public void Draw(GameTime gameTime)
{
if (_hasStarted && !AllVisited())
{
// Shadow
if (_gameRef.GamePlayScreen.World.Levels[_gameRef.GamePlayScreen.World.CurrentLevel].
Board[_currentPosition.X, _currentPosition.Y] == null)
{
_gameRef.SpriteBatch.Draw(_suddenDeathShadow,
new Rectangle(_currentPosition.X*Engine.TileWidth + (int) Engine.Origin.X,
_currentPosition.Y*Engine.TileHeight + (int) Engine.Origin.Y,
Engine.TileWidth, Engine.TileHeight),
new Rectangle(0, 0, Engine.TileWidth, Engine.TileHeight), Color.White, 0f, Vector2.Zero,
SpriteEffects.None, 0f);
}
// Previous wall
_gameRef.SpriteBatch.Draw(_suddenDeathWall,
new Vector2(_previousPosition.X*Engine.TileWidth + Engine.Origin.X,
_previousPosition.Y*Engine.TileHeight + Engine.Origin.Y),
Color.White);
// Wall
_gameRef.SpriteBatch.Draw(_suddenDeathWall,
new Vector2(_currentPosition.X*Engine.TileWidth + Engine.Origin.X,
((_timer.Milliseconds/(float) _moveTime.Milliseconds)*_currentPosition.Y)*Engine.TileHeight +
Engine.Origin.Y),
Color.White);
}
}