/// <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(transformMatrix: _camera.Transform); layer.Draw(spriteBatch); foreach (var sprite in sprites) { sprite.Draw(spriteBatch); } spriteBatch.End(); base.Draw(gameTime); }
/// <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); // TODO: Add your drawing code here spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, null, null, null, null, ScreenHelper.Camera.TransformMatrix); layer.Draw(spriteBatch); cursor.DrawSquares(spriteBatch); cursor.DrawArrow(spriteBatch); layer.Entities.Draw(spriteBatch); cursor.Draw(spriteBatch); spriteBatch.End(); base.Draw(gameTime); }