internal void Render(GameTime gameTime, SpriteBatch spriteBatch, Camera camera) { var matrix = FixedToCamera ? (Matrix?)null : camera.TransformationMatrix; spriteBatch.Begin(SpriteSortMode, BlendState, SamplerState, null, null, null, matrix); _renderers.ForEach(r => r.Render(gameTime, spriteBatch)); spriteBatch.End(); }
internal Camera AddCamera() { var camera = new Camera(this); _gameObjects.Add(camera); return camera; }
internal void Render(GameTime gameTime, Camera camera, LayerManager layers) { _graphicsDevice.Clear(this.BackgroundColor); layers.ForEach(l => l.Render(gameTime, _spriteBatch, camera)); }