/// <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.CornflowerBlue);
spriteBatch.Begin(samplerState: SamplerState.PointClamp, blendState: BlendState.NonPremultiplied);
/*for (int x = 0; x < WIDTH; x++)
* {
* for (int y = 0; y < HEIGHT; y++)
* {
* Color color = colors[depth - minDepth][x][y];
* spriteBatch.Draw(pixel, new Rectangle(x * SCALE, y * SCALE, SCALE, SCALE), color);
* }
* }
*
* spriteBatch.DrawString(font, "Depth: " + depth, new Vector2(10, 380), Color.White, 0, Vector2.Zero, SCALE, SpriteEffects.None, 0);
* spriteBatch.DrawString(font, hoverBiomeName, new Vector2(10, 10), Color.White, 0, Vector2.Zero, SCALE, SpriteEffects.None, 0);
*/
gui.Draw(spriteBatch);
if (!string.IsNullOrEmpty(tooltip))
{
Tooltip.DrawTooltip(spriteBatch, tooltip, input.GetMousePosition() + TOOLTIP_OFFSET);
}
spriteBatch.End();
base.Draw(gameTime);
}