/// <summary> /// Primary game loop. /// </summary> public void GameLoop() { while (Running) { _resetEvent.WaitOne(1); FCounter.Update(); try { if (WorldLoaded && GameTime != null) { Users.Frame(); if (GameTime.Update()) // every second { if (GameTime.TickIncrease) // update when enough seconds pass to increase tick. { Logger.Log("Updating world. Tick: {0}", GameTime.Tick.ToString()); Users.TickUpdate(); Structures.TickUpdate(); _taskQueue.Update(); Save(); SockServ.Broadcast("tick", GameTime.Tick.ToString()); } } } //Net.Update(); _taskQueue.Update(); // run items queued during frame. Logger.Update(); // print items sent to log during frame. } catch (Exception e) { Logger.LogError("{0}: {1}\n{2}", e.GetType(), e.Message, e.StackTrace); } } }
public void Run() { LoadContent(); Initialize(GameTime); float totalTimeBeforeUpdate = 0f; float previousTimeElapsed = 0f; float deltaTime = 0f; float totalTimeElapsed = 0f; Clock clock = new Clock(); while (Window.IsOpen) { Window.DispatchEvents(); totalTimeElapsed = clock.ElapsedTime.AsSeconds(); deltaTime = totalTimeElapsed - previousTimeElapsed; previousTimeElapsed = totalTimeElapsed; totalTimeBeforeUpdate += deltaTime; if (totalTimeBeforeUpdate >= TIME_UNTIL_UPDATE) { GameTime.Update(totalTimeBeforeUpdate, totalTimeElapsed); totalTimeBeforeUpdate = 0f; Update(GameTime); Window.Clear(WindowClearColor); Draw(GameTime); Window.Display(); } } }
private void UpdateValueTime() { var deltaTime = (float)GameTime.Update(ref _valueTime).Seconds; var animationSpeed = AnimationSpeed?.Value ?? 0; var targetValue = TargetValue?.Value ?? 0; if (!(animationSpeed > 0)) { return; } var deltaValue = targetValue - _value; var deltaValueAbs = Math.Abs(deltaValue); var deltaValueSign = Math.Sign(deltaValue); var possibleDeltaValue = deltaTime * animationSpeed; if (possibleDeltaValue >= deltaValueAbs) { _value = targetValue; } else { _value += deltaValueSign * possibleDeltaValue; } }
private long Update(long id) { lock (_locker) { DateTime utcNow = DateTime.UtcNow; try { _gameTime.Update(utcNow); GameHandler.Update(_gameTime); if (_actualFPS <= _drawFPS || (++_drawCount) % DRAW_AFTER == 0) { Draw(); _drawCount = 0; } } catch (Exception e) { // ErrorLog.Instance.Log(e); } return(id); } }
public DrawingSurfaceSIS(IRenderer renderer1, IRenderer renderer2) { gameTime = new GameTime(); totalGameTime = new TimeSpan(); timer = new TimerTick(); IsFixedTimeStep = true; maximumElapsedTime = TimeSpan.FromMilliseconds(500.0); TargetElapsedTime = TimeSpan.FromTicks(10000000 / 60); // target elapsed time is by default 60Hz lastUpdateCount = new int[4]; nextLastUpdateCountIndex = 0; // Calculate the updateCountAverageSlowLimit (assuming moving average is >=3 ) // Example for a moving average of 4: // updateCountAverageSlowLimit = (2 * 2 + (4 - 2)) / 4 = 1.5f const int BadUpdateCountTime = 2; // number of bad frame (a bad frame is a frame that has at least 2 updates) var maxLastCount = 2 * Math.Min(BadUpdateCountTime, lastUpdateCount.Length); updateCountAverageSlowLimit = (float)(maxLastCount + (lastUpdateCount.Length - maxLastCount)) / lastUpdateCount.Length; timer.Reset(); gameTime.Update(totalGameTime, TimeSpan.Zero, false); //gameTime.FrameCount = 0; Init(renderer1, renderer2); }
protected override void Update() { GameTime.Update(); Flags.Update(GameTime); Shots.Update(GameTime); Players.Update(GameTime); }
public void Update() { if (cycleEnabled) { GameTime.Update(Time.deltaTime); ChangeTime(); } }
static void Main(string[] args) { // initialize window and view win = new RenderWindow(new VideoMode((uint)windowSize.X, (uint)windowSize.Y), "Hadoken!!!"); view = new View(); ResetView(); gui = new GUI(win, view); // prevent window resizing win.Resized += (sender, e) => { (sender as Window).Size = windowSize; }; // exit Program, when window is being closed //win.Closed += new EventHandler(closeWindow); win.Closed += (sender, e) => { (sender as Window).Close(); }; // initialize GameState HandleNewGameState(); // initialize GameTime GameTime = new GameTime(); GameTime.Start(); // debug Text Text debugText = new Text("debug Text", new Font("Fonts/calibri.ttf")); while (running && win.IsOpen()) { KeyboardInputManager.Update(); // update GameTime GameTime.Update(); float deltaTime = (float)GameTime.EllapsedTime.TotalSeconds; currentGameState = state.Update(deltaTime); if (currentGameState != prevGameState) { HandleNewGameState(); } // gather drawStuff from State win.Clear(new Color(100, 149, 237)); //cornflowerblue ftw!!! 1337 state.Draw(win, view, deltaTime); state.DrawGUI(gui, deltaTime); // some DebugText debugText.DisplayedString = "fps: " + (1.0F / deltaTime); win.Draw(debugText); // do the actual drawing win.SetView(view); win.Display(); // check for window-events. e.g. window closed win.DispatchEvents(); Update_view(); } }
