Example #1
0
        protected override void Draw(GameTime gameTime)
        {
            //gameTime = new GameTime(gameTime.TotalGameTime / 5, gameTime.ElapsedGameTime / 5);
            SceneManager.Draw(spriteBatch);

#if DEBUG
            var deltaTime = (float)gameTime.ElapsedGameTime.TotalSeconds;
            lastPrint += gameTime.ElapsedGameTime.Milliseconds;
            frameCounter.Update(deltaTime);

            if (lastPrint > 10)
            {
                fps       = string.Format("FPS: {0}", (int)frameCounter.AverageFramesPerSecond);
                lastPrint = 0;
            }

            spriteBatch.Begin();
            spriteBatch.DrawString(font, fps, new Vector2(1, 1), Color.Red);
            spriteBatch.End();
#endif

            // TODO: Add your drawing code here

            base.Draw(gameTime);
        }
Example #2
0
        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            /*
             * var deltaTime = (float)gameTime.ElapsedGameTime.TotalSeconds;
             *
             * _frameCounter.Update(deltaTime);
             *
             * var fps = string.Format("FPS: {0}", _frameCounter.AverageFramesPerSecond);
             *
             *
             * Graphics.GraphicsDevice.Clear (Color.CornflowerBlue);
             *
             * //TODO: Add your drawing code here
             * spriteBatch.Begin();
             * foreach (Bunny bunny in bunnies) {
             *      spriteBatch.Draw (image, new Vector2(bunny.posX, bunny.posY));
             * }
             * spriteBatch.DrawString(font, fps, new Vector2(1, 1), Color.Black);
             * spriteBatch.DrawString(font, ""+bunniesCount, new Vector2(this.GraphicsDevice.Viewport.Width-100, 1), Color.Blue);
             * spriteBatch.End ();*/
            base.Draw(gameTime);
            var deltaTime = (float)gameTime.ElapsedGameTime.TotalSeconds;

            _frameCounter.Update(deltaTime);

            var fps = string.Format("FPS: {0}", _frameCounter.AverageFramesPerSecond);

            spriteBatch.Begin();
            spriteBatch.DrawString(font, fps, new Vector2(1, 1), Color.White);
            spriteBatch.DrawString(font, "" + bunniesCount, new Vector2(this.GraphicsDevice.Viewport.Width - 100, 1), Color.White);
            spriteBatch.End();
        }
Example #3
0
        protected override void Update(GameTime gameTime)
        {
            FrameCounter.Update(gameTime);
            float dt = (float)gameTime.ElapsedGameTime.TotalSeconds;

            TaskManager.Update(dt);

            Input.Update(dt);

            Client.Update(dt);

            if (Client.IsConnected)
            {
                UpdateGame(dt);
            }
            else if (Client.IsConnecting)
            {
                UpdateConnecting(dt);
            }
            else
            {
                UpdateUnconnected(dt);
            }

            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape))
            {
                Client.Disconnect();
                Exit();
            }

            base.Update(gameTime);
        }
Example #4
0
    public override int Update()
    {
        framecount.Update();
        Move();

        return((int)(framecount.IsCall ? GENERICATTACKSTATENAME.Homing : GENERICATTACKSTATENAME.Changeless));
    }
Example #5
0
        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.CornflowerBlue);
            this.GraphicsDevice.SamplerStates[0] = SamplerState.PointClamp;
            foreach (BasicDraw basicDraw in basicDrawList)
            {
                basicDraw.Draw(gameTime);
            }


            if (showStats)
            {
                var deltaTime = (float)gameTime.ElapsedGameTime.TotalSeconds;
                frameCounter.Update(deltaTime);
                var fps = string.Format("FPS: {0}", frameCounter.AverageFramesPerSecond);
                var pos = string.Format("Player position: {0}", Camera.getCameraPosition());



                spriteBatch.Begin();
                spriteBatch.DrawString(font, fps, new Vector2(1, 1), Color.Black);
                spriteBatch.DrawString(font, pos, new Vector2(1, 20), Color.Black);
                spriteBatch.End();
            }


            base.Draw(gameTime);
        }
Example #6
0
        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            graphics.GraphicsDevice.Clear(Color.Teal);
            spriteBatch.Begin();

            gameState.Draw(spriteBatch);

            #region Drawing Cursor
            spriteBatch.Draw(CustomCursor, new Vector2(Mouse.GetState().X - CustomCursor.Width / 2, Mouse.GetState().Y - CustomCursor.Height / 2));
            #endregion
            #region Drawing fps

            var deltaTime = (float)gameTime.ElapsedGameTime.TotalSeconds;
            frameCounter.Update(deltaTime);
            var fps = string.Format("FPS: {0}", frameCounter.AverageFPS);
            spriteBatch.DrawString(font, fps, new Vector2(WindowWidth - 150, 1), Color.Red, 0f, new Vector2(0, 0), 0.2f, SpriteEffects.None, 1f);

