public static void GameLoop() { Point dest = new Point(frmMapEditor.Default.PointToScreen(frmMapEditor.Default.picScreen.Location).X, frmMapEditor.Default.PointToScreen(frmMapEditor.Default.picScreen.Location).Y); Graphics g = frmMapEditor.Default.picScreen.CreateGraphics(); int starttime = 0; int Tick = 0; int fogtmr = 0; int FrameTime; int tmr500 = 0; int tmpfps = 0; int rendercount = 0; starttime = ClientDataBase.GetTickCount(); do { if (E_Globals.GameDestroyed == true) { ProjectData.EndApp(); } UpdateUI(); if (E_Globals.GameStarted == true) { Tick = ClientDataBase.GetTickCount(); // update animation editor if (E_Globals.Editor == E_Globals.EDITOR_ANIMATION) { E_Graphics.EditorAnim_DrawAnim(); } if (E_Globals.Editor == E_Projectiles.EDITOR_PROJECTILE) { E_Graphics.Draw_ProjectilePreview(); } FrameTime = Tick; if (E_Globals.InMapEditor && !E_Globals.GettingMap) { //Calculate FPS if (starttime < Tick) { E_Globals.FPS = tmpfps; frmMapEditor.Default.tsCurFps.Text = "Current FPS: " + E_Globals.FPS; tmpfps = 0; starttime = (ClientDataBase.GetTickCount() + 1000); } tmpfps++; lock (E_Types.MapLock) { // fog scrolling if (fogtmr < Tick) { if (E_Globals.CurrentFogSpeed > 0) { //move E_Globals.fogOffsetX--; E_Globals.fogOffsetY--; FileSystem.Reset(); if (E_Globals.fogOffsetX < -256) { E_Globals.fogOffsetX = 0; } if (E_Globals.fogOffsetY < -256) { E_Globals.fogOffsetY = 0; } fogtmr = Tick + 255 - E_Globals.CurrentFogSpeed; } } if (tmr500 < Tick) { // animate waterfalls switch (E_AutoTiles.waterfallFrame) { case 0: E_AutoTiles.waterfallFrame = 1; break; case 1: E_AutoTiles.waterfallFrame = 2; break; case 2: E_AutoTiles.waterfallFrame = 0; break; } // animate autotiles switch (E_AutoTiles.autoTileFrame) { case 0: E_AutoTiles.autoTileFrame = 1; break; case 1: E_AutoTiles.autoTileFrame = 2; break; case 2: E_AutoTiles.autoTileFrame = 0; break; } tmr500 = Tick + 500; } E_Weather.ProcessWeather(); if (E_Sound.FadeInSwitch == true) { E_Sound.FadeIn(); } if (E_Sound.FadeOutSwitch == true) { E_Sound.FadeOut(); } if (rendercount < Tick) { //Auctual Game Loop Stuff :/ E_Graphics.Render_Graphics(); rendercount = Tick + 32; } //Do we need this? //Application.DoEvents(); E_Graphics.EditorMap_DrawTileset(); if (E_Globals.TakeScreenShot) { if (E_Globals.ScreenShotTimer < Tick) { SFML.Graphics.Image screenshot = E_Graphics.GameWindow.Capture(); if (!System.IO.Directory.Exists(Application.StartupPath + "\\Data\\Screenshots")) { System.IO.Directory.CreateDirectory(Application.StartupPath + "\\Data\\Screenshots"); } screenshot.SaveToFile(Application.StartupPath + "\\Data\\Screenshots\\Map" + System.Convert.ToString(E_Types.Map.mapNum) + ".png"); E_Globals.HideCursor = false; E_Globals.TakeScreenShot = false; } } if (E_Globals.MakeCache) { if (E_Globals.ScreenShotTimer < Tick) { SFML.Graphics.Image screenshot = E_Graphics.GameWindow.Capture(); if (!System.IO.Directory.Exists(Application.StartupPath + "\\Data\\Cache")) { System.IO.Directory.CreateDirectory(Application.StartupPath + "\\Data\\Cache"); } screenshot.SaveToFile(Application.StartupPath + "\\Data\\Cache\\Map" + System.Convert.ToString(E_Types.Map.mapNum) + ".png"); E_Globals.HideCursor = false; E_Globals.MakeCache = false; E_Editors.MapEditorSend(); } } } } } // This should be the only one we need? Application.DoEvents(); //Do we need to pause the thread? without it we gain like 200+ fps //Thread.Sleep(1); // Lets Yield Instead Thread.Yield(); } while (true); }