Esempio n. 1
0
        protected override void LoadContent()
        {
            spriteBatch = new SpriteBatch(GraphicsDevice);

            boidTex = Content.Load <Texture2D>("boidTex");
            boids   = new Boid[halvedFrameRate ? 200 : 150];
            for (int i = 0; i < boids.Length; i++)
            {
                boids[i] = new Boid(boidTex);
                Console.WriteLine($"Boid number {i} created");
            }
            Console.WriteLine($"sum of all boids created = {boids.Length}");

            FlockingBehaviour.Initialize(ref boids);

            updatingHalf = halvedFrameRate ? 0 : 2;
        }
Esempio n. 2
0
        protected override void Update(GameTime gameTime)
        {
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape))
            {
                Exit();
            }

            oldMouseState     = currentMouseState;
            currentMouseState = Mouse.GetState();

            if (currentMouseState.LeftButton == ButtonState.Pressed /*&& oldMouseState.LeftButton == ButtonState.Pressed*/)
            {
                int start = 0, stop = 0;
                switch (updatingHalf)
                {
                case 0:
                    start        = 0;
                    stop         = boids.Length / 2;
                    updatingHalf = 1;
                    break;

                case 1:
                    start        = boids.Length / 2;
                    stop         = boids.Length;
                    updatingHalf = 0;
                    break;

                case 2:
                    start = 0;
                    stop  = boids.Length;
                    break;
                }

                for (int i = start; i < stop; i++)
                {
                    boids[i].SetDirection(currentMouseState);

                    FlockingBehaviour.Update(boids[i]);

                    boids[i].Update();
                }
            }
            base.Update(gameTime);
        }