diff --git a/Shared/Shared.projitems b/Shared/Shared.projitems
index 83545d6..251e65a 100644
--- a/Shared/Shared.projitems
+++ b/Shared/Shared.projitems
@@ -17,6 +17,8 @@
+
+
diff --git a/Shared/ShmupScene.cs b/Shared/ShmupScene.cs
new file mode 100644
index 0000000..65d4829
--- /dev/null
+++ b/Shared/ShmupScene.cs
@@ -0,0 +1,76 @@
+using Microsoft.Xna.Framework;
+using Microsoft.Xna.Framework.Graphics;
+using System;
+using System.Collections.Generic;
+
+namespace SemiColinGames {
+ public sealed class ShmupScene : IScene {
+
+ const float DESIRED_ASPECT_RATIO = 1920.0f / 1080.0f;
+
+ private readonly Color backgroundColor = Color.DarkBlue;
+
+ private readonly GraphicsDevice graphics;
+ private readonly RenderTarget2D sceneTarget;
+ private readonly SpriteBatch spriteBatch;
+
+ public ShmupScene(GraphicsDevice graphics) {
+ this.graphics = graphics;
+
+ sceneTarget = new RenderTarget2D(
+ graphics, 1920 / 4, 1080 / 4, false /* mipmap */,
+ graphics.PresentationParameters.BackBufferFormat, DepthFormat.Depth24);
+ spriteBatch = new SpriteBatch(graphics);
+ }
+
+ ~ShmupScene() {
+ Dispose();
+ }
+
+ public void Dispose() {
+ GC.SuppressFinalize(this);
+ }
+
+ public void Draw(bool isRunningSlowly, IWorld iworld, bool paused) {
+ ShmupWorld world = (ShmupWorld) iworld;
+ graphics.SetRenderTarget(null);
+ graphics.Clear(backgroundColor);
+
+ // Draw scene to sceneTarget.
+ graphics.SetRenderTarget(sceneTarget);
+ graphics.Clear(backgroundColor);
+
+ spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend,
+ SamplerState.PointClamp, DepthStencilState.Default,
+ RasterizerState.CullNone);
+ spriteBatch.Draw(Textures.SilverBlue1.Get, Vector2.Floor(world.Player.Position), Color.White);
+ spriteBatch.End();
+
+ // Get ready to draw sceneTarget to screen.
+ graphics.SetRenderTarget(null);
+
+
+ // 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);
+ spriteBatch.End();
+ }
+ }
+}
diff --git a/Shared/ShmupWorld.cs b/Shared/ShmupWorld.cs
new file mode 100644
index 0000000..b78bdb5
--- /dev/null
+++ b/Shared/ShmupWorld.cs
@@ -0,0 +1,33 @@
+using Microsoft.Xna.Framework;
+using Microsoft.Xna.Framework.Graphics;
+using System;
+using System.Collections.Generic;
+
+namespace SemiColinGames {
+ public sealed class ShmupWorld : IWorld {
+ public struct ShmupPlayer {
+ // Center of player sprite.
+ public Vector2 Position;
+ }
+
+ public ShmupPlayer Player;
+
+ public ShmupWorld() {
+ Player = new ShmupPlayer();
+ }
+
+ ~ShmupWorld() {
+ Dispose();
+ }
+
+ public void Dispose() {
+ GC.SuppressFinalize(this);
+ }
+
+ public void Update(float modelTime, History input) {
+ float speed = 150f;
+ Vector2 motion = Vector2.Multiply(input[0].Motion, modelTime * speed);
+ Player.Position = Vector2.Add(Player.Position, motion);
+ }
+ }
+}
diff --git a/Shared/SneakGame.cs b/Shared/SneakGame.cs
index 05d0946..87af97b 100644
--- a/Shared/SneakGame.cs
+++ b/Shared/SneakGame.cs
@@ -64,11 +64,13 @@ namespace SemiColinGames {
private void LoadLevel() {
world?.Dispose();
- world = new SneakWorld(GraphicsDevice, Content.LoadString("levels/demo.json"));
+ // world = new SneakWorld(GraphicsDevice, Content.LoadString("levels/demo.json"));
// world = new TreeWorld();
+ world = new ShmupWorld();
scene?.Dispose();
- scene = new SneakScene(GraphicsDevice, ((SneakWorld) world).Camera);
+ // scene = new SneakScene(GraphicsDevice, ((SneakWorld) world).Camera);
// scene = new TreeScene(GraphicsDevice);
+ scene = new ShmupScene(GraphicsDevice);
GC.Collect();
GC.WaitForPendingFinalizers();
diff --git a/Shared/Textures.cs b/Shared/Textures.cs
index 671c7db..b8e14ee 100644
--- a/Shared/Textures.cs
+++ b/Shared/Textures.cs
@@ -40,6 +40,9 @@ namespace SemiColinGames {
// UI sprites.
public static TextureRef Heart = new TextureRef("sprites/semicolin/heart");
+ // Ship sprites.
+ public static TextureRef SilverBlue1 = new TextureRef("sprites/dylestorm/SilverBlue-1");
+
// Backgrounds are indexed by draw order; the first element should be drawn furthest back.
public static TextureRef[] Backgrounds = new TextureRef[] {
new TextureRef("backgrounds/szadiart/pf4/background1_day"),