[SOLVED] Jumpy Jet Demo: Where is the rendering code?

Please note that this may be a bit of a noobish question, as I’ve wanted to get into Paradox for a while, and have been daunted by the lack of documentation or tutorials.

I’m looking to use the code given in this answer to render primitives showing where the colliders for the jumpy jet are in the jumpy jet demo, but I can’t seem to find any kind of rendering function or code anywhere to call this:

// Renders a rectangle via spritebatch over all the colliders
foreach (RectangleF coll in colliders) // colliders is in CharacterScript
{
    SBDraw.RectangleAA(coll, Color.Lime, SBDraw.LineStyles.Solid);
}

I come from an XNA/Monogame background, so all the rendering code was done in a function call from the main Game class. I can’t find any Render method to override in any of the scripts, and putting it right before or after the await Script.NextFrame(); line in the Execute() loop of CharacterScript didn’t have any effect, so I’m pretty sure that’s the wrong place. Where do I put the draw code?

Also, the code from the answer linked above requires me to set the class’ SpriteBatch property, but I could find no variable or property of that type in the Character or Game Script, or any of its properties. Instead, I set it to a new SpriteBatch object with a reference to a GraphicsDevice property I found, which I’m quite certain is not the right way to do this, and is likely contributing the problem.

Basically, where is the rendering code in this demo game, and where should my own pixel rendering code go?

EDIT: I’m using Paradox 1.2, if that helps.

Hello Friend!
You do not need to put any code to render the colliders. If your game uses physics, you simply activate the options shown in the screenshot below:

I meant rendering the colliders (for the Jumpy Jet Demo, provided with the Paradox Engine, which I’m pretty sure does not use physics) in the game, not just in the scene editor.

Hello,

You are right flappy bird don’t use the physic engine and the colliders. So you can’t see the collision bounding boxes from the editor.
To draw the collisions using sprites you can:

  1. Use entities: set their positions in the scene and add a sprite component to them
  2. You can add a manual renderer (DelegateRenderer) into the pipeline and perform your draws using the SpriteBatch or other. For that look how to do at the end of the Start method of the BackgroundScript of jumpy jet (you have an example of usage).
  3. You can write your own type of renderer and add it in the graphic pipeline from the editor. To create your own renderer just inherit from SceneRendererBase and implement needed members (for the moment you need to add the DataContract attribute on the renderer so that it can be properly serialized. This will be done automatically in future). Then compile your game and reload the assembly in the editor. Your renderer should now be available in renderer list in the graphic composition category.