protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.Black);

            //_spriteBatch.Begin(transformMatrix: _camera.GetViewMatrix());
            //_spriteBatch.Draw(_backgroundTexture, new Rectangle(0, 0, _tiledMap.WidthInPixels, _tiledMap.HeightInPixels), Color.White);
            //_spriteBatch.End();

            _tiledMap.Draw(_camera);

            _spriteBatch.Begin();
            //_spriteBatch.DrawString(_bitmapFont, "This is MonoGame.Extended", new Vector2(50, 50), new Color(Color.Black, 0.5f));
            //_spriteBatch.DrawString(_bitmapFont, string.Format("Camera: {0}", _camera.Position), new Vector2(50, 100), Color.Black);
            //_spriteBatch.DrawString(_bitmapFont, string.Format("Camera Direction: {0}", _cameraDirection), new Vector2(50, 150), Color.Black);
            //_spriteBatch.DrawString(_bitmapFont,
            //    "Contrary to popular belief, Lorem Ipsum is not simply random text.\n\n" +
            //    "It has roots in a piece of classical Latin literature from 45 BC, making it over 2000 years old. Richard " +
            //    "McClintock, a Latin professor at Hampden-Sydney College in Virginia, looked up one of the more obscure Latin " +
            //    "words, consectetur, from a Lorem Ipsum passage, and going through the cites of the word in classical literature, " +
            //    "discovered the undoubtable source.", new Vector2(50, 100), new Color(Color.Black, 0.5f), _viewportAdapter.VirtualWidth - 50);
            _spriteBatch.End();

            _spriteBatch.Begin(transformMatrix: _camera.GetViewMatrix());
            _spriteBatch.Draw(_textureRegion, _sprite.GetBoundingRectangle(), Color.White);
            _spriteBatch.Draw(_sprite);
            _spriteBatch.End();

            base.Draw(gameTime);
        }
Пример #2
0
        public override void Render(float deltaTime)
        {
            base.Render(deltaTime);

            _tiledMap.Draw(Game.Camera);

            _spriteBatch.Begin(Game.Camera.GetViewMatrix());

            for (int y = 0; y < _tiledMap.Height; y++)
            {
                for (int x = 0; x < _tiledMap.Width; x++)
                {
                    var tileInfo  = _tiledMap.GetTileAt(1, x, y);
                    var text      = tileInfo.Id.ToString();
                    var tx        = (int)tileInfo.Centre.X;
                    var ty        = (int)tileInfo.Centre.Y;
                    var rectangle = _font.MeasureText(text, tx, ty);
                    var color     = new Color(Color.Black, 0.5f);
                    _font.Draw(_spriteBatch, text, tx - rectangle.Width / 2, ty - rectangle.Height / 2, color);
                }
            }

            _blob.Draw(_spriteBatch);
            _spriteBatch.End();
        }
Пример #3
0
        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.CornflowerBlue);

            var transformMatrix = Camera.GetViewMatrix();

            SpriteBatch.Begin(transformMatrix: transformMatrix);

            player.Draw(SpriteBatch);

            foreach (Enemy E in Enemies)
            {
                E.Draw(SpriteBatch);
            }
            Goal.Draw(SpriteBatch);

            Map.Draw(SpriteBatch);
            SpriteBatch.End();

            SpriteBatch.Begin();
            SpriteBatch.DrawString(Arialfont, "Score : " + Score.ToString(), new Vector2(20, 20), Color.Orange);

            for (int i = 0; i < Lives; i++)
            {
                SpriteBatch.Draw(Heart, new Vector2(ScreenWidth - 80 - i * 20, 20), Color.White);
            }

            SpriteBatch.End();

            // TODO: Add your drawing code here

            AIE.StateManager.Draw(SpriteBatch);

            base.Draw(gameTime);
        }
Пример #4
0
        /// <summary>
        /// Draw the map
        /// </summary>
        /// <param name="gameTime"></param>
        protected override void Draw(GameTime gameTime)
        {
            map.Draw(gameTime, Renderer);

