public GameController() { var assemblies = new List <Assembly>(); string assemblyDir = Path.GetDirectoryName(new Uri(Assembly.GetExecutingAssembly().CodeBase).LocalPath); assemblies.Add(Assembly.LoadFrom(Path.Combine(assemblyDir, "SS14.Client.Services.dll"))); IoCManager.AddAssemblies(assemblies); _configurationManager = IoCManager.Resolve <IPlayerConfigurationManager>(); _configurationManager.Initialize("./player_config.xml"); _resourceManager = IoCManager.Resolve <IResourceManager>(); _resourceManager.LoadBaseResources(); _resourceManager.LoadLocalResources(); //Setup Cluwne first, as the rest depends on it. SetupCluwne(); //Initialization of private members _networkManager = IoCManager.Resolve <INetworkManager>(); _netGrapher = IoCManager.Resolve <INetworkGrapher>(); _stateManager = IoCManager.Resolve <IStateManager>(); _userInterfaceManager = IoCManager.Resolve <IUserInterfaceManager>(); _stateManager.RequestStateChange <MainScreen> (); FrameEventArgs _frameEvent; EventArgs _frameEventArgs; _clock = new SFML.System.Clock(); while (CluwneLib.IsRunning == true) { var lastFrameTime = _clock.ElapsedTime.AsSeconds(); _clock.Restart(); _frameEvent = new FrameEventArgs(lastFrameTime); CluwneLib.ClearCurrentRendertarget(Color.Black); CluwneLib.Screen.DispatchEvents(); CluwneLib.RunIdle(this, _frameEvent); CluwneLib.Screen.Display(); } CluwneLib.Terminate(); Console.WriteLine("Gameloop terminated."); }
public GameController() { _configurationManager = IoCManager.Resolve <IPlayerConfigurationManager>(); _configurationManager.Initialize("./player_config.xml"); _resourceManager = IoCManager.Resolve <IResourceManager>(); _resourceManager.LoadBaseResources(); _resourceManager.LoadLocalResources(); //Setup Cluwne first, as the rest depends on it. SetupCluwne(); //Initialization of private members _networkManager = IoCManager.Resolve <INetworkManager>(); _netGrapher = IoCManager.Resolve <INetworkGrapher>(); _stateManager = IoCManager.Resolve <IStateManager>(); _userInterfaceManager = IoCManager.Resolve <IUserInterfaceManager>(); _stateManager.RequestStateChange <MainScreen> (); FrameEventArgs _frameEvent; EventArgs _frameEventArgs; _clock = new SFML.System.Clock(); while (CluwneLib.IsRunning == true) { var lastFrameTime = _clock.ElapsedTime.AsSeconds(); _clock.Restart(); _frameEvent = new FrameEventArgs(lastFrameTime); CluwneLib.ClearCurrentRendertarget(Color.Black); CluwneLib.Screen.DispatchEvents(); CluwneLib.RunIdle(this, _frameEvent); CluwneLib.Screen.Display(); } CluwneLib.Terminate(); Console.WriteLine("Gameloop terminated."); }
public GameController() { _configurationManager = IoCManager.Resolve<IConfigurationManager>(); _configurationManager.Initialize("./config.xml"); _resourceManager = IoCManager.Resolve<IResourceManager>(); _resourceManager.LoadBaseResources(); _resourceManager.LoadLocalResources(); //Setup Cluwne first, as the rest depends on it. SetupCluwne (); //Initialization of private members _networkManager = IoCManager.Resolve<INetworkManager>(); _netGrapher = IoCManager.Resolve<INetworkGrapher>(); _stateManager = IoCManager.Resolve<IStateManager>(); _userInterfaceManager = IoCManager.Resolve<IUserInterfaceManager>(); SetupInput (); _stateManager.RequestStateChange<TestState> (); FrameEventArgs _frameEvent; EventArgs _frameEventArgs; _clock = new SFML.System.Clock(); while (CluwneLib.IsRunning == true) { var lastFrameTime = _clock.ElapsedTime.AsSeconds(); _clock.Restart(); _frameEvent = new FrameEventArgs(lastFrameTime); CluwneLib.Clear (Color.Black); CluwneLib.Screen.DispatchEvents(); CluwneLib.RunIdle (this, _frameEvent); CluwneLib.Screen.Display(); } CluwneLib.Terminate(); Console.WriteLine("Gameloop terminated."); }
/// <summary> /// Bucle principal de la aplicación /// </summary> public void Run() { _logger.Log(LogLevel.Info, " >> Bucle principal del juego."); SFML.System.Clock clock = new SFML.System.Clock(); SFML.System.Time timeSinceLastUpdate = SFML.System.Time.Zero; // Game Loop while (_window.IsOpen) { // Procesamos eventos. Este procesamiento de evento se podría quitar ya que sólo // tendría importancia para aquellos eventos que no afectasen al mundo // en este caso el Close. Si lo quitaramos sólo se retrasaría un poco (hasta el paso del tiempo // del frame) al ejecución del evento _window.DispatchEvents(); //// procesamos los eventos en el propio jugador //_player.HandleRealtimeInput(_world.CommandQueue); // para cada uno de los ciclos reinicio el reloj a cero y devuelvo // el tiempo que ha transcurrido timeSinceLastUpdate = clock.Restart(); // si el tiempo transcurrido es mayor que el que queremos por cada frame while (timeSinceLastUpdate > _timePerFrame) { timeSinceLastUpdate -= _timePerFrame; // le quito un frame // Procesamos eventos _window.DispatchEvents(); //// procesamos los eventos en el propio jugador //_player.HandleRealtimeInput(_world.CommandQueue); if (!_isPaused) Update(_timePerFrame); // si después de este ciclo el tiempo que ha transcurrido sigue siendo mayor al de un frame // repito el ciclo y voy actualizando el mundo, aunque no lo renderice // compruebo si la pila esta vacía (no hay escenas) y en ese caso salgo if (_scnManager.IsEmpty) _window.Close(); } // en cada ciclo actualizo y renderizo if (!_isPaused) Update(timeSinceLastUpdate); if (_scnManager.IsEmpty) _window.Close(); Render(); } }
public Clock() { clock = new SClock(); }