/// <summary> /// Main logic update function. Is called once per frame. Use this for all program logic and user inputs /// </summary> /// <param name="gameTime">Can use this to compute the delta between frames</param> /// <param name="isActive">The window status. If this is not the active window we shouldn't do anything</param> public void Update(GameTime gameTime, bool isActive) { if (!isActive) { return; } //Upd Input.Update(gameTime, Camera); //VolumeTexture.RotationMatrix = testEntity.WorldTransform.InverseWorld; //VolumeTexture.Scale = testEntity.WorldTransform.Scale; //Make the lights move up and down //for (var i = 2; i < PointLights.Count; i++) //{ // PointLight point = PointLights[i]; // point.Position = new Vector3(point.Position.X, point.Position.Y, (float)(Math.Sin(gameTime.TotalGameTime.TotalSeconds * 0.8f + i) * 10 - 13)); //} //KeyInputs for specific tasks //If we are currently typing stuff into the console we should ignore the following keyboard inputs if (DebugScreen.ConsoleOpen) { return; } //Starts the "editor mode" where we can manipulate objects if (Input.WasKeyPressed(Keys.Space)) { GameSettings.e_enableeditor = !GameSettings.e_enableeditor; } //Spawns a new light on the ground if (Input.keyboardState.IsKeyDown(Keys.L)) { AddPointLight(position: new Vector3(FastRand.NextSingle() * 250 - 125, FastRand.NextSingle() * 50 - 25, FastRand.NextSingle() * 30 - 19), radius: 20, color: FastRand.NextColor(), intensity: 40, castShadows: false, isVolumetric: true); } //Switch which rendertargets we show if (Input.WasKeyPressed(Keys.F1)) { _renderModeCycle++; if (_renderModeCycle > Enum.GetNames(typeof(Renderer.Renderer.RenderModes)).Length - 1) { _renderModeCycle = 0; } GameSettings.g_rendermode = (Renderer.Renderer.RenderModes)_renderModeCycle; } }
/// <summary> /// Main logic update function. Is called once per frame. Use this for all program logic and user inputs /// </summary> /// <param name="gameTime">Can use this to compute the delta between frames</param> /// <param name="isActive">The window status. If this is not the active window we shouldn't do anything</param> public void Update(GameTime gameTime, bool isActive) { if (!isActive) { return; } //Upd Input.Update(gameTime, Camera); if (GameSettings.s_rotateModel) { truck1.AngleZ += 0.5f * gameTime.ElapsedGameTime.TotalSeconds; truck2.AngleZ += 0.5f * gameTime.ElapsedGameTime.TotalSeconds; } //Make the lights move up and down //for (var i = 2; i < PointLights.Count; i++) //{ // PointLight point = PointLights[i]; // point.Position = new Vector3(point.Position.X, point.Position.Y, (float)(Math.Sin(gameTime.TotalGameTime.TotalSeconds * 0.8f + i) * 10 - 13)); //} //KeyInputs for specific tasks //If we are currently typing stuff into the console we should ignore the following keyboard inputs if (DebugScreen.ConsoleOpen) { return; } //Starts the "editor mode" where we can manipulate objects //Spawns a new light on the ground if (Input.keyboardState.IsKeyDown(Keys.L)) { AddPointLight(position: new Vector3(FastRand.NextSingle() * 250 - 125, FastRand.NextSingle() * 50 - 25, FastRand.NextSingle() * 30 - 19), radius: 20, color: FastRand.NextColor(), intensity: 10, castShadows: false, isVolumetric: true); } //Switch which rendertargets we show if (Input.WasKeyPressed(Keys.F1)) { _renderModeCycle++; if (_renderModeCycle > 11) { _renderModeCycle = 0; } switch (_renderModeCycle) { } } }