fix spritebatch naming
continuous-integration/drone/push Build is passing Details

main
cosmonaut 2021-05-01 16:09:52 -07:00
parent 6c13f42a90
commit e844d77d65
1 changed files with 4 additions and 4 deletions

View File

@ -52,11 +52,11 @@ namespace PongFE.Renderers
{ {
public class Texture2DRenderer : Renderer public class Texture2DRenderer : Renderer
{ {
private readonly SpriteBatch _spriteBatch; private SpriteBatch SpriteBatch { get; }
public Texture2DRenderer(SpriteBatch spriteBatch) public Texture2DRenderer(SpriteBatch spriteBatch)
{ {
_spriteBatch = spriteBatch; SpriteBatch = spriteBatch;
} }
public override void Render(double dt, double alpha) public override void Render(double dt, double alpha)
@ -68,7 +68,7 @@ namespace PongFE.Renderers
ref readonly var positionComponent = ref GetComponent<PositionComponent>(entity); ref readonly var positionComponent = ref GetComponent<PositionComponent>(entity);
ref readonly var textureComponent = ref GetComponent<Texture2DComponent>(entity); ref readonly var textureComponent = ref GetComponent<Texture2DComponent>(entity);
_spriteBatch.Draw( SpriteBatch.Draw(
textureComponent.Texture, textureComponent.Texture,
positionComponent.Position, positionComponent.Position,
null, null,
@ -130,7 +130,7 @@ Now we can rewrite our SpriteBatch draw call:
using PongFE.Extensions; using PongFE.Extensions;
... ...
_spriteBatch.Draw( spriteBatch.Draw(
textureComponent.Texture, textureComponent.Texture,
positionComponent.Position.ToXNAVector(), positionComponent.Position.ToXNAVector(),
null, null,