using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; namespace Barotrauma { partial class Level { private LevelRenderer renderer; private BackgroundCreatureManager backgroundCreatureManager; public void DrawFront(SpriteBatch spriteBatch) { if (renderer == null) return; renderer.Draw(spriteBatch); if (GameMain.DebugDraw) { foreach (InterestingPosition pos in positionsOfInterest) { Color color = Color.Yellow; if (pos.PositionType == PositionType.Cave) { color = Color.DarkOrange; } else if (pos.PositionType == PositionType.Ruin) { color = Color.LightGray; } GUI.DrawRectangle(spriteBatch, new Vector2(pos.Position.X - 15.0f, -pos.Position.Y - 15.0f), new Vector2(30.0f, 30.0f), color, true); } } } public void DrawBack(GraphicsDevice graphics, SpriteBatch spriteBatch, Camera cam) { float brightness = MathHelper.Clamp(1.1f + (cam.Position.Y - Size.Y) / 100000.0f, 0.1f, 1.0f); GameMain.LightManager.AmbientLight = new Color(backgroundColor * brightness, 1.0f); graphics.Clear(backgroundColor); if (renderer == null) return; renderer.DrawBackground(spriteBatch, cam, backgroundSpriteManager, backgroundCreatureManager); } } }