/// <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.White); spriteBatch.Begin(); foreach (var item in SolidTile.LoadedTiles) { item.Draw(); } spriteBatch.End(); FrontSpriteBatch.Begin(); player.Draw(); foreach (var _npc in NPC.NPClist) { _npc.Draw(); } foreach (var _object in SolidTile.LoadedObjects) { _object.Draw(); } if (Textbox.TextBoxes.Any() == true) { Textbox.Draw(); } //SpriteSheet.screenDraw("Textbox_SpriteSheet", 0, 1, new Vector2(100, 100), FrontSpriteBatch); FrontSpriteBatch.End(); //Console.WriteLine(gameTime.TotalGameTime); // 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.Black); spriteBatch.Begin(); foreach (var Tile in map1.Tilelist) { Tile.Draw(Screen.GridSize); } spriteBatch.End(); FrontSpriteBatch.Begin(); player.Draw(); npc1.Draw(); TestObject.Draw(); textbox1.Draw(); FrontSpriteBatch.End(); // TODO: Add your drawing code here base.Draw(gameTime); }