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Mar 22nd, 2018
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  1. var viewMatrix = gameCamera.GetViewMatrix();
  2. spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.NonPremultiplied, SamplerState.PointClamp, transformMatrix: viewMatrix);
  3.  
  4. spriteBatch.Draw(background, new Vector2(-100, -200), null, Color.DarkRed, 0, new Vector2(), 1, SpriteEffects.None, 0);
  5.  
  6. mapManager.currentMap.layerManager.DrawLayers(spriteBatch);
  7.  
  8. player.Draw(spriteBatch);
  9.  
  10. spriteBatch.End();
  11.  
  12. foreach (Layer layer in layers)
  13. {
  14. for (int i = 0; i <= layer.height - 1; i++)
  15. {
  16. for (int j = 0; j <= layer.width - 1; j++)
  17. {
  18. if (layer.Tiles[i, j] != null && layer.Tiles[i, j].onScreen == true)
  19. {
  20. spriteBatch.Draw(layer.Tiles[i, j].tileSet.spriteSheet, layer.Tiles[i, j].position, layer.Tiles[i, j].sourceRect, Color.White);
  21. }
  22. }
  23. }
  24. }
  25.  
  26. public Matrix GetViewMatrix()
  27. {
  28. return
  29. Matrix.CreateTranslation(new Vector3(-position.X, -position.Y, 0.0f)) *
  30. Matrix.CreateTranslation(new Vector3(-origin, 0.0f)) *
  31. Matrix.CreateScale(zoom, zoom, 1) *
  32. Matrix.CreateTranslation(new Vector3(origin, 0.0f));
  33. }
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