Ejemplo n.º 1
0
        void FixedUpdate()
        {
            if (_pause)
            {
                return;
            }
            _world.Step(dt, velocityIterations, positionIterations);
            _world.ClearForces();
#if UNITY_EDITOR
            _world.DrawDebugData();
#endif
        }
Ejemplo n.º 2
0
    //Update()函数调用
    protected void updateBase()
    {
        if (Input.GetMouseButtonDown(0))
        {
            mouseDownHandler();
        }
        if (Input.GetMouseButton(0))
        {
            mouseMoveHandler();
        }
        if (Input.GetMouseButtonUp(0))
        {
            stopDragBody();
        }

        _world.Step(1.0f / ptm_ratio, 8, 8);
        _world.ClearForces();
        _world.DrawDebugData();
    }
        public StarlingGameSpriteWithPhysics()
        {
            sessionid = random.Next();


            //b2Body ground_current = null;
            //b2Body air_current = null;



            #region ground_b2world
            // first frame  ... set up our physccs
            // zombies!!
            ground_b2world = new b2World(new b2Vec2(0, 0), false);
            ground_b2world.SetContactListener(
                new XContactListener()
                );

            var ground_b2debugDraw = new b2DebugDraw();

            ground_dd = new ScriptCoreLib.ActionScript.flash.display.Sprite();
            ground_dd.transform.colorTransform = new ColorTransform(0.0, 0, 1.0);



            ground_b2debugDraw.SetSprite(ground_dd);
            // textures are 512 pixels, while our svgs are 400px
            // so how big is a meter in our game world? :)
            ground_b2debugDraw.SetDrawScale(16);
            ground_b2debugDraw.SetFillAlpha(0.1);
            ground_b2debugDraw.SetLineThickness(1.0);
            ground_b2debugDraw.SetFlags(b2DebugDraw.e_shapeBit);

            ground_b2world.SetDebugDraw(ground_b2debugDraw);



            #endregion


            #region groundkarma_b2world
            // first frame  ... set up our physccs
            // zombies!!
            groundkarma_b2world = new b2World(new b2Vec2(0, 0), false);

            var groundkarma_b2debugDraw = new b2DebugDraw();

            groundkarma_dd = new ScriptCoreLib.ActionScript.flash.display.Sprite();
            groundkarma_dd.transform.colorTransform = new ColorTransform(0.0, 1.0, 0.0);



            groundkarma_b2debugDraw.SetSprite(groundkarma_dd);
            // textures are 512 pixels, while our svgs are 400px
            // so how big is a meter in our game world? :)
            groundkarma_b2debugDraw.SetDrawScale(16);
            groundkarma_b2debugDraw.SetFillAlpha(0.1);
            groundkarma_b2debugDraw.SetLineThickness(1.0);
            groundkarma_b2debugDraw.SetFlags(b2DebugDraw.e_shapeBit);

            groundkarma_b2world.SetDebugDraw(groundkarma_b2debugDraw);



            #endregion

            #region air_b2world
            // first frame  ... set up our physccs
            // zombies!!
            air_b2world = new b2World(new b2Vec2(0, 0), false);

            var air_b2debugDraw = new b2DebugDraw();

            air_dd = new ScriptCoreLib.ActionScript.flash.display.Sprite();

            // make it red!
            air_dd.transform.colorTransform = new ColorTransform(1.0, 0, 0);
            // make it slave
            air_dd.alpha = 0.3;



            air_b2debugDraw.SetSprite(air_dd);
            // textures are 512 pixels, while our svgs are 400px
            // so how big is a meter in our game world? :)
            air_b2debugDraw.SetDrawScale(16);
            air_b2debugDraw.SetFillAlpha(0.1);
            air_b2debugDraw.SetLineThickness(1.0);
            air_b2debugDraw.SetFlags(b2DebugDraw.e_shapeBit);

            air_b2world.SetDebugDraw(air_b2debugDraw);



            #endregion

            #region damage_b2world
            // first frame  ... set up our physccs
            // zombies!!
            damage_b2world = new b2World(new b2Vec2(0, 0), false);
            damage_b2world.SetContactListener(
                new XContactListener {
                DiscardSmallImpulse = false
            }
                );

            var damage_b2debugDraw = new b2DebugDraw();

            damage_dd = new ScriptCoreLib.ActionScript.flash.display.Sprite();

