public void Update(GameTime gameTime)
        {
            if (!battleTransition)
            {
                worldCharacter.Update(gameTime);
            }
            WorldMovement();

            //WorldMapAnimation
            WorldMapAnimation(gameTime);
            _autoElements.Update(gameTime);

            _sunColor = GSS.GetSunPositionColor();

            SceneWorker.AttemptSceneChange(worldCharacter.GetCenterTilePosition());
        }
示例#2
0
        internal void Draw()
        {
            GSS.SpriteBatch.Begin(SpriteSortMode.Deferred, BlendState.Additive, SamplerState.AnisotropicClamp, DepthStencilState.DepthRead, RasterizerState.CullNone);

            for (int x = 0; x < cityTilemap.Width; x++)
            {
                for (int y = 0; y < cityTilemap.Height; y++)
                {
                    uint col = cityTilemap.GetColor(x, y).PackedValue;
                    if (SceneMaps.Tiles.ContainsKey(col))
                    {
                        GSS.SpriteBatch.Draw(SceneMaps.Tiles[col],
                                             new Rectangle(x * EngineSettings.TileSize,
                                                           y * EngineSettings.TileSize,
                                                           EngineSettings.TileSize,
                                                           EngineSettings.TileSize),
                                             GSS.GetSunPositionColor());
                    }
                }
            }
            GSS.SpriteBatch.End();
        }