleEngine.Draw(spriteBatch); for (int index = 0; index < pList.Count; index++) { pList[index].Draw(spriteBatch); } spriteBatch.End(); base.Draw(gameTime); }