            // draws the present context of the renderer to the window
            Renderer.RenderPresent();
        }
Пример #5
0
        public override void Draw(SpriteBatch spriteBatch)
        {
            var transformMatrix = camera.GetViewMatrix();

            spriteBatch.Begin(transformMatrix: transformMatrix);
            map.Draw(spriteBatch);
            player.Draw(spriteBatch);
            goal.Draw(spriteBatch);
            foreach (Enemy e in enemies)
            {
                e.Draw(spriteBatch);
            }
            foreach (LockedWall lw in lockedWalls)
            {
                lw.Draw(spriteBatch);
            }
            if (showKey == true)
            {
                key.Draw(spriteBatch);
            }
            if (show1up == true)
            {
                extralife.Draw(spriteBatch);
            }
            spriteBatch.End();

            spriteBatch.Begin();
            spriteBatch.DrawString(ventureFont, "Score : " + score.ToString("f0"), new Vector2(20, 10), Color.White);
            spriteBatch.DrawString(ventureFont, timer.ToString("f0"), new Vector2((ScreenWidth / 2), 10), Color.White);
            for (int i = 0; i < lives; i++)
            {
                spriteBatch.Draw(heart, new Vector2(ScreenWidth - 30 - i * 20, 10), Color.White);
            }
            spriteBatch.End();
        }
        public override void Draw(SpriteBatch spriteBatch)
        {
            var transformMatrix = camera.GetViewMatrix();

            spriteBatch.Begin();
            spriteBatch.Draw(moon, new Vector2(0, -150), Color.White);
            spriteBatch.End();

            spriteBatch.Begin(transformMatrix: transformMatrix);
            map.Draw(spriteBatch);
            player.Draw(spriteBatch);
            kitty.Draw(spriteBatch);
            map2.Draw(spriteBatch);
            fadein.Draw(spriteBatch);
            fadeout.Draw(spriteBatch);
            spriteBatch.End();

            spriteBatch.Begin();
            if (skipActive == true)
            {
                spriteBatch.DrawString(font, "press enter to skip", new Vector2(600, 450), Color.White);
            }
            //spriteBatch.DrawString(font, camera.Position.ToString(), new Vector2(30, 30), Color.White);
            //spriteBatch.DrawString(font, timer.ToString(), new Vector2(30, 50), Color.White);
            spriteBatch.End();
        }
Пример #7
0
        public override void Draw(SpriteBatch spriteBatch)
        {
            base.Draw(spriteBatch);

            currentLevel.Draw(spriteBatch, new Rectangle(Vector2.Zero.ToPoint(), ScreenManager.Instance.Dimensions.ToPoint()));
            player.Draw(spriteBatch);
        }
Пример #8
0
 public void Draw(Camera2D camera, SpriteBatch spriteBatch)
 {
     spriteBatch.Begin(transformMatrix: camera.GetViewMatrix(), samplerState: SamplerState.PointClamp);
     _tiledMap.Draw(camera);
     if (SceneManager.Instance.DebugMode)
     {
         DrawColliders(spriteBatch);
     }
     spriteBatch.End();
 }
Пример #9
0
        public void Draw(Microsoft.Xna.Framework.GameTime gameTime, Microsoft.Xna.Framework.Graphics.SpriteBatch spriteBatch)
        {
            foreach (var layer in _map.Layers.Where(l => l.Name != "UpperLayer"))
            {
                layer.IsVisible = true;
            }
            _map.GetLayer("UpperLayer").IsVisible = false;

            _map.Draw(_camera.GetViewMatrix());
        }
Пример #10
0
        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.CornflowerBlue);

            // TODO: Add your drawing code here
            spriteBatch.Begin();
            TestMap.Draw(_camera);
            spriteBatch.End();
            base.Draw(gameTime);
        }
Пример #11
0
        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.CornflowerBlue);

            spriteBatch.Begin(transformMatrix: camera.GetViewMatrix(), samplerState: SamplerState.PointClamp);
            map.Draw(spriteBatch);
            player.Draw(spriteBatch);
            spriteBatch.End();

            base.Draw(gameTime);
        }
Пример #12
0
        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.CornflowerBlue);

            // TODO: Add your drawing code here

            var transformMatrix = camera.GetViewMatrix();

