static void CreateDebugWindow(Game game) { var debugWindow = new DebugWindow <Game>(game); debugWindow.Add(g => $"Mouse pos {g.GetMousePosition()}"); debugWindow.Add(g => $"Sqr distance from each other {g.SqrDistanceFromEachOther}"); debugWindow.Add(g => $"Sqr radius combined {g.SqrRadius}"); debugWindow.Add(g => $"Colliding {g.Colliding}"); debugWindow.Show(); }
static void DebugWindow(Game game) { var debug = new DebugWindow <Game>(game); debug.Add(g => $"FPS: {Timer.Fps}"); debug.Add(g => $"Particles colliding: {g.Particles.Count(x => x.Colliding)}"); debug.Add(g => $"Largest cluster: {g.LargestCluster}"); // debug.Add(g => $"Interactive particles position: {g.InteractiveParticle.Position}"); // debug.Add(g => $"Interactive Colliding: {g.InteractiveParticle.Colliding}"); // debug.Add(g => $"Interactive particles radius: {g.InteractiveParticle.Radius}"); debug.Show(); }
static void Main(string[] args) { _window = WindowFactory.CreateDefault(); _game = new Game(_window); _window.KeyPressed += OnKeyPress; var debugWindow = new DebugWindow <Game>(_game); debugWindow.Add(g => $"Intersection: {g.Intersection}"); debugWindow.Add(g => $"Num1: IntersectionMode X"); debugWindow.Add(g => $"Num2: IntersectionMode Y"); debugWindow.Add(g => $"Intersection Mode: {g.IntersectionMode.ToString()}"); debugWindow.Show(); _game.Initialize(); _game.Start(); }
static void Main(string[] args) { var window = WindowFactory.CreateDefault(1200, 950); window.SetTitle("Fireworks"); var game = new Game(window); window.KeyPressed += (sender, eventArgs) => { if (eventArgs.Code == Keyboard.Key.R) { game.SpawnRocket(); } if (eventArgs.Code == Keyboard.Key.Tab) { game.ExplosionParticleFadeMode = game.ExplosionParticleFadeMode == ParticleFade.Exponential ? ParticleFade.Linear : ParticleFade.Exponential; } }; var debug = new DebugWindow <Game>(game); debug.Add(g => $"CurrentSpawnTimer: {g.CurrentSpawnTimer}"); debug.Add(g => $"CurrentSpawnTimeAccumulator: {g.CurrentSpawnTimeAccumulator}"); debug.Add(g => $"Rocket count: {g.RocketCount}"); debug.Add(g => $"Explosion count: {g.ExplosionCount}"); debug.Add(g => $"Explosion Particle Fade Mode: {g.ExplosionParticleFadeMode.ToString()}"); // debug.Add(g => $"Rocket pos : {g.Rocket?.Position}"); // debug.Add(g => $"Rocket vel : {g.Rocket?.Velocity}"); // debug.Add(g => $"Rocket acl : {g.Rocket?.Acceleration}"); // debug.Add(g => $"Rocket dir : {g.Rocket?.Direction}"); // debug.Add(g => $"Rocket fuel: {g.Rocket?.Fuel}"); // debug.Add(g => $"Rocket force: {g.Rocket.Fuel}"); debug.Show(); game.Initialize(); game.Start(); }
static void Main(string[] args) { var window = WindowFactory.CreateDefault(); var game = new Game(window); var debug = new DebugWindow <Game>(game); debug.Add(g => g.Balls.Select(x => x.Position + "\n")); debug.Show(); game.Initialize(); game.Start(); }
static void Main(string[] args) { var win = WindowFactory.CreateDefault(); win.SetTitle("Circle Packing"); var game = new Game(win); var debug = new DebugWindow <Game>(game); debug.Add(g => $"Circle count {g.CircleCount} of max {Game.MaxNumberOfElements}"); debug.Show(); game.Initialize(); game.Start(); }
public static void StartDebugScreen(FlockingBehaviour flockingBehaviour) { var debugWindow = new DebugWindow <FlockingBehaviour>(flockingBehaviour) { Width = 300, }; debugWindow.Add(g => $"FPS: {Timer.Fps}"); debugWindow.Add(g => $"(S-D) Agents {g.Agents.Count}"); debugWindow.Add(g => $"(Y) Use QuadTree {g.UseQuadTree}"); debugWindow.Add(g => $"(T) Render QuadTree {g.RenderQuadTree}"); debugWindow.Add(g => $"(<>) Quad tree capacity {g.QuadTreeCapacity}"); debugWindow.Add(g => $"(^v) Render AgentSpeed {g.AgentSpeed}"); debugWindow.Add(g => $"(C) Render Show Collider {g.ShowCollider}"); debugWindow.Add(g => $"(N) Render Show Neighborhood {g.ShowNeighborhood}"); debugWindow.Show(); }
static void Main(string[] args) { var window = WindowFactory.CreateDefault(); var game = new Game(window); var debug = new DebugWindow <Game>(game); debug.Add(g => $"Pos: {g.Skater.Position}"); debug.Add(g => $"Acl: {g.Skater.Acceleration}"); debug.Add(g => $"Vel: {g.Skater.Velocity}"); debug.Add(g => $"Str: {g.Skater.Strength}"); debug.Add(g => $"Mass: {g.Skater.Mass}"); debug.Add(g => $"Direction: {g.Skater.Velocity.Normalize()}"); debug.Show(); game.Initialize(); game.Start(); }
/// <summary> /// Draw /// NOTE : PlotQuilt uses `Task.Factory` parallel routine and fills Texture framebuffer on completion. /// </summary> /// <param name="gameTime"></param> protected override void Draw(GameTime gameTime) { FPS++; if (TValues != null && TValues[0] != null) { for (int i = 0; i < TValues.Length; i++) { DebugWindow.Add("Tval" + TValues[i].qid.ToString(), TValues[i].running); } } DebugWindow.Update(); if (Update_Catmul()) { } GraphicsDevice.SetRenderTarget(null); GraphicsDevice.Clear(Color.Transparent); spriteBatch.Begin(); switch (programState) { case ProgramState.menu: QuiltOutline(); DrawQuilt(); DisplaySampleData(); switch (quiltType) { case QuiltType.Square: MenuText(Quilt, gameTime); break; case QuiltType.Hexagon: MenuText(Hexgn, gameTime); break; case QuiltType.Icon: MenuText(Icon1, gameTime); break; case QuiltType.Icon3: MenuText(Icon3, gameTime); break; default: break; } Draw_Colour_Band(5); break; case ProgramState.iterate: QuiltOutline(); DrawQuilt(); IterateText(); if (isPaused) { Draw_Colour_Band(_screenHit - 32); DisplaySampleData(); Paused(); } break; case ProgramState.sampling: Draw_Colour_Band(_screenHit - 32); DoSampling(_screenHit - 36); DrawQuilt(); SamplingText(); break; default: break; } Catmul_Spline.Draw(ref spriteBatch); Vector2 pos = new Vector2(800, 20); foreach (var line in DebugText) { spriteBatch.DrawString(font, line, pos, Color.White); pos.Y += 20; } DebugWindow.Draw(); spriteBatch.End(); base.Draw(gameTime); }