/// <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.Black); spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend); DrawBackground(); //foreach (Node n in path) //{ // DebugDraw.DrawCircle(spriteBatch, n.Position, Color.Green); // if (n.Parent != null) // { // DebugDraw.DrawLine(spriteBatch, n.Position, n.Parent.Position); // } //} StaticMap.DrawMap(spriteBatch); shotManager.Draw(spriteBatch); foreach (var action in toggleActions) { if (action.IsActive) { action.Action.Invoke(spriteBatch); } } //DebugDraw.DrawCircle(spriteBatch, 150, 600, Color.Blue); //DebugDraw.DrawCircle(spriteBatch, 1050, 600, Color.Red); //DebugDraw.DrawCircle(spriteBatch, 450, 150); //DebugDraw.DrawCircle(spriteBatch, 600, 600); //DebugDraw.DrawCircle(spriteBatch, 750, 1050); //foreach (var node in StaticMap.NodeMap) //{ // DebugDraw.DrawCircle(spriteBatch, node.Position, Color.Green); //} bot1.Draw(spriteBatch); bot2.Draw(spriteBatch); DebugDraw.DrawText(spriteBatch, 0, 0, bot1.GetState().ToString(), bot1.GetColour()); DebugDraw.DrawText(spriteBatch, 1000, 0, bot2.GetState().ToString(), bot2.GetColour()); spriteBatch.End(); base.Draw(gameTime); }