            AIE.StateManager.Draw(spriteBatch);

            if (lives > 0)
            {
                spriteBatch.Begin(transformMatrix: transformMatrix);
                backgound.Draw(spriteBatch);
                player.Draw(spriteBatch);
                foreach (Enemy e in enemies)
                {
                    e.Draw(spriteBatch);
                }
                foreach (BronzeLootPile b in bronzeLootPiles)
                {
                    b.Draw(spriteBatch);
                }
                foreach (SilverLootPile s in silverLootPiles)
                {
                    s.Draw(spriteBatch);
                }
                foreach (GoldLootPile g in goldLootPiles)
                {
                    g.Draw(spriteBatch);
                }
                foreach (HealthPack h in healthPacks)
                {
                    h.Draw(spriteBatch);
                }
                goal.Draw(spriteBatch);
                map.Draw(spriteBatch);

                spriteBatch.End();
            }

            //draw all the GUI compoments in a seperate SpriteBatch section
            spriteBatch.Begin();

            spriteBatch.DrawString(agency_FB, "Score :" + score.ToString(), new Vector2(20, 20), Color.Gold);

            for (int i = 0; i < lives; i++)
            {
                spriteBatch.Draw(heart, new Vector2(ScreenWidth - 80 - i * 20, 20), Color.White);
            }
            spriteBatch.End();

            base.Draw(gameTime);
        }
Пример #13
0
        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.CornflowerBlue);


            // TODO: Add your drawing code here
            var t = camera.GetViewMatrix();

            map.Draw(camera);

            spriteBatch.Begin(transformMatrix: t);


            //if (player.IsJumping == false && player.Velocity.X != 0)
            {
                fireEmitter.Draw(spriteBatch);
            }

            player.Draw(spriteBatch);
            foreach (Enemy e in enemies)
            {
                e.Draw(spriteBatch);
            }

            foreach (Coin c in coins)
            {
                c.Draw(spriteBatch);
            }

            spriteBatch.End();



            //          All GUI components below
            spriteBatch.Begin();
            spriteBatch.DrawString(arialFont, "Score : " + score.ToString(), new Vector2(30, 200), Color.White);

            for (int i = 0; i < player.lives; i++)
            {
                spriteBatch.Draw(heart, new Vector2(20 + i * 35, 20), null, Color.White, 0f, new Vector2(0, 0), 1.35f, SpriteEffects.None, 0f);
            }
            spriteBatch.End();

            //All debugging outputs below
            //spriteBatch.Begin();
            //spriteBatch.DrawString(arialFont, "Position X = " + player.Position.X.ToString() + "Position Y = " + player.Position.Y.ToString(), new Vector2(50, 80), Color.Black);
            //spriteBatch.DrawString(arialFont, "Position X = " + player.Position.X.ToString() + "Position Y = " + player.Position.Y.ToString(), new Vector2(50, 120), Color.White);
            //spriteBatch.End();

            base.Draw(gameTime);
        }
Пример #14
0
 public override void Render(Graphics graphics, Camera camera)
 {
     if (LayerIndicesToRender == null)
     {
         TiledMap.Draw(graphics.Batcher, Entity.Transform.Position + _localOffset, Transform.Scale, LayerDepth, camera.Bounds);
     }
     else
     {
         for (var i = 0; i < TiledMap.Layers.Count; i++)
         {
             if (TiledMap.Layers[i].Visible && LayerIndicesToRender.Contains(i))
             {
                 TiledMap.Layers[i].Draw(graphics.Batcher, Entity.Transform.Position + _localOffset, Transform.Scale, LayerDepth, camera.Bounds);
             }
         }
     }
 }
Пример #15
0
        public override void Draw(GameTime gameTime, Renderer renderer)
        {
            base.Draw(gameTime, renderer);

            renderer.ClearScreen();

            tiledMap.Draw(gameTime, renderer);

            foreach (var agent in simulationManager.TrackedAgents)
            {
                agent.Draw(gameTime, renderer);
            }

            DrawActiveNodeCenters(renderer);
            DrawEmployeCollisionBoxes(renderer);

            userInterfaceManager.Draw(gameTime, renderer);
        }
Пример #16
0
        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.CornflowerBlue);

