|
|
@ -7,20 +7,20 @@ namespace SemiColinGames { |
|
|
|
public sealed class Scene : IScene { |
|
|
|
const float DESIRED_ASPECT_RATIO = 1920.0f / 1080.0f; |
|
|
|
|
|
|
|
Color backgroundColor = Color.CornflowerBlue; |
|
|
|
private readonly Color backgroundColor = Color.CornflowerBlue; |
|
|
|
|
|
|
|
readonly GraphicsDevice graphics; |
|
|
|
readonly Camera camera; |
|
|
|
private readonly GraphicsDevice graphics; |
|
|
|
private readonly Camera camera; |
|
|
|
|
|
|
|
readonly RenderTarget2D sceneTarget; |
|
|
|
readonly BasicEffect basicEffect; |
|
|
|
readonly SpriteBatch spriteBatch; |
|
|
|
readonly SoundEffectInstance music; |
|
|
|
private readonly RenderTarget2D sceneTarget; |
|
|
|
private readonly BasicEffect basicEffect; |
|
|
|
private readonly SpriteBatch spriteBatch; |
|
|
|
private readonly SoundEffectInstance music; |
|
|
|
|
|
|
|
// Draw() needs to be called without IsRunningSlowly this many times before we actually
|
|
|
|
// attempt to draw the scene. This is a workaround for the fact that otherwise the first few
|
|
|
|
// frames can be really slow to draw.
|
|
|
|
int framesToSuppress = 2; |
|
|
|
private int framesToSuppress = 2; |
|
|
|
|
|
|
|
public Scene(GraphicsDevice graphics, Camera camera) { |
|
|
|
this.graphics = graphics; |
|
|
|