Esempio n. 1
0
        /// <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.DarkGray);

            spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.AnisotropicClamp, DepthStencilState.Default, RasterizerState.CullCounterClockwise, null, Camera.Transform);

            for (int i = 0; i < WeightSistems.Count; i++)
            {
                if (WeightSistems[i] != null)
                {
                    WeightSistems[i].Draw(spriteBatch, gameTime);
                }
            }

            Graf.Draw(spriteBatch, gameTime, GraphicsDevice);

            New.Draw(spriteBatch, gameTime);
            ClearAll.Draw(spriteBatch, gameTime);
            ResetAll.Draw(spriteBatch, gameTime);

            spriteBatch.End();

            // TODO: Add your drawing code here

            base.Draw(gameTime);
        }
            public override void __Init__()
            {
                base.__Init__();

                this.Allocate = this.__Factory__.Get <Allocate>(typeof(Microsoft.Quantum.Intrinsic.Allocate));
                this.Release  = this.__Factory__.Get <Release>(typeof(Microsoft.Quantum.Intrinsic.Release));
                this.ResetAll = this.__Factory__.Get <ResetAll>(typeof(Microsoft.Quantum.Intrinsic.ResetAll));
            }
Esempio n. 3
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        public PrettyForm()
        {
            InitializeComponent();

            KeyPreview = true;

            buttonExit.Click  += (s, e) => Close();
            buttonRun.Click   += (s, e) => AutoStart?.Invoke(s, e);
            buttonStop.Click  += (s, e) => AutoStop?.Invoke(s, e);
            buttonReset.Click += (s, e) => ResetAll?.Invoke(s, e);
            buttonStep.Click  += (s, e) => OneStep?.Invoke(s, e);
        }
Esempio n. 4
0
        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape))
            {
                Exit();
            }

            MouseState    = Mouse.GetState();
            KeyboardState = Keyboard.GetState();

            New.Update(gameTime);
            ClearAll.Update(gameTime);
            ResetAll.Update(gameTime);

            if (!GoneFullScreen && KeyboardState.IsKeyDown(Keys.F12))
            {
                GoneFullScreen = true;

                graphics.PreferredBackBufferWidth  = GraphicsAdapter.DefaultAdapter.CurrentDisplayMode.Width;
                graphics.PreferredBackBufferHeight = GraphicsAdapter.DefaultAdapter.CurrentDisplayMode.Height;

                graphics.ToggleFullScreen();
                graphics.ApplyChanges();
            }

            Camera.UpdateCamera(GraphicsDevice.Viewport);
            MousePosition = Vector2.Transform(MouseState.Position.ToVector2(), Matrix.Invert(Camera.Transform));

            for (int i = 0; i < Program.Executing.Count; i++)
            {
                if (Program.Executing[i] != null)
                {
                    Program.Executing[i]();
                }
            }

            TimeSinceLastUpdate += gameTime.ElapsedGameTime.TotalMilliseconds;

            /*if (TimeSinceLastUpdate > 100 || true)
             * {*/
            for (int i = 0; i < WeightSistems.Count; i++)
            {
                if (WeightSistems[i] != null)
                {
                    WeightSistems[i].Update(gameTime);
                }
            }
            //}

            Graf.Update(gameTime);
            base.Update(gameTime);
        }
Esempio n. 5
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    // Use this for initialization
    void Start()
    {
        theResetAll = FindObjectOfType <ResetAll>();

// TO LOCK (EXCEPT LVL -1) ALL THE LEVELS BEFOR EXPORT THE GAME
//        DeleteAll();

        if (ButtonSetting.releaseLevelStatic >= level)
        {
            LevelUnlocked();
        }
        else
        {
            LevelLocked();
        }
    }
Esempio n. 6
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 public static void OnResetAll()
 {
     ResetAll?.Invoke();
 }
Esempio n. 7
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 void Start()
 {
     instance = this;
 }
 private void ResetAll_TSM_Click(object sender, EventArgs e)
 {
     ResetAll?.Invoke();
 }
Esempio n. 9
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 void RaiseResetAll()
 {
     ResetAll?.Invoke();
 }
Esempio n. 10
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 void Start()
 {
     instance = this;
 }