Beispiel #1
0
        protected override void OnRenderFrame(FrameEventArgs e)
        {
            base.OnRenderFrame(e);
            GL.Clear(ClearBufferMask.ColorBufferBit);
            GL.ClearColor(System.Drawing.Color.Aquamarine);
            Spritebatch.Begin(this.Width, this.Height);
            Spritebatch.Draw(texture2, new Vector2(0, 0), new Vector2(1f, 1f), Color.White, new Vector2(0, 0), new RectangleF(0, 0, 450, 480));
            Spritebatch.Draw(texture2, new Vector2(450, 0), new Vector2(1f, 1f), Color.White, new Vector2(0, 0), new RectangleF(450, 0, 450, 480));
            GL.MatrixMode(MatrixMode.Modelview);
            GL.LoadIdentity();
            sw.Start();
            //Animate(milliseconds);
            button1.Draw();
            Spritebatch.Draw(texture2, new Vector2(0, 0), new Vector2(1f, 1f), Color.White, new Vector2(0, 0), new RectangleF(0, 0, 70, 50));
            player.Draw(texture2);
            for (int i = blocks.Count - 1; i >= 0; i--)
            {
                blocks[i].Draw(texture2);
            }

            //Spritebatch.Draw(texture, new Vector2(642, 170), new Vector2(1f, 1f), Color.White, new Vector2(0, 0), new RectangleF(0, 0, 42, 166));
            piston.Draw(texture2);

            bool tmp = false;

            tmp = sensors[0].CheckPosition(piston);
            sensors[0].State = tmp;
            PipeClient.SetInput(sensors[0].Name, sensors[0].State);
            sensors[0].Draw();

            tmp = false;
            tmp = sensors[1].CheckPosition(piston);
            sensors[1].State = tmp;
            PipeClient.SetInput(sensors[1].Name, sensors[1].State);
            sensors[1].Draw();

            tmp = false;
            for (int i = 0; i < blocks.Count; i++)
            {
                tmp = sensors[2].CheckPosition(blocks[i]);
                if (tmp)
                {
                    break;
                }
            }
            sensors[2].State = tmp;
            PipeClient.SetInput(sensors[2].Name, sensors[2].State);
            sensors[2].Draw();

            tmp = false;
            for (int i = 0; i < blocks.Count; i++)
            {
                tmp = sensors[3].CheckPosition(blocks[i]);
                if (tmp)
                {
                    break;
                }
            }
            sensors[3].State = tmp;
            PipeClient.SetInput(sensors[3].Name, sensors[3].State);
            sensors[3].Draw();

            tmp = false;
            for (int i = 0; i < blocks.Count; i++)
            {
                tmp = sensors[4].CheckPosition(blocks[i]);
                if (tmp)
                {
                    break;
                }
            }
            sensors[4].State = tmp;
            PipeClient.SetInput(sensors[4].Name, sensors[4].State);
            sensors[4].Draw();

            tmp = false;
            for (int i = 0; i < blocks.Count; i++)
            {
                tmp = sensors[5].CheckPosition(blocks[i]);
                if (tmp)
                {
                    break;
                }
            }
            sensors[5].State = tmp;
            PipeClient.SetInput(sensors[5].Name, sensors[5].State);
            sensors[5].Draw();

            tmp = false;
            if (player.Position.X == Player.startPosition.X)
            {
                tmp = true;
            }
            sensors[6].State = tmp;
            PipeClient.SetInput(sensors[6].Name, sensors[6].State);
            sensors[6].Draw();

            tmp = false;
            if (player.Position.X == Player.firstContainerPosition.X)
            {
                tmp = true;
            }
            sensors[7].State = tmp;
            PipeClient.SetInput(sensors[7].Name, sensors[7].State);
            sensors[7].Draw();

            tmp = false;
            if (player.Position.X == Player.secondContainerPosition.X)
            {
                tmp = true;
            }
            sensors[8].State = tmp;
            PipeClient.SetInput(sensors[8].Name, sensors[8].State);
            sensors[8].Draw();

            tmp = false;
            if (player.Position.Y == Player.startPosition.Y)
            {
                tmp = true;
            }
            sensors[9].State = tmp;
            PipeClient.SetInput(sensors[9].Name, sensors[9].State);
            sensors[9].Draw();

            tmp = false;
            if (player.Position.Y == Player.downPosition.Y)
            {
                tmp = true;
            }
            sensors[10].State = tmp;
            PipeClient.SetInput(sensors[10].Name, sensors[10].State);
            sensors[10].Draw();

            tmp = false;
            tmp = Sensor.CheckState(conveyor);
            sensors[11].State = tmp;
            PipeClient.SetInput(sensors[11].Name, sensors[11].State);
            sensors[11].Draw();

            sensors[12].State = !tmp;
            PipeClient.SetInput(sensors[12].Name, sensors[12].State);
            sensors[12].Draw();


            tmp = false;
            tmp = Sensor.CheckState(gripper);
            sensors[13].State = tmp;
            PipeClient.SetInput(sensors[13].Name, sensors[13].State);
            sensors[13].Draw();

            sensors[14].State = !tmp;
            PipeClient.SetInput(sensors[14].Name, sensors[14].State);
            sensors[14].Draw();
            ControlMode.UpdateControlsForMode();

            Spritebatch.Draw(texture2, new Vector2(116, 378), new Vector2(1f, 1f), Color.White, new Vector2(0, 0), new RectangleF(116, 378, 98, 64));
            Spritebatch.Draw(texture2, new Vector2(239, 378), new Vector2(1f, 1f), Color.White, new Vector2(0, 0), new RectangleF(239, 378, 98, 64));
            GL.Accum(AccumOp.Mult, 0.2f);

            // dodanie przeskalowanych wartości z bufora kolorów do bufora akumulacynego
            GL.Accum(AccumOp.Accum, 0.8f);

            //// kopiowanie wartości z bufora akumulacyjnego do bufora kolorów
            GL.Accum(AccumOp.Return, 1.0f);
            GL.Flush();
            this.SwapBuffers();
            double milliseconds = ComputeTimeSlice();

            SetFPS(milliseconds);
            Accumulate(milliseconds);
        }