/// <summary> /// Runs a tick of the simulation. /// </summary> /// <param name="e">Current GameTiming.FrameTime</param> private void Update(FrameEventArgs e) { _networkManager.ProcessPackets(); CluwneLib.RunIdle(this, e); AssemblyLoader.BroadcastUpdate(AssemblyLoader.UpdateLevel.PreEngine, e.Elapsed); _stateManager.Update(e); AssemblyLoader.BroadcastUpdate(AssemblyLoader.UpdateLevel.PostEngine, e.Elapsed); }
public void Run() { Logger.Debug("Initialising GameController."); ShowSplashScreen(); _configurationManager.LoadFromFile(PathHelpers.ExecutableRelativeFile("client_config.toml")); _resourceManager.LoadBaseResources(); _resourceManager.LoadLocalResources(); //Setup Cluwne first, as the rest depends on it. SetupCluwne(); CleanupSplashScreen(); //Initialization of private members _messageLogger.Initialize(); _entityNetworkManager.Initialize(); _tileDefinitionManager.InitializeResources(); var prototypeManager = IoCManager.Resolve <IPrototypeManager>(); prototypeManager.LoadDirectory(PathHelpers.ExecutableRelativeFile("Prototypes")); prototypeManager.Resync(); _networkManager.Initialize(); _netGrapher.Initialize(); _userInterfaceManager.Initialize(); _stateManager.RequestStateChange <MainScreen>(); FrameEventArgs _frameEvent; // EventArgs _frameEventArgs; _clock = new 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(); } _networkManager.Disconnect(); CluwneLib.Terminate(); Logger.Info("GameController terminated."); IoCManager.Resolve <IConfigurationManager>().SaveToFile(); }
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."); }
/// <summary> /// Runs a tick of the simulation. /// </summary> /// <param name="e">Current GameTiming.FrameTime</param> private void Update(FrameEventArgs e) { _networkManager.ProcessPackets(); CluwneLib.RunIdle(this, e); _stateManager.Update(e); }