            // make it red!
            //air_dd.transform.colorTransform = new ColorTransform(1.0, 0, 0);
            // make it slave
            damage_dd.alpha = 0.3;



            damage_b2debugDraw.SetSprite(air_dd);
            // textures are 512 pixels, while our svgs are 400px
            // so how big is a meter in our game world? :)
            damage_b2debugDraw.SetDrawScale(16);
            damage_b2debugDraw.SetFillAlpha(0.1);
            damage_b2debugDraw.SetLineThickness(1.0);
            damage_b2debugDraw.SetFlags(b2DebugDraw.e_shapeBit);

            damage_b2world.SetDebugDraw(damage_b2debugDraw);



            #endregion

            #region smoke_b2world
            // first frame  ... set up our physccs
            // zombies!!
            smoke_b2world = new b2World(new b2Vec2(0, 0), false);

            var smoke_b2debugDraw = new b2DebugDraw();

            smoke_dd = new ScriptCoreLib.ActionScript.flash.display.Sprite();

            // make it red!
            //air_dd.transform.colorTransform = new ColorTransform(1.0, 0, 0);
            // make it slave
            smoke_dd.alpha = 0.3;



            smoke_b2debugDraw.SetSprite(air_dd);
            // textures are 512 pixels, while our svgs are 400px
            // so how big is a meter in our game world? :)
            smoke_b2debugDraw.SetDrawScale(16);
            smoke_b2debugDraw.SetFillAlpha(0.1);
            smoke_b2debugDraw.SetLineThickness(1.0);
            smoke_b2debugDraw.SetFlags(b2DebugDraw.e_shapeBit);

            smoke_b2world.SetDebugDraw(smoke_b2debugDraw);



            #endregion



            //#region obstacles
            //{
            //    var bodyDef = new b2BodyDef();

            //    bodyDef.type = Box2D.Dynamics.b2Body.b2_dynamicBody;

            //    // stop moving if legs stop walking!
            //    bodyDef.linearDamping = 10.0;
            //    bodyDef.angularDamping = 0.3;
            //    //bodyDef.angle = 1.57079633;
            //    bodyDef.fixedRotation = true;

            //    var body = air_b2world.CreateBody(bodyDef);
            //    body.SetPosition(new b2Vec2(10, 10));

            //    var fixDef = new Box2D.Dynamics.b2FixtureDef();
            //    fixDef.density = 0.1;
            //    fixDef.friction = 0.01;
            //    fixDef.restitution = 0;


            //    fixDef.shape = new Box2D.Collision.Shapes.b2CircleShape(4);


            //    var fix = body.CreateFixture(fixDef);

            //    body.SetPosition(
            //        new b2Vec2(-8, 0)
            //    );
            //}

            //{
            //    var bodyDef = new b2BodyDef();

            //    bodyDef.type = Box2D.Dynamics.b2Body.b2_dynamicBody;

            //    // stop moving if legs stop walking!
            //    bodyDef.linearDamping = 10.0;
            //    bodyDef.angularDamping = 0.3;
            //    //bodyDef.angle = 1.57079633;
            //    bodyDef.fixedRotation = true;

            //    var body = ground_b2world.CreateBody(bodyDef);
            //    body.SetPosition(new b2Vec2(10, 10));

            //    var fixDef = new Box2D.Dynamics.b2FixtureDef();
            //    fixDef.density = 0.1;
            //    fixDef.friction = 0.01;
            //    fixDef.restitution = 0;


            //    fixDef.shape = new Box2D.Collision.Shapes.b2CircleShape(4);


            //    var fix = body.CreateFixture(fixDef);


            //    body.SetPosition(
            //        new b2Vec2(8, -8)
            //    );
            //}

            //{
            //    var bodyDef = new b2BodyDef();

            //    bodyDef.type = Box2D.Dynamics.b2Body.b2_dynamicBody;

            //    // stop moving if legs stop walking!
            //    bodyDef.linearDamping = 10.0;
            //    bodyDef.angularDamping = 0.3;
            //    //bodyDef.angle = 1.57079633;
            //    bodyDef.fixedRotation = true;

            //    var body = groundkarma_b2world.CreateBody(bodyDef);
            //    body.SetPosition(new b2Vec2(10, 10));

