/// <summary> /// Draw method for when the game is in the playing state. /// </summary> /// <param name="gameTime"></param> void DrawPlaying(GameTime gameTime) { /* Draw world elements */ WorldSpriteBatch.Begin(SpriteSortMode.Deferred, null, SamplerState.PointClamp, null, null, null, Camera.GetTransformation()); DrawMap(); double time = gameTime.ElapsedGameTime.TotalSeconds; DrawGameplayObjects(); if (ActivePlayer.IsPlacingTower) { DrawPendingTower(); } WorldSpriteBatch.End(); /* Draw effect elements */ BoltSpriteBatch.Begin(SpriteSortMode.Deferred, null, null, null, null, null, Camera.Transform); foreach (Bolt e in Effects) { e.Draw(BoltSpriteBatch); } BoltSpriteBatch.End(); /* Draw UI elements */ ActivePlayer.DrawUI(); DrawDebug(); }