            // TODO: Add your drawing code here
            var transformMatrix = camera.GetViewMatrix();

            spriteBatch.Begin(transformMatrix: transformMatrix);
            //spriteBatch.Begin();

            player.Draw(spriteBatch);

            map.Draw(spriteBatch);

            spriteBatch.End();

            base.Draw(gameTime);
        }
Пример #17
0
        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.CornflowerBlue);

            _spriteBatch.Begin(transformMatrix: _camera.GetViewMatrix());
            _tiledMap.Draw(_spriteBatch, _camera);
            _spriteBatch.End();

            _spriteBatch.Begin(transformMatrix: _camera.GetViewMatrix());
            _zombie.Draw(_spriteBatch);
            _spriteBatch.End();

            //_spriteBatch.Begin();
            //_spriteBatch.DrawString(_bitmapFont, string.Format("FPS: {0} Zoom: {1}", _fpsCounter.AverageFramesPerSecond, _camera.Zoom), new Vector2(5, 5), new Color(0.5f, 0.5f, 0.5f));
            //_spriteBatch.End();

            base.Draw(gameTime);
        }
Пример #18
0
        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.Gray);
            var transformMatrix = camera.GetViewMatrix();

            spriteBatch.Begin(transformMatrix: transformMatrix);
            player.Draw(spriteBatch);
            map.Draw(spriteBatch);
            foreach (Enemy e in enemies)
            {
                e.Draw(spriteBatch);
            }
            goal.Draw(spriteBatch);
            spriteBatch.End();
            // TODO: Add your drawing code here

            base.Draw(gameTime);
        }
Пример #19
0
        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.Black);

            batch.Begin(SpriteSortMode.Deferred, null, null, null, rasterizerState, basicEffect, null);
            map.Draw(batch);
            batch.End();

            Matrix debugProjection = Matrix.CreateOrthographic(ConvertUnits.ToSimUnits(graphics.GraphicsDevice.Viewport.Width),
                                                               ConvertUnits.ToSimUnits(-graphics.GraphicsDevice.Viewport.Height), ConvertUnits.ToSimUnits(0.1f), ConvertUnits.ToSimUnits(1000f));
            Matrix _debugView = Matrix.CreateTranslation(ConvertUnits.ToSimUnits(new Vector3(cameraPosition - screenCenter, -1f)));

            debugView.RenderDebugData(debugProjection, _debugView);

            debugView.BeginCustomDraw(debugProjection, _debugView);
            debugView.DrawPoint(playerBody.Position, 0.05f, Color.Blue);
            debugView.EndCustomDraw();

            base.Draw(gameTime);
        }
Пример #20
0
        /// <summary>
        /// Draws the scene, taking into account the background, camera, and all active drawables.
        /// </summary>
        /// <param name="graphicsDevice">The Monogame GraphicsDevice to use for drawing.</param>
        /// <param name="gameTime">Information about how much real-world time has passed since the last update.</param>
        public void Draw(GraphicsDevice graphicsDevice, GameTime gameTime)
        {
            camera.UpdatePosition();

            graphicsDevice.Clear(bgColor);

            spriteBatch.Begin(SpriteSortMode.Deferred, null, SamplerState.PointClamp,
                              null, null, null, camera.GetViewMatrix());

            map.Draw(spriteBatch, camera);

            int count = container.ActiveDrawables.Count;

            // Using explicit indexing becuase ActiveDrawables is an interface.
            for (int i = 0; i < count; ++i)
            {
                container.ActiveDrawables[i].Draw(spriteBatch);
            }

            spriteBatch.End();
        }
Пример #21
0
        protected void DrawGameState(SpriteBatch spritebatch)
        {
            GraphicsDevice.Clear(Color.CornflowerBlue);

            // TODO: Add your drawing code here

            var transformMatrix = camera.GetViewMatrix();

            spriteBatch.Begin(transformMatrix: transformMatrix);
            {
                foreach (Enemy e in enemies)
                {
                    e.Draw(spriteBatch);
                }
                map.Draw(spriteBatch);
                Debug.WriteLine("goal" + (goal == null));
                goal.Draw(spriteBatch);
            }

            player.Draw(spriteBatch);
            spriteBatch.End();

            spriteBatch.Begin();
            spriteBatch.DrawString(arialFont, "Score : " + score.ToString(),
                                   new Vector2(20, 20), Color.Orange);



            for (int i = 0; i < lives; i++)

