public void Draw(SpriteBatch spriteBatch, GameTime gameTime) { ScreenManager.GraphicsDevice.Clear(Color.CornflowerBlue); //Camera shakes var offset = StaticScreenShaker.Instance.GetOffset(); var shakeMat = Matrix.CreateTranslation(offset.X, offset.Y, 0); var mat = camera.ViewportOffset.InvertAbsolute * shakeMat; spriteBatch.Begin(transformMatrix: mat, samplerState: SamplerState.PointClamp); //World //spriteBatch.Begin(camera, samplerState: SamplerState.PointClamp); mapRenderer.Render(hubMap, spriteBatch, camera); EntityManager.Instance.Draw(spriteBatch, gameTime); ParticleSystem.Instance.Draw(spriteBatch, gameTime); spriteBatch.End(); //Interface spriteBatch.Begin(); playerInterface.Draw(spriteBatch, gameTime); spriteBatch.End(); //Debug spriteBatch.Draw(camera.Debug); }