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Oct 24th, 2016
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C# 1.10 KB | None | 0 0
  1. protected override void Draw(GameTime gameTime)
  2.         {
  3.             GraphicsDevice.Clear(Color.CornflowerBlue);
  4.  
  5.             float screenScale = (float)graphics.GraphicsDevice.Viewport.Width / 1200;
  6.             Matrix spriteScale = Matrix.CreateTranslation(- (graphics.PreferredBackBufferWidth / 2), -(graphics.PreferredBackBufferHeight / 2), 0) * Matrix.CreateScale(1.2f, 1.2f, 0) * Matrix.CreateTranslation(-(player.x - graphics.PreferredBackBufferWidth / 2), -(player.y - graphics.PreferredBackBufferHeight / 2), 0);                        
  7.                        
  8.  
  9.             spriteBatch.Begin(transformMatrix: spriteScale);
  10.             foreach (var tile in map.Layers[0].Tiles)
  11.             {
  12.                 if(tile.Gid != 0)
  13.                     spriteBatch.Draw(tileSprite, new Rectangle(tile.X * map.TileWidth, tile.Y * map.TileHeight, map.TileWidth, map.TileHeight), Color.White);              
  14.                
  15.             }
  16.             player.Draw(spriteBatch);
  17.             spriteBatch.End();
  18.  
  19.  
  20.             // TODO: Add your drawing code here
  21.  
  22.             base.Draw(gameTime);
  23.         }
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