Example #1
0
 /// <summary>
 /// A new instance of GameEngine.
 /// </summary>
 public GameEngine()
 {
     GameStates = new Stack<GameState>();
     InputMgr = new InputManager(this);
     DeltaTime = new GameTime();
     Window = new RenderWindow(new VideoMode(1280, 720), "Jeden");
 }
Example #2
0
        public override void Update(GameTime gameTime)
        {
            if (CurrentHealth <= 0)
            {
                Parent.HandleMessage(new InvalidateMessage(this));
            }

            if (CurrentHealth > MaxHealth)
            {
                CurrentHealth = MaxHealth;
            }
        }
Example #3
0
 /// <summary>
 /// Update all GameObjects attached to this GameState
 /// </summary>
 /// <param name="gameTime">The time difference to the last frame.</param>
 public virtual void Update(GameTime gameTime)
 {
     for(int i = 0; i < GameObjects.Count; i++)
     {
         GameObjects[i].Update(gameTime);
     }
 }
Example #4
0
 /// <summary>
 /// Updates the GameEngine.
 /// </summary>
 /// <param name="gameTime">The time difference to the last frame.</param>
 void Update(GameTime gameTime)
 {
     InputMgr.Update(this);
     GameStates.Peek().Update(gameTime);
 }
Example #5
0
        /// <summary>
        /// Runs the GameEngine.
        /// </summary>
        public void Run()
        {
            Stopwatch stopwatch = new Stopwatch();

            Window.Closed += Window_Closed;

            stopwatch.Start();

            double TotalTime = 0;
            GameTime step = new GameTime();

            while (Window.IsOpen())
            {
                Window.DispatchEvents();

                DeltaTime.ElapsedGameTime = stopwatch.Elapsed - DeltaTime.TotalGameTime;
                DeltaTime.TotalGameTime = stopwatch.Elapsed;
                AccumulatedTime += DeltaTime.ElapsedGameTime.TotalSeconds;

                while (AccumulatedTime > TimeStep)
                {
                    TotalTime += TimeStep;

                    step.ElapsedGameTime = new TimeSpan((long)(TimeStep * TimeSpan.TicksPerSecond));
                    step.TotalGameTime = new TimeSpan((long)(TotalTime * TimeSpan.TicksPerSecond));

                    Update(step);
                    Draw();
                    AccumulatedTime -= TimeStep;
                }

            }
            stopwatch.Stop();
        }