            #endregion

            #region Drawing IP Adress

            spriteBatch.DrawString(font, "IP : " + ip, new Vector2(WindowWidth - 150, 33), Color.Red, 0f, new Vector2(0, 0), 0.2f, SpriteEffects.None, 1f);

            #endregion

            spriteBatch.End();
            base.Draw(gameTime);
        }
Example #7
0
        /// <summary>
        /// Called when the DrawableGameComponent needs to be drawn. Override this method with
        /// component-specific drawing code.
        /// </summary>
        /// <param name="gameTime">Time passed since the last call to Draw.</param>
        public virtual void Draw(TickCount gameTime)
        {
            // Update the FPS
            _fps.Update(gameTime);

            // Clear the screen
            _game.RenderWindow.Clear(DrawingManager.BackgroundColor);

            // Draw the active non-console screen
            var ancs = ActiveNonConsoleScreen;

            if (ancs != null)
            {
                ancs.Draw(gameTime);
            }

            // Draw the console
            var cs = ConsoleScreen;

            if (ShowConsole && cs != null)
            {
                cs.Draw(gameTime);
            }

            // Draw the console
            if (ShowConsole && ConsoleScreen != null)
            {
                ConsoleScreen.Draw(gameTime);
            }
        }
Example #8
0
        private void CountFps()
        {
            var deltaTime = (float)_sWatch.Elapsed.TotalSeconds;

            _sWatch = Stopwatch.StartNew();

            _frameCounter.Update(deltaTime);
        }
Example #9
0
        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            var deltaTime = (float)gameTime.ElapsedGameTime.TotalSeconds;

            _frameCounter.Update(deltaTime);

            if (timer > TimeSpan.Zero)
            {
                timer -= gameTime.ElapsedGameTime;
                if (timer <= TimeSpan.Zero)
                {
                    fps   = string.Format("FPS: {0}", _frameCounter.AverageFramesPerSecond);
                    timer = TimeSpan.FromSeconds(.5);
                }
            }

            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape))
            {
                Exit();
            }

            // TODO: Add your update logic here
            var kstate = Keyboard.GetState();

            if (kstate.IsKeyDown(Keys.Up))
            {
                ballPosition.Y -= ballSpeed * (float)gameTime.ElapsedGameTime.TotalSeconds;
            }

            if (kstate.IsKeyDown(Keys.Down))
            {
                ballPosition.Y += ballSpeed * (float)gameTime.ElapsedGameTime.TotalSeconds;
            }

            if (kstate.IsKeyDown(Keys.Left))
            {
                ballPosition.X -= ballSpeed * (float)gameTime.ElapsedGameTime.TotalSeconds;
            }

            if (kstate.IsKeyDown(Keys.Right))
            {
                ballPosition.X += ballSpeed * (float)gameTime.ElapsedGameTime.TotalSeconds;
            }

            ballPosition.X = Math.Min(Math.Max(ballTexture.Width / 2, ballPosition.X), graphics.PreferredBackBufferWidth - ballTexture.Width / 2);
            ballPosition.Y = Math.Min(Math.Max(ballTexture.Height / 2, ballPosition.Y), graphics.PreferredBackBufferHeight - ballTexture.Height / 2);

            animatedSprite.Update();

            angle += 0.01f;

            blueAngle  += blueSpeed;
            greenAngle += greenSpeed;
            redAngle   += redSpeed;

            base.Update(gameTime);
        }
Example #10
0
        private string getFps(GameTime gameTime)
        {
            var deltaTime = (float)gameTime.ElapsedGameTime.TotalSeconds;

            frameCounter.Update(deltaTime);
            var fps = string.Format("FPS: {0}", (int)frameCounter.AverageFramesPerSecond);

            return(fps);
        }
Example #11
0
        public override void Draw(GameTime gameTime, SpriteBatch graphics)
        {
            float deltaTime = (float)gameTime.ElapsedGameTime.TotalSeconds;

            _frameCounter.Update(deltaTime);

            graphics.DrawString(Font, FPS, Vector2.Zero, Color.Black);
            graphics.DrawString(Font, MousePos, new Vector2(0, 13), Color.Black);
            graphics.DrawString(Font, KeysPressed, new Vector2(0, 25), Color.Black);
        }
Example #12
0
            public override int Update()
            {
                frame.Update();

                if (frame.IsCall)
                {
                    parent.ChangeState(SUBSTATENAME.Shot);
                }
                return((int)SUBSTATENAME.Changeless);
            }
Example #13
0
        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            _frameCounter.Update((float)gameTime.ElapsedGameTime.TotalSeconds);
            graphics.GraphicsDevice.Clear(_screen.BackgroundColor);

