protected override void LoadContent() { Globals.SpriteBatch = new SpriteBatch(GraphicsDevice); Assets.Load(); MainMap.Load(); CameraSystem.Load(); WallSystem.Load(); Player.Load(); }
protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(new Color(0f, .05f, .1f, 1f)); Globals.SpriteBatch.Begin(SpriteSortMode.Deferred, BlendState.NonPremultiplied, SamplerState.PointClamp, DepthStencilState.Default, RasterizerState.CullNone, transformMatrix: CameraSystem.MainCamera.Transform); MainMap.Draw(); WallSystem.Draw(); Player.Draw(); Globals.SpriteBatch.End(); base.Draw(gameTime); }
protected override void Update(GameTime gameTime) { Input.UpdateState(); if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Input.IsKeyPressed(Input.KeyMap["quit"])) { Exit(); } Time.GameTime = gameTime; Time.DeltaTime = (float)gameTime.ElapsedGameTime.TotalMilliseconds; Player.Update(); WallSystem.Update(); CameraSystem.Update(); base.Update(gameTime); }