/// <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.White); // TODO: Add your drawing code here spriteBatch.Begin(); Terrain.terrainDraw(t, lvl, nbrCaseWidth, nbrCaseHeight, spriteBatch, GraphicsDevice); for (int i = 0; i < nbrCaseWidth; i++) { for (int j = 0; j < nbrCaseHeight; j++) { t[lvl, i, j].Draw(spriteBatch); } } player.Draw(spriteBatch); spriteBatch.DrawString(sf, lvl.ToString(), new Vector2(5, 0), Color.Black); spriteBatch.DrawString(sf, player.nbrblock.ToString(), new Vector2(nbrCaseWidth * tailleCase - 25, 0), Color.Black); if (help) { spriteBatch.DrawString(sf, "Fleche directionnelle: se deplacer\nPave numerique: creuser\nEspace: descendre/monter\nZ,D,X,Q: poser", new Vector2(5, nbrCaseHeight * tailleCase - 28 * 4), Color.Black); } if (debug) { spriteBatch.DrawString(sf, player.rec.ToString() + "\n" + t[lvl, player.widthCase, player.heightCase].getType, new Vector2(5, 25), Color.Black); } spriteBatch.End(); base.Draw(gameTime); }