private static void DrawFinal(IMap map) { Game1.GraphicsGlobal.GraphicsDevice.SetRenderTargets(Game1.FinalScreen); Game1.SpriteBatchGlobal.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, SamplerState.PointWrap); Game1.SpriteBatchGlobal.Draw(Game1.WaterWithoutLights, Vector2.Zero); Game1.SpriteBatchGlobal.End(); if (map is Map) { Game1.SpriteBatchGlobal.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, SamplerState.PointWrap, transformMatrix: Camera2DGame.GetViewMatrix()); foreach (Inpc ui in (map as Map).MapNpcs) { if (ui as IUI != null) { (ui as IUI).DrawUI(); } } Game1.SpriteBatchGlobal.End(); } Game1.SpriteBatchGlobal.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, SamplerState.PointWrap); if (Game1.State == GlobalState.inGame) { UIPlayer.Draw(); } foreach (UIInformer info in Game1.InfoList.Reverse <UIInformer>()) { info.Position = new Vector2(8, Game1.InfoList.IndexOf(info) * 32 + 8); info.Draw(); } Game1.SpriteBatchGlobal.End(); }
public static void InGameUpdate() { Game1.mapLive.Update(); Game1.PlayerInstance.Update(MouseInput.MouseRealPosGame()); Camera2DGame.Update(); UIPlayer.Update(); Game1.PlayerInstance.UpdateWeapons(MouseInput.MouseRealPosGame()); }