            _screen.Draw(spriteBatch);
            Systems.Draw(spriteBatch, _entities);
            _screen.DrawAfterEntities(spriteBatch);

            base.Draw(gameTime);
        }
Example #14
0
        public virtual void DrawFPSCounter(GameTime gameTime)
        {
            var deltaTime = (float)gameTime.ElapsedGameTime.TotalSeconds;

            _frameCounter.Update(deltaTime);
            var fps = string.Format("FPS: {0}", (int)System.Math.Ceiling(_frameCounter.AverageFramesPerSecond));

            spriteBatch.Begin();
            spriteBatch.DrawString(font, fps, new Vector2(1, 1), Color.Green);
            spriteBatch.End();
        }
Example #15
0
        public int Update()
        {
            frame.Update();

            if (frame.IsCall)
            {
                parent.BackSelectScene();
            }

            return((int)STATENAME.Changeless);
        }
Example #16
0
        /// <summary>
        /// Draws the HUD.
        /// </summary>
        /// <param name="GameTime"></param>
        public void Draw(GameTime GameTime)
        {
            HudView.Draw(GameTime.ElapsedGameTime.TotalMilliseconds);

            HudRenderTarget.Begin();

            FramerateCounter.Update((float)GameTime.ElapsedGameTime.TotalSeconds);
            DrawDebugInfo();

            HudRenderTarget.End();
        }
Example #17
0
        public int Update()
        {
            frame.Update();

            if (frame.IsCall)
            {
                parent.Retry();
            }

            return((int)STATENAME.Changeless);
        }
Example #18
0
        public override void Draw(GameTime gameTime, SpriteBatch spriteBatch, GraphicsDevice graphicsDevice)
        {
            var deltaTime = (float)gameTime.ElapsedGameTime.TotalSeconds;

            frameCounter.Update(deltaTime);

            graphicsDevice.Clear(Color.CornflowerBlue);

            /*
             * Background
             */
            spriteBatch.Begin(SpriteSortMode.Deferred, null, SamplerState.PointClamp);
            spriteBatch.Draw(backgroundGradientStrip, new Rectangle(0, 0, Graphics.PreferredBackBufferWidth, Graphics.PreferredBackBufferHeight), Color.White);
            spriteBatch.End();

            /*
             * World Render
             */
            spriteBatch.Begin(samplerState: SamplerState.PointClamp, transformMatrix: camera.Transform);

            level.Draw(gameTime, spriteBatch);
            foreach (Sprite s in enemies)
            {
                s.Draw(gameTime, spriteBatch);
            }
            foreach (Sprite s in pufferFish)
            {
                s.Draw(gameTime, spriteBatch);
            }
            player.Draw(gameTime, spriteBatch);
            //DrawBodyShape(player, spriteBatch, new Color(0, 150, 0, 150));

            //DrawBodyShape(player, spriteBatch, new Color(0, 160, 0, 170));
            //DrawBodyShape(spikesPointingDown[0], spriteBatch, new Color(160, 0, 0, 170));
            //DrawBodyShape(spikesPointingUp[0], spriteBatch, new Color(160, 0, 0, 170));

            spriteBatch.End();

            /*
             * GUI render
             */
            spriteBatch.Begin(SpriteSortMode.Deferred, null, SamplerState.PointClamp);

            energyBar.Draw(spriteBatch, gameTime);
            healthBar.Draw(spriteBatch, gameTime);
            //spriteBatch.DrawString(font, $"{(int)camera.Position.X}, {(int)camera.Position.Y}, {camera.Zoom}", new Vector2(0, graphicsDevice.Viewport.Height - 16), Color.Red);

            spriteBatch.DrawString(font, player.Body.GetDebugString(), new Vector2(0, 48), Color.Red);
            spriteBatch.DrawString(font, $"{Math.Round(frameCounter.AverageFramesPerSecond)}", Vector2.Zero, Color.LightGreen);


            spriteBatch.End();
        }
Example #19
0
        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            frameCounter.Update((float)gameTime.ElapsedGameTime.TotalMilliseconds);
            handelInput();

            foreach (Entity entity in entities)
            {
                entity.onTick(map);
            }

            base.Update(gameTime);
        }
        public void Draw(GameTime gametime, Color tint)
        {
            _frameCounter.Update((float)gametime.ElapsedGameTime.TotalSeconds);

