public override void Draw(GraphicsDevice gd) { gd.Clear(Color.White); //This block of code is a necessary ritual for the FOVs. Just leave it be. gd.BlendState = BlendState.Opaque; gd.DepthStencilState = DepthStencilState.Default; gd.SamplerStates[0] = SamplerState.LinearWrap; Matrix projection = Matrix.CreateOrthographicOffCenter(0, gd.Viewport.Width, gd.Viewport.Height, 0, 0, 1); Matrix halfPixelOffset = Matrix.CreateTranslation(-0.5f, -0.5f, 0); basicEffect.World = Matrix.Identity; basicEffect.View = Matrix.Identity; basicEffect.Projection = halfPixelOffset * projection; basicEffect.VertexColorEnabled = true; gd.RasterizerState = RasterizerState.CullNone; if (!HideOutGame.LEVEL_DESIGN_MODE) { npcController.DrawFOVs(gd, basicEffect); } // TODO: Add your drawing code here spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.LinearWrap, null, null); spriteBatch.Draw(bgTexture, new Rectangle(0 - HideOutGame.SCREEN_OFFSET_X, 0 - HideOutGame.SCREEN_OFFSET_Y, GAME_WIDTH, GAME_HEIGHT), new Rectangle(0, 0, GAME_WIDTH, GAME_HEIGHT), Color.Green); obstacleController.Draw(spriteBatch); itemController.Draw(spriteBatch); npcController.Draw(spriteBatch); playerController.Draw(spriteBatch); displayController.Draw(spriteBatch); displayController.drawStats(playerController.thePlayer.currentHunger, playerController.thePlayer.currentThirst, spriteBatch); //_fontRenderer.DrawText(spriteBatch, 50, 50, "Hello World!"); spriteBatch.End(); }