            {
                Debug.WriteLine("heart" + (heart == null));
                spriteBatch.Draw(heart, new Vector2(ScreenWidth - 80 - i * 20,
                                                    20), Color.White);
            }

            spriteBatch.End();
        }
Пример #22
0
        public override void Draw(GameTime gameTime)
        {
            SokobanGame.Instance.GraphicsDevice.Clear(Colors.GameScreenBackground);

            map.Draw();

            sb.Begin();
            var       tex = map.Tileset.Texture;
            Rectangle r   = new Rectangle((int)(playerPos.X * map.TileWidth + map.RenderOffset.X),
                                          (int)(playerPos.Y * map.TileHeight + map.RenderOffset.Y),
                                          map.TileWidth,
                                          map.TileHeight);

            sb.Draw(tex, r, map.Tileset.GetSourceRect(playerTile), Color.White);
            sb.End();

            if (debugMode)
            {
                map.DrawDebug();
            }

            int width  = SokobanGame.Width;
            int height = SokobanGame.Height;

            sb.DrawRect(0, 0, width, topPad, Colors.PadBackground);
            sb.DrawRect(0, height - botPad, width, botPad, Colors.PadBackground);

            sb.DrawRect(0, topPad, width, borderSize, Colors.PadBorder);
            sb.DrawRect(0, height - botPad - borderSize, width, borderSize, Colors.PadBorder);

            string lvlName;

            if (!map.Properties.TryGetValue("Name", out lvlName))
            {
                lvlName = "noname";
            }

            sb.Begin();
            float midTopPad = topPad * 0.5f;
            int   s         = topPad / 2 + 4;

            r.X      = 40;
            r.Y      = (int)(midTopPad - s);
            r.Width  = s * 2;
            r.Height = s * 2;

            sb.Draw(Assets.Keys, r, Assets.SrcEsc, Color.White);
            var tr = sb.DrawString(font, "Go Back", new Vector2(r.Right, midTopPad), Colors.PadText, Align.MidLeft);

            r.X = tr.Right;
            sb.Draw(Assets.PadBtns, r, Assets.SrcB, Color.White);

            sb.DrawString(font, lvlName, new Vector2(width * 0.5f, midTopPad), Colors.PadText, Align.Center);

            string moves = string.Format("Moves: {0}", map.Room.Moves);

            sb.DrawString(font, moves, new Vector2(width * 0.75f, midTopPad), Colors.PadText, Align.MidLeft);

            float midBotPad = height - botPad * 0.5f;

            s = botPad / 2 + 4;

            r.X      = width / 2 - s;
            r.Y      = (int)(midBotPad - s);
            r.Width  = s * 2;
            r.Height = s * 2;
            sb.Draw(Assets.Keys, r, Assets.SrcR, Color.White);

            tr  = sb.DrawString(font, "Reset", new Vector2(r.Right, midBotPad), Colors.PadText, Align.MidLeft);
            r.X = r.X - r.Width - 48;
            sb.Draw(Assets.PadBtns, r, Assets.SrcDPad, Color.White);
            var mr = sb.DrawString(font, "Move", new Vector2(r.X - 8, midBotPad), Colors.PadText, Align.MidRight);

            r.X = mr.X - r.Width - 4;
            sb.Draw(Assets.Keys, r, Assets.SrcUp, Color.White);
            r.X = r.X - r.Width + 12;
            sb.Draw(Assets.Keys, r, Assets.SrcRight, Color.White);
            r.X = r.X - r.Width + 12;
            sb.Draw(Assets.Keys, r, Assets.SrcDown, Color.White);
            r.X = r.X - r.Width + 12;
            sb.Draw(Assets.Keys, r, Assets.SrcLeft, Color.White);

            r.X = tr.Right;
            sb.Draw(Assets.PadBtns, r, Assets.SrcY, Color.White);

