Take the 2-minute tour ×  I have the main game (Game1.cs) draw
the sprites like so:          //Clear everything
//Begin drawing
_spriteBatch.Begin(SpriteSortMode.BackToFront,
BlendState.AlphaBlend);          //Draw enemies         for (int
i = 0; i < ControlObj.EnemyList.Count; i++)          //Draw
powerups         for (int i = 0; i <
ControlObj.PowerupList.Count; i++)          //Draw other stuff
for (int i = 0; i < ControlObj.OtherStuffToDraw.Count; i++)
//Draw the player          //Finish drawing  DrawObjects method:
public virtual void DrawObject(SpriteBatch sb)         int
imgIndex = (int)Math.Floor(ImageIndex);          //Draw the
object!         sb.Draw(Sprite[imgIndex],   //Sprite (Texture2D)
Center,             //Location of object (Vector2)
null,               //Source rectangle (USELESS)
ColorBlend,         //Color blend (Color)
Rotation,           //Rotation angle (in radians)