public void Draw(GameTime gameTime)
{
float radius = m_player.Range;
float cellSize = m_game.TileSize;
float cellRadius = radius * cellSize;
float centerX = (m_graphicsDevice.Viewport.Width / m_game.TileSize) / 2;
float centerY = (m_graphicsDevice.Viewport.Height / m_game.TileSize) / 2;
//m_spriteBatch.Begin(SpriteSortMode.Deferred, null, null, null, null, null, Matrix.CreateTranslation(0, 0, 0));
m_game.SpriteBatch.Draw(createCircleText((int)(m_game.TileSize * (radius * 2))),
new Rectangle(
(int)(((centerX * cellSize) - ((cellRadius))) + (cellSize / 2)),
(int)(((centerY * cellSize) - ((cellRadius))) + (cellSize / 2)),
(int)((radius * 2) * cellSize),
(int)((radius * 2) * cellSize)),
null, Color.White, 0, new Vector2(0, 0), SpriteEffects.None, 1);
m_game.SpriteBatch.Draw(m_characterTexture, new Rectangle(((int)centerX) * m_game.TileSize, ((int)centerY) * m_game.TileSize, m_game.TileSize, m_game.TileSize), null, Color.White, 0, new Vector2(0, 0), SpriteEffects.None, 1);
//m_spriteBatch.End();
}