protected override void Update(GameTime gameTime) { if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape)) { Exit(); } AV.GetCurrentRoom().Update(gameTime); Player.Update(gameTime); camera.Follow(Player); SetDrawMode(); base.Update(gameTime); }
protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.Black); base.Draw(gameTime); _spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, null, null, null, camera.Transform); switch (DrawMode) { case DrawMode.Game: AV.GetCurrentRoom().Draw(gameTime); Player.Draw(gameTime); break; case DrawMode.Map: AV.CurrentMap.Draw(gameTime); break; default: break; } _spriteBatch.End(); }