            r.X = r.Right + 48;
            sb.Draw(Assets.Keys, r, Assets.SrcZ, Color.White);
            var ur = sb.DrawString(font, "Undo", new Vector2(r.Right, midBotPad), Colors.PadText, Align.MidLeft);

            r.X = ur.Right;
            sb.Draw(Assets.PadBtns, r, Assets.SrcX, Color.White);

            sb.End();

            if (!debugMode)
            {
                return;
            }
            SokobanGame.Instance.DrawDebugMessage(string.Format("Solved: {0}", map.Room.IsSolved()), new Vector2(300, 60), Color.Black);
            SokobanGame.Instance.DrawDebugMessage(string.Format("Entities: {0}", map.Room.CurrentState.Entities.Count), new Vector2(SokobanGame.Width - 300, 60), Color.Black);
            int i = 0;

            foreach (Entity e in map.Room.CurrentState.Entities)
            {
                string info = string.Format("{0} => {1}", e.Pos, e.GetType().Name);
                SokobanGame.Instance.DrawDebugMessage(info, new Vector2(SokobanGame.Width - 300, 80 + i * 20), Color.Black);
                i++;
            }
            InputManager.DrawDebugThumbStick(100, 100, 200);
        }
Пример #23
0
 public void Draw(GameTime gameTime, Renderer renderer, int x, int y, bool isOverlappingDeadZone)
 {
     tiledMap.Draw(gameTime, renderer, x, y, isOverlappingDeadZone);
 }
Пример #24
0
        public void DrawEverything(SpriteBatch spriteBatch)
        {
            spriteBatch.Begin
            (
                transformMatrix: AttachedCamera.GetViewMatrix(),
                sortMode: SpriteSortMode.FrontToBack,
                samplerState: SamplerState.PointClamp,
                blendState: BlendState.AlphaBlend
            );

            Rectangle copy = new Rectangle
                             (
                (int)AttachedCamera.BoundingRectangle.X, (int)AttachedCamera.BoundingRectangle.Y,
                (int)AttachedCamera.BoundingRectangle.Width, (int)AttachedCamera.BoundingRectangle.Height
                             );

            MainMap.Draw(spriteBatch, copy);

            if (heroEntity.Visible)
            {
                heroEntity.Draw(spriteBatch);
            }

            foreach (var obstacle in obstacleEntities)
            {
                //   if (obstacle.Visible)
                //             obstacle.Draw(spriteBatch);
            }

            /*
             * foreach (var lad in Laders)
             * {
             *  if (lad.Visible)
             *  {
             *      lad.Draw(spriteBatch);
             *  }
             * }
             */

            foreach (var monster in MonsterEntities)
            {
                monster.Draw(spriteBatch);
                //Console.WriteLine($"Monster: {monster.X}, {monster.Y}. Hero: {heroEntity.X}, {heroEntity.Y}");
            }

            foreach (var fire in FiringMonsterEntities)
            {
                if (fire.Visible)
                {
                    fire.Draw(spriteBatch);
                }
            }

            Background.Draw(spriteBatch, heroEntity.Camera.BoundingRectangle);

            /*
             * foreach(var trilad in TriangularLaders)
             * {
             *  if (trilad.Visible)
             *  {
             *      trilad.Draw(spriteBatch);
             *  }
             * }
             *          d
             * foreach (var marsh in Marshes)
             * {
             *  if (marsh.Visible)
             *  {
             *      marsh.Draw(spriteBatch);
             *  }
             * }*/


            FontManager.DigitFont.Scale = 1f;

            Vector2 pos = new Vector2(AttachedCamera.BoundingRectangle.Right - 70 - 55, AttachedCamera.BoundingRectangle.Top + 5);

            FontManager.DigitFont.DrawNumber(spriteBatch, pos, HeroCoins);
            pos = new Vector2(pos.X + FontManager.DigitFont.MeasureNumber(HeroCoins) + 2, pos.Y - 2);
            spriteBatch.Draw
            (
                texture: CurrentCoinTexture,
                sourceRectangle: CurrentCoinSourceRect,
                position: pos,
                layerDepth: 1f
            );
        }