Example #1
0
 public virtual void Update(GameTime time)
 {
 }
Example #2
0
        public override void Update(GameTime time)
        {
            bool[] buttons = new bool[4];
            int scroll = 0; int num = 0;

            Game.Input.GetAbsMouseState(ref mAbsPosX, ref mAbsPosY, ref buttons[0], ref buttons[1], ref buttons[2], ref buttons[3], ref scroll);

            int wheel = scroll > LastScroll ? -1 : (scroll < LastScroll ? 1 : 0);
            LastScroll = scroll;

            Game.Input.GetKeyBuffer(KeyBuffer, ref num);

            GUI.SetMouse(mAbsPosX, mAbsPosY, wheel);
            GUI.SetButtons(buttons);

            KeyData[] keys = new KeyData[num];
            for (int i = 0; i < keys.Length; i++)
            {
                keys[i].Scancode = KeyBuffer[i].Key;
                keys[i].Pressed = KeyBuffer[i].Pressed != 0;
                keys[i].Released = KeyBuffer[i].Released != 0;
            }

            GUI.SetKeyboard(keys);
            GUI.TimeElapsed = time.ElapsedMilliseconds;

            calculateCamera();
            checkCombatButtons();

            base.Update(time);
        }
Example #3
0
 public override void Update(GameTime time)
 {
     cameraService.calcualteCameraStat();
     TV_3DVECTOR pos = cameraStat.Position;
     TV_3DVECTOR lookAt = cameraStat.LookAt;
     setCamera(pos, lookAt);
     base.Update(time);
 }
Example #4
0
 public override void Draw(GameTime time)
 {
     desktop.Size = new Squid.Point(Game.Engine.GetViewport().GetWidth(), Game.Engine.GetViewport().GetHeight());
     desktop.Update();
     desktop.Draw();
 }
 public virtual void Draw(GameTime time)
 {
 }
Example #6
0
        private void StartEngine()
        {
            Time = new GameTime();
            Components = new List<GameComponent>();

            Engine = new TVEngine();
            Scene = new TVScene();
            Screen2D = new TVScreen2DImmediate();
            Textures = new TVTextureFactory();
            Text2D = new TVScreen2DText();
            Globals = new TVGlobals();
            Materials = new TVMaterialFactory();
            Math = new TVMathLibrary();
            Effects = new TVGraphicEffect();
            Atmosphere = new TVAtmosphere();
            Internal = new TVInternalObjects();
            Light = new TVLightEngine();
            Input = new TVInputEngine();
            Random = new Random();

            Engine.SetInternalShaderVersion(CONST_TV_SHADERMODEL.TV_SHADERMODEL_BEST);
            Engine.SetAngleSystem(CONST_TV_ANGLE.TV_ANGLE_DEGREE);
            Engine.AllowMultithreading(true);
            Engine.SetFPUPrecision(true);
            Engine.EnableSmoothTime(false);
            Engine.SetDebugMode(true, true);
            Engine.SetDebugFile("debug.txt");
            Engine.EnableProfiler(false);
            Engine.DisplayFPS(false);
            Engine.SetVSync(false);
            Engine.SetAntialiasing(false, CONST_TV_MULTISAMPLE_TYPE.TV_MULTISAMPLE_NONE);

            Engine.Init3DWindowed(Form.Handle);
            //Engine.Init3DFullscreen(1920, 1200, 32, true, false, CONST_TV_DEPTHBUFFERFORMAT.TV_DEPTHBUFFER_BESTBUFFER, 1, Window.Handle);
            Engine.GetViewport().SetAutoResize(true);

            Input.Initialize(true, true);
            Input.SetRepetitionDelay(400, 100);

            Textures.SetTextureMode(CONST_TV_TEXTUREMODE.TV_TEXTUREMODE_BETTER);
            Light.SetGlobalAmbient(0, 0, 0);
        }
Example #7
0
        protected virtual void Update(GameTime time)
        {
            Form.LostFocus += new EventHandler(Form_LostFocus);
            Form.GotFocus += new EventHandler(Form_GotFocus);

            if (inFocus)
            {
                foreach (GameComponent component in Components)
                    component.Update(time);
            }
        }
Example #8
0
 protected virtual void Draw(GameTime time)
 {
     foreach (GameComponent component in Components)
     {
         if (component is DrawableGameComponent)
         {
             ((DrawableGameComponent)component).Draw(time);
         }
     }
 }
Example #9
0
 public override void Draw(GameTime time)
 {
     actor.Render();
     base.Draw(time);
 }