            //    var fixDef = new Box2D.Dynamics.b2FixtureDef();
            //    fixDef.density = 0.1;
            //    fixDef.friction = 0.01;
            //    fixDef.restitution = 0;


            //    fixDef.shape = new Box2D.Collision.Shapes.b2CircleShape(4);


            //    var fix = body.CreateFixture(fixDef);


            //    body.SetPosition(
            //        new b2Vec2(8, 8)
            //    );
            //}
            //#endregion


            physicstime.Start();

            this.onbeforefirstframe += (stage, s) =>
            {
                if (!disablephysicsdiagnostics)
                {
                    s.nativeOverlay.addChild(ground_dd);
                    s.nativeOverlay.addChild(groundkarma_dd);
                    s.nativeOverlay.addChild(air_dd);
                    s.nativeOverlay.addChild(damage_dd);
                }
                // 1000 / 15
                var syncframeinterval = 1000 / 15;
                var syncframesince    = 0L;
                var syncframeextra    = 0L;


                // NaN ?
                syncframeid   = 0;
                syncframetime = 0;


                var prevvelocity = 0.0;
                onframe +=
                    delegate
                {
                    // drop frames
                    //if (frameid % 2 == 0)
                    //    return;

                    var physicstime_elapsed = physicstime.ElapsedMilliseconds + syncframeextra;
                    syncframeextra = 0;

                    // physicstime_elapsed needs to be split!

                    var physicstime_elapsed_PRE = physicstime_elapsed;



                    physicstime.Restart();

                    // add up the time we are spending
                    syncframesince += physicstime_elapsed;

                    #region raise_onsyncframe
                    var raise_onsyncframe = false;
                    // time for sync frame yet?
                    if (syncframesince >= syncframeinterval)
                    {
                        // time for syncframe!
                        raise_onsyncframe = true;

                        // does it actually help us? disabled for now
                        var dx = syncframesince - syncframeinterval;
                        syncframesince = 0;

                        // Error: raise_onsyncframe: { physicstime_elapsed_PRE = 275, dx = 75, physicstime_elapsed_POST = 0 }

                        physicstime_elapsed_PRE -= dx;
                        syncframeextra          += dx;


                        // dropping frames?
                        //syncframeextra = Math.Min(syncframeextra, syncframeinterval);
                    }
                    #endregion


                    var iterations = 10;

                    syncframetime += physicstime_elapsed_PRE;

                    #region PRE Step

                    //update physics world
                    ground_b2world.Step(physicstime_elapsed_PRE / 1000.0, iterations, iterations);
                    groundkarma_b2world.Step(physicstime_elapsed_PRE / 1000.0, iterations, iterations);
                    air_b2world.Step(physicstime_elapsed_PRE / 1000.0, iterations, iterations);
                    damage_b2world.Step(physicstime_elapsed_PRE / 1000.0, iterations, iterations);
                    smoke_b2world.Step(physicstime_elapsed_PRE / 1000.0, iterations, iterations);
                    #endregion

                    ground_b2world.ClearForces();
                    groundkarma_b2world.ClearForces();
                    air_b2world.ClearForces();
                    damage_b2world.ClearForces();
                    smoke_b2world.ClearForces();


                    #region DrawDebugData ClearForces
                    if (!disablephysicsdiagnostics)
                    {
                        ground_b2world.DrawDebugData();
                        groundkarma_b2world.DrawDebugData();
                        air_b2world.DrawDebugData();
                        damage_b2world.DrawDebugData();
                        smoke_b2world.DrawDebugData();
                    }
                    #endregion

                    // syncframe
                    if (raise_onsyncframe)
                    {
                        syncframeid++;
                        this.onsyncframe(stage, s);

                        foreach (var item in units)
                        {
                            item.FeedKarma();
                        }
                    }


                    #region air_dd vs ground_dd
                    if (current != null)
                    {
                        if (current.body.GetWorld() == air_b2world)
                        {
                            air_dd.alpha    = 0.6;
                            ground_dd.alpha = 0.1;
                        }
                        else
                        {
                            air_dd.alpha    = 0.1;
                            ground_dd.alpha = 0.6;
                        }
                    }
                    #endregion

                    #region DisableDefaultContentDransformation
                    DisableDefaultContentDransformation = true;
                    {
                        var cm = new Matrix();

                        var any_movement = 0.0;

