public void Draw(GameTime gameTime) { //Higher means draws in a lower layer DrawWorld(_spriteBatch, 0); _playerMouse.Draw(); DrawWorld(_spriteBatch, 1); _inputController.Draw(); _inputController.PlayerInput(gameTime); //DrawWorld(_spriteBatch,2); }
protected override void Draw(GameTime gameTime) { var transformMatrix = _cam.GetViewMatrix(); base.Draw(gameTime); GraphicsDevice.Clear(Color.CornflowerBlue); //Turn on Anti-aliasing by changing SamplerState.PointClamp _spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, DepthStencilState.None, RasterizerState.CullNone, transformMatrix: transformMatrix); _playerMouse.Draw(); WorldRenderer.Draw(gameTime); _spriteBatch.End(); _gui.Render(); }