Example #1
0
        void Loop()
        {
            //kinda nothing yet

            //changing scene stuff
            foreach (GameObject obj in gameObjects)
            {
                obj.alive = false;
                obj.End();
            }
            //get rid of any shaders
            display.DisableFilter();
            //kill any slaves
            SlaveManager.CloseAll();
            addBuffer = new List <GameObject>(sceneManager.initScene());
            //mainInstance.addGameObject(new Chart("Nisemono"));
            running = true;
            while (running)
            {
                stopwatch.Start();
                gameObjectsToAdd = new List <GameObject>(addBuffer);
                addBuffer.Clear();
                foreach (GameObject obj in gameObjectsToAdd)
                {
                    obj.Start(this);
                    gameObjects.Add(obj);

                    if (obj.type == objType.visual)
                    {
                        display.AddObject(obj);
                    }
                }
                gameObjectsToAdd.Clear();
                //calculate objects that exist
                toRemove.Clear();
                foreach (GameObject obj in gameObjects)
                {
                    if (obj.alive)
                    {
                        //run the components first or last?
                        foreach (Component comp in obj.components)
                        {
                            if (comp.active)
                            {
                                comp.Update(deltaTime);
                            }
                        }

                        obj.Update(deltaTime, this);
                    }
                    else
                    {
                        toRemove.Add(obj);
                        obj.End();
                    }
                }
                foreach (GameObject obj in toRemove)
                {
                    gameObjects.Remove(obj);
                    display.RemoveObject(obj);
                }


                display.DrawFrame(deltaTime);



                input.UpdateInput();
                // your code

                Thread.Sleep(1); //just in case
                stopwatch.Stop();
                deltaTime = stopwatch.ElapsedMilliseconds * 0.001;

                //calculate framerate
                frames++;
                if (timePassed > 1000)
                {
                    Console.Title = $"FPS: {frames}";
                    frames        = 0;
                    timePassed    = 0;
                }
                timePassed += stopwatch.ElapsedMilliseconds;

                stopwatch.Reset();
                //Console.WriteLine("frame");
            }
        }
Example #2
0
        void Loop()
        {
            //kinda nothing yet

            //changing scene stuff
            foreach (GameObject obj in _gameObjects)
            {
                obj.alive = false;
                obj.End();
            }
            //get rid of any shaders
            DisplayInstance.DisableFilter();
            //kill any slaves
            SlaveManager.CloseAll();
            _addBuffer = new List <GameObject>(SceneManagerInstance.initScene());
            //mainInstance.addGameObject(new Chart("Nisemono"));
            Running = true;
            while (Running)
            {
                _stopwatch.Start();
                _gameObjectsToAdd = new List <GameObject>(_addBuffer);
                _addBuffer.Clear();
                foreach (GameObject obj in _gameObjectsToAdd)
                {
                    obj.Start(this);
                    _gameObjects.Add(obj);

                    if (obj.GameObjectType == objType.visual)
                    {
                        DisplayInstance.AddObject(obj);
                    }
                }
                _gameObjectsToAdd.Clear();
                //calculate objects that exist
                _toRemove.Clear();
                foreach (GameObject obj in _gameObjects)
                {
                    if (obj.alive)
                    {
                        //run the components first or last?
                        foreach (Component comp in obj.Components)
                        {
                            if (comp.Active)
                            {
                                comp.Update(_deltaTime);
                            }
                        }

                        obj.Update(_deltaTime, this);
                    }
                    else
                    {
                        _toRemove.Add(obj);
                        obj.End();
                    }
                }
                foreach (GameObject obj in _toRemove)
                {
                    _gameObjects.Remove(obj);
                    DisplayInstance.RemoveObject(obj);
                }


                DisplayInstance.DrawFrame(_deltaTime);



                InputInstance.UpdateInput();
                // your code

                Thread.Sleep(1); //just in case
                _stopwatch.Stop();
                _deltaTime = _stopwatch.ElapsedMilliseconds * 0.001;

                //calculate framerate
                _frames++;
                if (_timePassed > 1000)
                {
                    Console.Title = $"FPS: {_frames}";
                    _frames       = 0;
                    _timePassed   = 0;
                }
                _timePassed += _stopwatch.ElapsedMilliseconds;

                _stopwatch.Reset();
                //Console.WriteLine("frame");
            }
        }