public override void Render(Camera camera, GameTime gameTime, Houses.House house, Map map) { Vector4 pos = new Vector4(); pos.X = position.X - camera.GetPosition().X; pos.Y = position.Y - camera.GetPosition().Y; pos.W = 1.0f; pos.Z = 1.0f; if (camera.Visible(pos)) { if (!IsBeingBuilt) { if (!map.fog[(int)position.X + map.size.X * (int)position.Y]) { if (moving) { camera.spriteBatch.Draw(extendedTexture.Texture, camera.GetRenderPosition(pos), extendedTexture.GetSourceRectangle(direction, gameTime), Houses.GetColor(house)); if (turretTexture != null) { camera.spriteBatch.Draw(turretTexture.Texture, camera.GetRenderPosition(pos), extendedTexture.GetSourceRectangle(turretDirection, gameTime), Houses.GetColor(house)); } } else { camera.spriteBatch.Draw(extendedTexture.Texture, camera.GetRenderPosition(pos), extendedTexture.GetSourceRectangle(direction, 0.0f), Houses.GetColor(house)); if (turretTexture != null) { camera.spriteBatch.Draw(turretTexture.Texture, camera.GetRenderPosition(pos), extendedTexture.GetSourceRectangle(turretDirection, 0.0f), Houses.GetColor(house)); } } if (selected) { camera.spriteBatch.Draw(selectTexture.Texture, camera.GetRenderPosition(pos), selectTexture.GetSourceRectangle(direction, gameTime), new Color(0, 255, 0, 128)); } } } } }