public Scene(int bufferWidth, int bufferHeight) : base(GameBase.Instance) { DeactivationHandler = null; DoNotUseBackBuffer = true; _spriteBatch = null; _renderController = new RenderController(); _status = Status.Inactive; _transitionTimer = new Timer("scene.transitiontimer", HandleTransitionCompletion); _nextSceneType = null; _backBuffer = null; _bufferDimensions = new Point(bufferWidth, bufferHeight); _clearColour = Color.Black; _bufferTint = Color.Transparent; _crossfadeDuration = Default_Crossfade_Duration; CrossFadeTextureName = ""; _gameObjects = new List<IGameObject>(); _temporaryObjects = new List<ITemporary>(); GameBase.Instance.Components.Add(this); Enabled = false; Visible = false; GlobalTimerController.GlobalTimer.RegisterUpdateCallback(_transitionTimer.Tick); }
public Scene() : base(GameBase.Instance) { DeactivationHandler = null; SpriteBatch = null; Renderer = new RenderController(); CurrentState = Status.Inactive; ClearColour = Color.Black; CrossfadeDuration = Default_Crossfade_Duration; CrossFadeTextureName = ""; _transitionTimer = new Timer("scene.transitiontimer", HandleTransitionCompletion); _nextSceneType = null; _gameObjects = new List<IGameObject>(); _temporaryObjects = new List<ITemporary>(); GameBase.Instance.Components.Add(this); Enabled = false; Visible = false; GlobalTimerController.GlobalTimer.RegisterUpdateCallback(_transitionTimer.Tick); }