diff --git a/Shared/SpiderScene.cs b/Shared/SpiderScene.cs
new file mode 100644
index 0000000..2ba14e8
--- /dev/null
+++ b/Shared/SpiderScene.cs
@@ -0,0 +1,96 @@
+using Microsoft.Xna.Framework;
+using Microsoft.Xna.Framework.Graphics;
+using System;
+using System.Collections.Generic;
+
+namespace SemiColinGames {
+ public sealed class SpiderScene : IScene {
+
+ const float DESIRED_ASPECT_RATIO = 1920.0f / 1080.0f;
+
+ private readonly Color letterboxColor = Color.Blue;
+ private readonly Color backgroundColor = Color.Black;
+
+ private readonly GraphicsDevice graphics;
+ private readonly RenderTarget2D sceneTarget;
+ private readonly SpriteBatch spriteBatch;
+ private readonly BasicEffect basicEffect;
+
+ public SpiderScene(GraphicsDevice graphics, Point worldSize) {
+ this.graphics = graphics;
+
+ sceneTarget = new RenderTarget2D(
+ graphics, worldSize.X, worldSize.Y, false /* mipmap */,
+ graphics.PresentationParameters.BackBufferFormat, DepthFormat.Depth24);
+ spriteBatch = new SpriteBatch(graphics);
+
+ basicEffect = new BasicEffect(graphics) {
+ World = Matrix.CreateTranslation(0, 0, 0),
+ View = Matrix.CreateLookAt(Vector3.Backward, Vector3.Zero, Vector3.Up),
+ VertexColorEnabled = true
+ };
+ }
+
+ ~SpiderScene() {
+ Dispose();
+ }
+
+ public void Dispose() {
+ sceneTarget.Dispose();
+ spriteBatch.Dispose();
+ basicEffect.Dispose();
+ GC.SuppressFinalize(this);
+ }
+
+ public void Draw(bool isRunningSlowly, IWorld iworld, bool paused) {
+ SpiderWorld world = (SpiderWorld) iworld;
+
+ // Draw scene to sceneTarget.
+ graphics.SetRenderTarget(sceneTarget);
+ graphics.Clear(backgroundColor);
+
+ spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend,
+ SamplerState.PointClamp, DepthStencilState.Default,
+ RasterizerState.CullNone);
+
+ foreach (SpiderWorld.Anchor anchor in world.Anchors) {
+ anchor.Draw(spriteBatch);
+ }
+
+ world.Player.Draw(spriteBatch);
+
+ // Finish drawing sprites.
+ spriteBatch.End();
+
+ // Get ready to draw sceneTarget to screen.
+ graphics.SetRenderTarget(null);
+ graphics.Clear(letterboxColor);
+
+ // Letterbox the scene if needed.
+ float aspectRatio = 1.0f * graphics.Viewport.Width / graphics.Viewport.Height;
+ Rectangle drawRect;
+ if (aspectRatio > DESIRED_ASPECT_RATIO) {
+ // Need to letterbox the sides.
+ int desiredWidth = (int) (graphics.Viewport.Height * DESIRED_ASPECT_RATIO);
+ int padding = (graphics.Viewport.Width - desiredWidth) / 2;
+ drawRect = new Rectangle(padding, 0, desiredWidth, graphics.Viewport.Height);
+ } else {
+ // Need to letterbox the top / bottom.
+ int desiredHeight = (int) (graphics.Viewport.Width / DESIRED_ASPECT_RATIO);
+ int padding = (graphics.Viewport.Height - desiredHeight) / 2;
+ drawRect = new Rectangle(0, padding, graphics.Viewport.Width, desiredHeight);
+ }
+
+ // Actually draw to screen.
+ spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend,
+ SamplerState.PointClamp, DepthStencilState.Default,
+ RasterizerState.CullNone);
+ spriteBatch.Draw(sceneTarget, drawRect, Color.White);
+
+ // Draw debug toasts.
+ Debug.DrawToasts(spriteBatch);
+
+ spriteBatch.End();
+ }
+ }
+}
diff --git a/Shared/SpiderWorld.cs b/Shared/SpiderWorld.cs
new file mode 100644
index 0000000..b43e88c
--- /dev/null
+++ b/Shared/SpiderWorld.cs
@@ -0,0 +1,83 @@
+using Microsoft.Xna.Framework;
+using Microsoft.Xna.Framework.Graphics;
+using System;
+using System.Collections.Generic;
+
+namespace SemiColinGames {
+ public sealed class SpiderWorld : IWorld {
+
+ public class Spider {
+ public TextureRef Texture = Textures.Yellow2;
+ public Vector2 Position;
+ private Vector2 anchor;
+ private float radius;
+ private float angle;
+ private float momentum = -400; // radians / second * pixels
+
+ public Spider(float x, float y, float radius, float angle) {
+ Position = new Vector2();
+ anchor = new Vector2(x, y);
+ this.angle = angle;
+ this.radius = radius;
+ }
+
+ public void Update(float modelTime, History input) {
+ radius += 100 * modelTime * input[0].Motion.Y;
+ radius = Math.Clamp(radius, 10, 300);
+ float angleChange = modelTime * momentum / radius;
+ angle += angleChange;
+ float x = anchor.X + radius * (float) Math.Sin(angle);
+ float y = anchor.Y + radius * (float) Math.Cos(angle);
+ Position.X = x;
+ Position.Y = y;
+ }
+
+ public void Draw(SpriteBatch spriteBatch) {
+ Texture2D texture = Texture.Get;
+ Vector2 spriteCenter = new Vector2(texture.Width / 2, texture.Height / 2);
+ Vector2 drawPos = Vector2.Floor(Vector2.Subtract(Position, spriteCenter));
+ spriteBatch.Draw(texture, drawPos, Color.White);
+ }
+ }
+
+ public class Anchor {
+ public TextureRef Texture = Textures.Blue1;
+ public Vector2 Position;
+
+ public Anchor(float x, float y) {
+ Position = new Vector2(x, y);
+ }
+
+ public void Draw(SpriteBatch spriteBatch) {
+ Texture2D texture = Texture.Get;
+ Vector2 spriteCenter = new Vector2(texture.Width / 2, texture.Height / 2);
+ Vector2 drawPos = Vector2.Floor(Vector2.Subtract(Position, spriteCenter));
+ spriteBatch.Draw(texture, drawPos, Color.White);
+ }
+ }
+
+ public readonly Rectangle Bounds;
+ public Spider Player;
+ public ProfilingList Anchors;
+
+ public SpiderWorld() {
+ Bounds = new Rectangle(0, 0, 1280, 720);
+ Player = new Spider(1280 / 2, 720 / 2, 200, 0);
+
+ Anchors = new ProfilingList(100, "anchors");
+ Anchors.Add(new Anchor(1280 / 2, 720 / 2));
+ }
+
+ ~SpiderWorld() {
+ Dispose();
+ }
+
+ public void Dispose() {
+ GC.SuppressFinalize(this);
+ }
+
+ public void Update(float modelTime, History input) {
+ Player.Update(modelTime, input);
+ }
+ }
+}