void g__EventOnDetected(surfCLR.SURF surf) { MySimulationServiceState s = new MySimulationServiceState(); s._CS = surf.GetCS(); s._CX = surf.GetCX(); s._CY = surf.GetCY(); _mainport.Post(new TurnRight(s)); }
/// <summary> /// This is called when the game should draw itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); spriteBatch.Begin(); // TODO: Add your drawing code here if (_imageTex != null) { spriteBatch.Draw(_objectTex, new Rectangle(0, 0, _objectTex.Width, _objectTex.Height), Color.White); spriteBatch.Draw(_imageTex, new Rectangle(0, _objectTex.Height, _imageTex.Width, _imageTex.Height), Color.White); spriteBatch.DrawString(_Font1, string.Format("X({0}),Y({1}),S({2})", _surf.GetCX(), _surf.GetCY(), _surf.GetCS()), new Vector2(10, 10), Color.Blue); } spriteBatch.DrawString(_Font1, string.Format("{0}", _UpdateFrame++), new Vector2(10, 30), Color.Blue); spriteBatch.End(); base.Draw(gameTime); }