protected override void draw(Renderer renderer) { Game1.BackgroundColor = Game1.GrassColor; renderer.Camera = camera; renderer.Tint = Clock.GetCurrentColor(); if (CurrentOverworldState.OverworldStateRenderer != null) { CurrentOverworldState.OverworldStateRenderer.BeforeDraw(renderer); } if (CurrentOverworldState.RenderWorld) { drawMap(renderer); base.draw(renderer); } renderer.ResetTint(); if (CurrentOverworldState.OverworldStateRenderer != null) { CurrentOverworldState.OverworldStateRenderer.AfterDraw(renderer); } renderer.Camera = null; }
protected override void draw(Renderer renderer) { Game1.BackgroundColor = Game1.GrassColor; renderer.Camera = Camera; renderer.Tint = Clock.GetCurrentColor(); drawBackground(renderer); if (CurrentBattleState.BattleStateRenderer != null) { CurrentBattleState.BattleStateRenderer.BeforeDraw(renderer); } base.draw(renderer); renderer.ResetTint(); drawPersistentGui(renderer); if (CurrentBattleState.BattleStateRenderer != null) { CurrentBattleState.BattleStateRenderer.AfterDraw(renderer); } renderer.Camera = null; }
protected override void draw(Renderer renderer) { Game1.BackgroundColor = Game1.GrassColor; renderer.Camera = Camera; renderer.Tint = Clock.GetCurrentColor(); drawBackground(renderer); if (CurrentBattleState.BattleStateRenderer != null) CurrentBattleState.BattleStateRenderer.BeforeDraw(renderer); base.draw(renderer); renderer.ResetTint(); drawPersistentGui(renderer); if (CurrentBattleState.BattleStateRenderer != null) CurrentBattleState.BattleStateRenderer.AfterDraw(renderer); renderer.Camera = null; }
protected override void draw(Renderer renderer) { Game1.BackgroundColor = Game1.GrassColor; renderer.Camera = camera; renderer.Tint = Clock.GetCurrentColor(); if (CurrentOverworldState.OverworldStateRenderer != null) CurrentOverworldState.OverworldStateRenderer.BeforeDraw(renderer); if (CurrentOverworldState.RenderWorld) { drawMap(renderer); base.draw(renderer); } renderer.ResetTint(); if (CurrentOverworldState.OverworldStateRenderer != null) CurrentOverworldState.OverworldStateRenderer.AfterDraw(renderer); renderer.Camera = null; }