/// <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(samplerState: SamplerState.PointClamp, blendState: BlendState.NonPremultiplied); /*for (int x = 0; x < WIDTH; x++) * { * for (int y = 0; y < HEIGHT; y++) * { * Color color = colors[depth - minDepth][x][y]; * spriteBatch.Draw(pixel, new Rectangle(x * SCALE, y * SCALE, SCALE, SCALE), color); * } * } * * spriteBatch.DrawString(font, "Depth: " + depth, new Vector2(10, 380), Color.White, 0, Vector2.Zero, SCALE, SpriteEffects.None, 0); * spriteBatch.DrawString(font, hoverBiomeName, new Vector2(10, 10), Color.White, 0, Vector2.Zero, SCALE, SpriteEffects.None, 0); */ gui.Draw(spriteBatch); if (!string.IsNullOrEmpty(tooltip)) { Tooltip.DrawTooltip(spriteBatch, tooltip, input.GetMousePosition() + TOOLTIP_OFFSET); } spriteBatch.End(); base.Draw(gameTime); }