public void Draw(GameTime gameTime, Camera cam) { spriteBatch.Begin(SpriteSortMode.BackToFront, BlendState.AlphaBlend, null, null, null, null, cam.GetTransformation()); for (int i = 0; i < _GALLARY.Count; i++ ) { spriteBatch.Draw(_GALLARY[i], _ANCHORS[i], Color.White); } spriteBatch.End(); }
/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); cam1 = new Camera(this); SpellEffect = new ParticleGenerator(this, spriteBatch, Content.Load<Texture2D>("Assets/partical")); BG = new BackGround(this); BG.LoadTexture(Content.Load<Texture2D>("Assets/BG1")); BG.LoadTexture(Content.Load<Texture2D>("Assets/BG2")); BG.LoadTexture(Content.Load<Texture2D>("Assets/BG3")); // TODO: use this.Content to load your game content here }
public void DrawIntoCamera(Camera cam) { _sprBtch.Begin(SpriteSortMode.BackToFront, BlendState.AlphaBlend, null, null, null, null, cam.GetTransformation()); foreach (OBJ obj in _BUCKET) _sprBtch.Draw(_t2D, obj.pos, _color); _sprBtch.End(); }