                        if (current != null)
                        {
                            cm.translate(
                                -(current.body.GetPosition().x * 16),
                                -(current.body.GetPosition().y * 16)
                                );



                            cm.rotate(-current.body.GetAngle() - Math.PI / 2 + current.CameraRotation);


                            if (current.body.GetType() == Box2D.Dynamics.b2Body.b2_dynamicBody)
                            {
                                any_movement = (
                                    current.body.GetLinearVelocity().Length() +
                                    Math.Abs(current.body.GetAngularVelocity())
                                    )

                                               / 15.0;
                            }
                            else
                            {
                                // force movement mode in a building
                                any_movement = 1.0;
                            }
                        }


                        //cm.rotate(-current.GetAngle());



                        move_zoom +=
                            (any_movement - 0.5) *
                            physicstime_elapsed * 0.004;
                        move_zoom = move_zoom.Max(0.0).Min(1.0);

                        var xinternalscale = internalscale;

                        if (disable_movezoom_and_altitude_for_scale)
                        {
                            // nop
                        }
                        else
                        {
                            xinternalscale +=
                                +0.20 * (1.0 - current.Altitude)
                                + ((1.0 - move_zoom) * 0.04);
                        }

                        var diagonal = new __vec2
                        {
                            x = stage.stageWidth,
                            y = stage.stageHeight
                        };

                        //stagescale = xinternalscale * (stage.stageWidth) / (800.0);
                        stagescale = xinternalscale * (diagonal.GetLength()) / (1000.0);


                        cm.scale(stagescale, stagescale);


                        cm.translate(
                            (stage.stageWidth * 0.5),
                            (stage.stageHeight * internal_center_y)
                            );


                        Content.transformationMatrix = cm;

                        ground_dd.transform.matrix      = cm;
                        groundkarma_dd.transform.matrix = cm;
                        air_dd.transform.matrix         = cm;
                        damage_dd.transform.matrix      = cm;
                    }
                    #endregion



                    foreach (var item in units)
                    {
                        item.ShowPositionAndAngle();

                        #region driverseat
                        if (item.driverseat != null)
                        {
                            if (item.driverseat.driver != null)
                            {
                                var driver = item.driverseat.driver;

                                driver.SetPositionAndAngle(


                                    item.body.GetPosition().x + Math.Cos(item.body.GetAngle() - Math.PI * 0.5 - item.CameraRotation) * 2.2,
                                    item.body.GetPosition().y + Math.Sin(item.body.GetAngle() - Math.PI * 0.5 - item.CameraRotation) * 2.2
                                    ,
                                    item.body.GetAngle() - item.CameraRotation
                                    );

                                driver.ShowPositionAndAngle();
                            }
                        }
                        #endregion

                        item.ApplyVelocity();
                    }
                };
            };
        }
        // http://blog.allanbishop.com/box2d-2-1a-tutorial-part-1/

        public ApplicationSprite()
        {
            _world = new b2World(new b2Vec2(0, 10), true);

            var groundBodyDef = new b2BodyDef();

            groundBodyDef.position.Set(SWF_HALF_WIDTH / PIXELS_TO_METRE,
                                       SWF_HEIGHT / PIXELS_TO_METRE - 20 / PIXELS_TO_METRE);

            var groundBody = _world.CreateBody(groundBodyDef);

            var groundBox = new b2PolygonShape();

            groundBox.SetAsBox(SWF_HALF_WIDTH / PIXELS_TO_METRE,
                               20 / PIXELS_TO_METRE);

            var groundFixtureDef = new b2FixtureDef();

            groundFixtureDef.shape    = groundBox;
            groundFixtureDef.density  = 1;
            groundFixtureDef.friction = 1;
            groundBody.CreateFixture(groundFixtureDef);

            var bodyDef = new b2BodyDef();

            bodyDef.type = b2Body.b2_dynamicBody;
            bodyDef.position.Set(SWF_HALF_WIDTH / PIXELS_TO_METRE, 4);
            var body = _world.CreateBody(bodyDef);

            var dynamicBox = new b2PolygonShape();

            dynamicBox.SetAsBox(1, 1);

            var fixtureDef = new b2FixtureDef();

            fixtureDef.shape    = dynamicBox;
            fixtureDef.density  = 1;
            fixtureDef.friction = 0.3;

            body.CreateFixture(fixtureDef);

            var debugSprite = new Sprite();

            addChild(debugSprite);
            var debugDraw = new b2DebugDraw();

            debugDraw.SetSprite(debugSprite);
            debugDraw.SetDrawScale(PIXELS_TO_METRE);
            debugDraw.SetLineThickness(1.0);
            debugDraw.SetAlpha(1);
            debugDraw.SetFillAlpha(0.4);
            debugDraw.SetFlags(b2DebugDraw.e_shapeBit);
            _world.SetDebugDraw(debugDraw);


