public void Render(Canvas2D canvas, RenderTarget target) { Vector offset = Vector.Zero; if (ShakeLength > 0) { offset.X = (float)(m_random.NextDouble() - 0.5) * ShakeLength; offset.Y = (float)(m_random.NextDouble() - 0.5) * ShakeLength; } float progress = 1; canvas.DrawSprite(canvas.Region + offset, target.ToSprite(), ColorU.White.SemiTransparent(progress)); }