Nez.Portable/PipelineRuntime/Tiled/TiledMap.cs
/// <summary>
/// calls draw on each visible layer
/// </summary>
/// <param name="batcher">Sprite batch.</param>
/// <param name="position">Position.</param>
/// <param name="layerDepth">Layer depth.</param>
/// <param name="cameraClipBounds">Camera clip bounds.</param>
calls draw on each visible layer
calls draw on each visible layer
public void draw(Batcher batcher, Vector2 position, float layerDepth, RectangleF cameraClipBounds)
        {
            foreach (var layer in layers)
            {
                if (!layer.visible)
                    continue;
                layer.draw(batcher, position, layerDepth, cameraClipBounds);
            }
        }
public void draw ( Batcher batcher , Vector2 position , float layerDepth , RectangleF cameraClipBounds ) { foreach ( var layer in layers ) { if ( ! layer . visible ) continue ; layer . draw ( batcher , position , layerDepth , cameraClipBounds ) ; } }
calls draw on each visible layer
calls draw on each visible layer
// render any visible image or tile layer
batcher
Batcher
None
position
Vector2
None
layerDepth
float
None
cameraClipBounds
RectangleF
Camera clip bounds.
Camera clip bounds .