            Engine.BeginRender(_scene);

            _scene.RenderScene(gametime);

            _fps.Text = "FPS - " + Math.Round(_frameCounter.AverageFramesPerSecond);

            Engine.EndRender();
        }
Example #21
0
            public override int Update()
            {
                frame.Update();
                shotInterval.Update();

                if (shotInterval.IsCall)
                {
                    parent.CreateBullet();
                }

                return((int)(frame.IsCall ? SUBSTATENAME.Shot : SUBSTATENAME.Changeless));
            }
Example #22
0
        public void Update(float deltaTime)
        {
            _frameCounter.Update(deltaTime);
            InputManager.Update(deltaTime);

            UpdateTime(deltaTime);

            if (_paused)
            {
                return;
            }
            World.Update(deltaTime);
        }
Example #23
0
        private void Update()
        {
            if (!frameCounter.Update())
            {
                return;
            }

            if (!searching) // Avoid value change during search (This may cause problems).
            {
                DrawersUpdateOnUpdate();
            }

            Repaint();
        }
Example #24
0
        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.CornflowerBlue);

            var deltaTime = (float)gameTime.ElapsedGameTime.TotalSeconds;

            _frameCounter.Update(deltaTime);

            Universal.SpriteBatch.Begin();
            base.Draw(gameTime);
            ScreenManager.Draw();
            Universal.SpriteBatch.DrawString(Fonts.Arial_12, fps, new Vector2(25, 25), Color.White);
            Universal.SpriteBatch.End();
        }
Example #25
0
        public override void Draw(GameTime gameTime)
        {
            var deltaTime = (float)gameTime.ElapsedGameTime.TotalSeconds;

            _frameCounter.Update(deltaTime);
            var fps       = $"FPS: {_frameCounter.AverageFramesPerSecond:.00}";
            var playerPos = PositionHelper.GetSectorAsVector(Player.Body.Position);

            DrawBackground();
            DrawWorldObjects(gameTime);
            DrawOverlays(fps, playerPos);

            base.Draw(gameTime);
        }
Example #26
0
    public void Update()
    {
        counter.Update();

        if (blinkTime <= 0)
        {
            targetSprite.enabled = true;
            flag = false;
            return;
        }
        //3フレームに一回消える
        targetSprite.enabled = !counter.IsCall;
        blinkTime--;
    }
Example #27
0
        public void Draw(GameTime gametime, Color tint)
        {
            _frameCounter.Update((float)gametime.ElapsedGameTime.TotalSeconds);

            Engine.BeginRender(_scene);

            _titles.Text = "Duck Attack";

            _titles.Location = new Vector2(150, 200);

            _scene.RenderScene(gametime);

            Engine.EndRender();
        }
Example #28
0
        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape))
            {
                Exit();
            }

            InputManager.Update(gameTime);

            gameWorld.Update(gameTime, camera);
            camera.PointTo(gameWorld.player);
            frameCounter.Update(gameTime);

            base.Update(gameTime);
        }
Example #29
0
        protected override void Update(GameTime gameTime)
        {
            Stopwatch sw = new Stopwatch();

            sw.Start();

            FrameCounter.Update(gameTime);
            DebugConsole.Reset();
            DebugKeyPress();

            if (GSS.Controlls.Start())
            {
                Exit();
            }

            switch (GSS.RenderState)
            {
            case RenderState.Intro:
                GSS.Intro.Update();
                break;

            case RenderState.MainMenu:
                GSS.MainMenu.Update();
                break;

            case RenderState.IngameMenu:
                GSS.IngameMenu.Update();
                break;

            case RenderState.World:
                GSS.World.Update(gameTime);
                break;

            case RenderState.Scene:
                GSS.ActiveScene.Update(gameTime);
                break;

            case RenderState.Battle:
                GSS.Battle.Update(gameTime);
                break;

            case RenderState.Area:

                break;
            }
            base.Update(gameTime);
            DebugConsole.WriteLine($"Update {GSS.RenderState}: {sw.ElapsedMilliseconds}ms");
        }
Example #30
0
        protected override void OnRenderFrame(FrameEventArgs e)
        {
            base.OnRenderFrame(e);

            GL.Clear(ClearBufferMask.ColorBufferBit);
            using (var dc = new DrawingContext(this, SpriteBatch))
            {
                currentScreen.Draw(dc);
            }
            SwapBuffers();

#if DEBUG
            frameCounter.Update();
            Title = $"{WindowTitle} [FPS: {frameCounter.FramesPerSecond}] [Render Calls: {SpriteBatch.RenderCount}]";
            SpriteBatch.RenderCount = 0;
#endif
        }