private void DrawCharacter(Character character, RoomEditorState state)
{
AgsView view = _game.FindViewByID(character.NormalView);
if (view != null && view.Loops.Count > 0)
{
int scale = state.ScaleFactor;
int spriteNum = 0;
//this is a check to make certain that loop 0 frame 0 of the character normalview has an image;
//if not, it defaults to using spriteNum 0
if (view.Loops[0].Frames.Count > 0)
{
ViewFrame thisFrame = view.Loops[0].Frames[0];
spriteNum = thisFrame.Image;
}
int xPos = AdjustXCoordinateForWindowScroll(character.StartX, state);// character.StartX* scale;
int yPos = AdjustYCoordinateForWindowScroll(character.StartY, state);// character.StartY* scale;
int spriteWidth = GetSpriteWidthForGameResolution(spriteNum) * scale;// Factory.NativeProxy.GetRelativeSpriteWidth(spriteNum) * scale;
int spriteHeight = GetSpriteHeightForGameResolution(spriteNum) * scale; // Factory.NativeProxy.GetRelativeSpriteHeight(spriteNum) * scale;
Factory.NativeProxy.DrawSpriteToBuffer(spriteNum, xPos - spriteWidth / 2, yPos - spriteHeight, scale);
}
}