public void Update(Time time) { elapsed += time.Elapsed; while (elapsed > particleInterval) { elapsed -= particleInterval; EmitParticle(); } }
public void Update(Time time) { //TODO: Add code for multithreading here. foreach (var system in logicSystems) { if(system.Enabled) system.Exceute(time); } }
protected override void Draw(Utils.Time time) { base.Draw(time); this.time = time; Matrix4 proj = Matrix4.CreateOrthographicOffCenter(0, this.Width, this.Height, 0, -1, 10); foreach (var item in systems) { item.Render(ref proj, this.particleProgram, this.particleAtlas.Texture); } }
public void Update(Time time) { elapsed += time.Elapsed; if (elapsed > Time) { this.Compleate = true; } float value = (float)(elapsed.TotalMilliseconds / Time.TotalMilliseconds); Color l = lerp(from, to, value); UpdatedValue(l); }
public virtual void Update(Time time) { }
void window_UpdateFrame(object sender, FrameEventArgs e) { clock.Step(); this.Time = new Time(this.Time.Total + elapsed, clock.Elapsed); this.elapsed += clock.Elapsed; if(this.elapsed > TimeSpan.FromSeconds(1)) { this.elapsed -= TimeSpan.FromSeconds(1); window.Title = "" + count; this.count = 0; } this.count++; this.panel.Update(this.Time); this.Update(this.Time); }
/// <summary> /// Called every frame, update logic goes here. /// </summary> /// <param name="time">Time</param> protected virtual void Update(Time time) { }
/// <summary> /// Called every frame, render code goes here. /// </summary> /// <param name="time">Time</param> protected virtual void Draw(Time time) { }
public void Update(Time time) { currentTime += time.ElapsedSeconds; RetireActiveParticles(); FreeRetiredParticles(); if (firstActiveParticle == firstFreeParticle) currentTime = 0; if (firstRetiredParticle == firstActiveParticle) drawCounter = 0; }
public override void Update(Time time) { Vector2 n = new Vector2(MathHelper.RandomFloat(-1, 1), MathHelper.RandomFloat(-1,1)) * time.ElapsedSeconds* 1000; this.Position += n; base.Update(time); }
public virtual void Update(Time time) { elapsed += time.Elapsed; while (elapsed > EmitInterval) { elapsed -= EmitInterval; for (int i = 0; i < this.EmitCount; i++) { EmitParticle(this.RandomParticleFrame()); } } }
public void Draw(Time time) { throw new NotImplementedException(); }