            // Add event for main loop

            this.stage.enterFrame +=
                delegate
            {
                var timeStep           = 1 / 30.0;
                var velocityIterations = 6;
                var positionIterations = 2;

                _world.Step(timeStep, velocityIterations, positionIterations);
                _world.ClearForces();
                _world.DrawDebugData();
            };
        }
        public ApplicationSprite()
        {
            #region AtInitializeConsoleFormWriter

            var w         = new __OutWriter();
            var o         = Console.Out;
            var __reentry = false;

            var __buffer = new StringBuilder();

            w.AtWrite =
                x =>
            {
                __buffer.Append(x);
            };

            w.AtWriteLine =
                x =>
            {
                __buffer.AppendLine(x);
            };

            Console.SetOut(w);

            this.AtInitializeConsoleFormWriter = (
                Action <string> Console_Write,
                Action <string> Console_WriteLine
                ) =>
            {
                try
                {
                    w.AtWrite =
                        x =>
                    {
                        o.Write(x);

                        if (!__reentry)
                        {
                            __reentry = true;
                            Console_Write(x);
                            __reentry = false;
                        }
                    };

                    w.AtWriteLine =
                        x =>
                    {
                        o.WriteLine(x);

                        if (!__reentry)
                        {
                            __reentry = true;
                            Console_WriteLine(x);
                            __reentry = false;
                        }
                    };

                    Console.WriteLine("flash Console.WriteLine should now appear in JavaScript form!");
                    Console.WriteLine(__buffer.ToString());
                }
                catch
                {
                }
            };
            #endregion



            var SCALE    = 15;                    //how many pixels in a meter
            var WIDTH_M  = DefaultWidth / SCALE;  //world width in meters. for this example, world is as large as the screen
            var HEIGHT_M = DefaultHeight / SCALE; //world height in meters

            //initialize font to draw text with
            //var font=new gamejs.font.Font('16px Sans-serif');

            //key bindings
            //var BINDINGS={accelerate:gamejs.event.K_UP,
            //              brake:gamejs.event.K_DOWN,
            //              steer_left:gamejs.event.K_LEFT,
            //               steer_right:gamejs.event.K_RIGHT};



            //initialize display
            //var display = gamejs.display.setMode([WIDTH_PX, HEIGHT_PX]);

            //SET UP B2WORLD
            var b2world = new b2World(new b2Vec2(0, 0), false);

            //set up box2d debug draw to draw the bodies for us.
            //in a real game, car will propably be drawn as a sprite rotated by the car's angle
            var debugDraw = new b2DebugDraw();
            debugDraw.SetSprite(this);
            debugDraw.SetDrawScale(SCALE);
            debugDraw.SetFillAlpha(0.5);
            debugDraw.SetLineThickness(1.0);
            debugDraw.SetFlags(b2DebugDraw.e_shapeBit);
            b2world.SetDebugDraw(debugDraw);

            var wheels = new[] {
                //top left
                new Wheel(b2world: b2world, x: -1, y: -1.2, width: 0.4, length: 0.8, revolving: true, powered: true),

                //top right
                new Wheel(b2world: b2world, x: 1, y: -1.2, width: 0.4, length: 0.8, revolving: true, powered: true),

                //back left
                new Wheel(b2world: b2world, x: -1, y: 1.2, width: 0.4, length: 0.8, revolving: false, powered: false),

                //back right
                new Wheel(b2world: b2world, x: 1, y: 1.2, width: 0.4, length: 0.8, revolving: false, powered: false),
            };
            Func <double, double, double[]> ff = (a, b) => { return(new double[] { a, b }); };

            ////initialize car
            var car = new Car(
                b2world: b2world,
                width: 2,
                length: 4,
                position: ff(10, 10),
                angle: 180,
                power: 60,
                max_steer_angle: 20,
                max_speed: 60,
                wheels: wheels
                );

            var xcar = new Car(
                b2world: b2world,
                width: 2,
                length: 4,
                position: ff(5, 10),
                angle: 180,
                power: 60,
                max_steer_angle: 20,
                max_speed: 60,
                wheels: wheels
                );


