Exemple #1
0
 public PCTimer(UpdateEvent updateEvent)
 {
     timer=	new InternalClock();
     update=	updateEvent;
     prevTime=	DateTime.Now;
     time=	new GameTime(DateTime.Now-prevTime);
     Wfx.Application.Idle+=	onIdle;
 }
Exemple #2
0
        // Updates the game
        public void update(GameTime time)
        {
            /*if(dxg.im== null || dxg.swapChain== null || dxg.renderTarget== null)
                return;

            dxg.im.ClearRenderTargetView(dxg.renderTarget, new DX.Color4(window.renderColor.af, window.renderColor.rf, window.renderColor.gf, window.renderColor.bf));
            dxg.im.ClearDepthStencilView(dxg.depthStencilView, DXGI.DepthStencilClearFlags.Depth|DXGI.DepthStencilClearFlags.Stencil, 1f, 0);

            dxg.im.InputAssembler.InputLayout=

            if(camera!= null)
                camera.update();

            dxg.swapChain.Present(0, DXGI.PresentFlags.None);*/
            if(camera!= null)
                camera.update();
            graphics.clearScreen();
            graphics.renderScene(0, 36);
            graphics.present();
        }
Exemple #3
0
        // Updates the game
        protected virtual void onUpdate(GameTime time)
        {
            // Variables
            InputArgs	args=	Input.getInputArgs();

            window.viewport.cls();

            // Handles input
            if(handleState!= null)
                handleState(args);

            // Updates the game
            if(updateState!= null)
                updateState(time);

            // Renders the game
            if(renderState!= null)
                renderState(time);

            graphics.flush();
            window.viewport.SwapBuffers();

            if(camera!= null)
                camera.update();

            Input.update();
        }