Esempio n. 1
0
    // Update is called once per frame
    void Update()
    {
        float deltaTime = Time.deltaTime;

        if (deltaTime > 0.050f)
        {
            deltaTime = 0.050f;
        }
        //Debug.Log(deltaTime);
        game.Tick(deltaTime);
        drawQueue.Clear();

        timeleft -= Time.deltaTime;
        accum    += Time.timeScale / Time.deltaTime;
        ++frames;

        // Interval ended - update GUI text and start new interval
        if (timeleft <= 0.0)
        {
            // display two fractional digits (f2 format)
            fps = accum / frames;

            //  DebugConsole.Log(format,level);
            timeleft = updateInterval;
            accum    = 0.0F;
            frames   = 0;
        }
    }
Esempio n. 2
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        public override void Update(Time time)
        {
            ship.Update(time);

            // Draw Order
            queue.Clear();
            queue.QueueItem(background);
            queue.QueueItem(planet);
            queue.QueueItem(textbox);
            queue.QueueItem(ship);
        }
Esempio n. 3
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        public override void Update(Time time, RenderWindow window)
        {
            // UPDATE
            lander.Update(time);
            magnitude.DisplayedString = "Velocity Magnitude: " + lander.GetMagnitude();

            window.SetView(view);

            // PUT IN RENDER QUEUE
            drawQueue.Clear();
            drawQueue.QueueItem(lander);
            drawQueue.QueueItem(magnitude);
        }
Esempio n. 4
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        public void DrawQueueTest_CheckBasicClear_ConfirmZeroPostClear()
        {
            var messenger = Substitute.For <IFrameworkMessenger>();
            IComparerCollection comparers = new ComparerCollection();

            IDrawQueue queue = new DrawQueue(messenger, comparers, 32, 4, false);

            for (var n = 0; n < 10; n++)
            {
                var even   = n % 2 == 0;
                var target = even ? CoordinateSpace.Screen : CoordinateSpace.World;
                var fill   = even ? FillType.Coloured : FillType.Textured;
                if (n == 1)
                {
                    fill = FillType.DualTextured;
                }
                var val    = 0.1f * n;
                var colour = new Colour(val, val, val, val);
                var verts  = new Vertex2D[] { new Vertex2D {
                                                  Colour = Colour.White, Position = Vector2.Zero, TexCoord0 = Vector2.Zero, TexCoord1 = Vector2.One, TexWeighting = 0.9f
                                              } };
                var indices  = new int[] { 0, 1, 0 };
                var texture0 = (ulong)n;
                var texture1 = (ulong)n;
                var texMode0 = TextureCoordinateMode.Mirror;
                var texMode1 = TextureCoordinateMode.Wrap;
                var depth    = 0.05f * n;
                var layer    = n;

                queue.Add(
                    ref target,
                    ref fill,
                    ref colour,
                    ref verts,
                    ref indices,
                    ref texture0,
                    ref texture1,
                    ref texMode0,
                    ref texMode1,
                    ref depth,
                    ref layer);
            }

            Assert.Equal(10, queue.Data.NumRequests);

            queue.Clear();

            Assert.Equal(0, queue.Data.NumRequests);
        }
Esempio n. 5
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        public override void Update(Time time)
        {
            drawQueue.Clear();

            drawQueue.QueueItem(cube);
        }
Esempio n. 6
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 public override void Update(Time time)
 {
     queue.Clear();
     queue.QueueItem(background);
 }