public void draw(SpriteBatch spriteBatch, Vector2 draw_offset = default(Vector2)) { spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend); Window.draw(spriteBatch, draw_offset - this.loc); MapSprite.Draw(spriteBatch, draw_offset - this.loc); Level.draw_multicolored(spriteBatch, draw_offset - this.loc); Identifier.draw(spriteBatch, draw_offset - this.loc); Build.draw(spriteBatch, draw_offset - this.loc); Mission.draw(spriteBatch, draw_offset - this.loc); spriteBatch.End(); Inventory.draw(spriteBatch, draw_offset - this.loc); }
public override void draw(SpriteBatch sprite_batch) { base.draw(sprite_batch); if (!(Offscreen && Y_Move_List.Count == 0 && X_Move_List.Count == 0)) { sprite_batch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend); Affinity_Icon.draw(sprite_batch, -new Vector2(32, 16)); Exp_Gauge.draw(sprite_batch); sprite_batch.End(); Inventory.draw(sprite_batch); sprite_batch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend); Stats.draw(sprite_batch); sprite_batch.End(); } }