/// <summary> /// draw tile map and entities /// </summary> /// <param name="gameTime"></param> public virtual void Draw(GameTime gameTime) { ScreenManager.StartCameraSpriteBatch(); DrawTiles(gameTime); Player.Draw(gameTime); if (grabberEnemies.Count != 0) { foreach (GrabberEnemy enemy in grabberEnemies) { enemy.Draw(gameTime); } } //draw a transparent water tile over top foreach (Rectangle waterTile in waterTiles) { ScreenManager.SpriteBatch.Draw(atlas, waterTile, ImageTools.GetSourceRect(3, 0), Color.White); } ScreenManager.EndCameraSpriteBatch(); }
/// <summary> /// load tile with the collumn index /// </summary> /// <param name="textureName"></param> /// <param name="collision"></param> /// <returns></returns> private Tile LoadTile(int collumnIndex, TileCollision collision) { return(new Tile(ImageTools.GetSourceRect(TileSetRow, collumnIndex), collision)); }