            //initialize some props to bounce against
            var props = new List <BoxProp>();


            //outer walls
            props.Add(new BoxProp(b2world, size: ff(WIDTH_M, 1), position: ff(WIDTH_M / 2, 0.5)));
            props.Add(new BoxProp(b2world, size: ff(1, HEIGHT_M - 2), position: ff(0.5, HEIGHT_M / 2)));
            props.Add(new BoxProp(b2world, size: ff(WIDTH_M, 1), position: ff(WIDTH_M / 2, HEIGHT_M - 0.5)));
            props.Add(new BoxProp(b2world, size: ff(1, HEIGHT_M - 2), position: ff(WIDTH_M - 0.5, HEIGHT_M / 2)));

            //pen in the center
            var center = new double[] { WIDTH_M / 2, HEIGHT_M / 2 };
            props.Add(new BoxProp(b2world, size: ff(1, 6), position: ff(center[0] - 3, center[1])));
            props.Add(new BoxProp(b2world, size: ff(1, 6), position: ff(center[0] + 3, center[1])));
            props.Add(new BoxProp(b2world, size: ff(5, 1), position: ff(center[0], center[1] + 2.5)));

            var frameid = 0;

            var KEYS_DOWN = new Dictionary <Keys, bool> {
                { Keys.Left, false },
                { Keys.Up, false },
                { Keys.Right, false },
                { Keys.Down, false },
            }; //keep track of what keys are held down by the player


            this.stage.keyDown +=
                e =>
            {
                Console.WriteLine("keyDown " + new { e.keyCode });
                KEYS_DOWN[(Keys)e.keyCode] = true;
            };

            this.stage.keyUp +=
                e =>
            {
                Console.WriteLine("keyUp " + new { e.keyCode });
                KEYS_DOWN[(Keys)e.keyCode] = false;
            };


            #region tick
            Action <double> tick = (msDuration) =>
            {
                frameid++;

                //if (frameid > 1)
                //    return;

                //Console.WriteLine(new { frameid });
                //GAME LOOP

                //handle events. Key status (depressed or no) is tracked in via KEYS_DOWN associative array
                //gamejs.event.get().forEach(function(event){
                //    //key press
                //    if (event.type === gamejs.event.KEY_DOWN) KEYS_DOWN[event.key] = true;
                //    //key release
                //    else if (event.type === gamejs.event.KEY_UP) KEYS_DOWN[event.key] = false;
                //});

                //set car controls according to player input
                if (KEYS_DOWN[Keys.Up])
                {
                    car.accelerate = ACC_ACCELERATE;
                }
                else if (KEYS_DOWN[Keys.Down])
                {
                    car.accelerate = ACC_BRAKE;
                }
                else
                {
                    car.accelerate = ACC_NONE;
                }

                if (KEYS_DOWN[Keys.Right])
                {
                    car.steer = STEER_RIGHT;
                }
                else if (KEYS_DOWN[Keys.Left])
                {
                    car.steer = STEER_LEFT;
                }
                else
                {
                    car.steer = STEER_NONE;
                }

                ////update car
                car.update(msDuration);

                //update physics world
                b2world.Step(msDuration / 1000.0, 10, 8);

                //clear applied forces, so they don't stack from each update
                b2world.ClearForces();

                //fill background
                //gamejs.draw.rect(display, '#FFFFFF', new gamejs.Rect([0, 0], [WIDTH_PX, HEIGHT_PX]),0)

                //let box2d draw it's bodies
                b2world.DrawDebugData();

                //fps and car speed display
                //display.blit(font.render('FPS: '+parseInt((1000)/msDuration)), [25, 25]);
                //display.blit(font.render('SPEED: '+parseInt(Math.ceil(car.getSpeedKMH()))+' km/h'), [25, 55]);
                //Console.WriteLine(new { frameid } + " done!");
            };

            ////gamejs.time.fpsCallback(tick, this, 60);
            var sw = new Stopwatch();
            sw.Start();

            this.enterFrame +=
                delegate
            {
                tick(sw.ElapsedMilliseconds);
                sw.Restart();
            };
            #endregion
        }