public static string rootPath = "../../"; // path for development version //public static string rootPath = ""; // path for shipping version static void Main(string[] args) { // initialize window and view win = new RenderWindow(new VideoMode(800, 600), "2D Game Project"); view = new View(); resetView(); gui = new GUI(win, view); Text debugText = new Text("", calibriFont); debugText.Color = new Color(252, 143, 80); // exit Program, when window is being closed //win.Closed += new EventHandler(closeWindow); win.Closed += (sender, e) => { (sender as Window).Close(); }; // initialize GamePadInputManager, in case, there are GamePads connected gamePadInputManager = new GamePadInputManager(); // initialize GameState handleNewGameState(); // initialize GameTime gameTime = new GameTime(); gameTime.Start(); while (running && win.IsOpen()) { gamePadInputManager.update(); // TODO: reevaluate gamepads every once in a while currentGameState = state.update(); if (currentGameState != prevGameState) { handleNewGameState(); } // draw current frame win.Clear(new Color(100, 149, 237)); //cornflowerblue ftw!!! 1337 state.draw(win, view); state.drawGUI(gui); { //HACK debugText.DisplayedString = "fps:" + (1.0 / gameTime.EllapsedTime.TotalSeconds); debugText.DisplayedString += "\ntest"; gui.draw(debugText); } win.SetView(view); win.Display(); // check for window-events. e.g. window closed win.DispatchEvents(); // update GameTime gameTime.Update(); } }
static void RunOutgame(RegisterMemory rmem) { try { GameTime.Update(); GUCTimer.Update(GameTime.Ticks); GameTime.Update(); GameClient.Update(); GameTime.Update(); InputHandler.Update(); if (!ShowConnectionAttempts()) { if (!outgameStarted) { outgameStarted = true; VobRenderArgs.Init(); ScriptManager.Interface.StartOutgame(); } GameTime.Update(); ScriptManager.Interface.Update(GameTime.Ticks); } #region Gothic WinApi.Process.CDECLCALL <WinApi.NullReturnCall>(0x5053E0); // void __cdecl sysEvent(void) using (zColor color = zColor.Create(0, 0, 0, 0)) zCRenderer.Vid_Clear(color, 3); zCRenderer.BeginFrame(); zCView.GetScreen().Render(); zCRenderer.EndFrame(); zCRenderer.Vid_Blit(1, 0, 0); zCSndSys_MSS.DoSoundUpdate(); #endregion if (fpsWatch.IsRunning) { long diff = 8 * TimeSpan.TicksPerMillisecond - fpsWatch.Elapsed.Ticks; if (diff > 0) { Thread.Sleep((int)(diff / TimeSpan.TicksPerMillisecond)); } } fpsWatch.Restart(); } catch (Exception e) { Logger.LogError(e); } }
private void BeginServerLoop() { _netThread = new Thread(() => { float millisecondsPerUpdate = 1000f / Settings.TickRate; float nextUpdateTime = 0; var gameTime = new GameTime(); gameTime.Start(); while (!Server.ShutDown) { if (gameTime.TotalElapsedTime >= nextUpdateTime) { _netHandler.Update(); nextUpdateTime = gameTime.TotalElapsedTime + millisecondsPerUpdate; gameTime.Update(); } } }); _worldThread = new Thread(() => { float millisecondsPerUpdate = 1000f / Settings.TickRate; float nextUpdateTime = 0; var gameTime = new GameTime(); gameTime.Start(); while (!Server.ShutDown) { if (gameTime.TotalElapsedTime >= nextUpdateTime) { Server.ServiceLocator.GetService <WorldManager>().Update(gameTime); GameTimerManager.Instance.Update(gameTime); nextUpdateTime = gameTime.TotalElapsedTime + millisecondsPerUpdate; gameTime.Update(); } } // Save the game world Server.ServiceLocator.GetService <WorldManager>().Save(); }); _netThread.Start(); _worldThread.Start(); }
public void UpdateState() { var elapsedDuration = GameTime.Update(ref _frameTime); MovePlayer(elapsedDuration); foreach (var entityInfo in EntityInfos) { Movement.MoveEntity(PhysicsValues, World, entityInfo.PositionData, elapsedDuration, entityInfo.PositionData.Velocity); } UpdateBuildAction(elapsedDuration); }
public void Update(float dt) { // *** 在逻辑更新之前这里会处理各种touch事件~ 这里面处理的逻辑有:生成士兵 和 ForceBattleEnd(这个延迟到DelayManager进行调用)。*** currentWorldMode.Update(dt); // REMARK:这个移动到录像之前,确保所有的士兵产生逻辑都在录像之前。方便帧数统一。 GameRecord.Update(dt); // REMARK:这个应该位于其他逻辑的最上层、但位于产生士兵的下面。 GameTime.Update(dt); IsoMap.Instance.Update(dt); // REMARK:这里面可能导致战斗结束 GameBulletManager.Instance.Update(dt); GameEffectManager.Instance.Update(dt); GameSkillManager.Instance.Update(dt); UpdateManager.Instance.Update(dt); DelayManager.Instance.Update(dt); // REMARK:这里面也可能导致战斗结束(因为从上面的touch事件延迟到这里面了)这样 战斗结束事件都在 Record 的后面方便帧数统一。 }
/// <summary> /// Start your game with this method. /// Starts the gametime, keeps the window open, dispatches the window events. /// Updates the gametime and the derived class aswell. Calls the draw method of the derived class and displays the window. /// </summary> public void run() { gameTime.Start(); while (window.IsOpen()) { window.DispatchEvents(); gameTime.Update(); update(gameTime); draw(gameTime, window); wheelDelta = 0; window.Display(); } }
public void Run() { //double timeBeforeUpdate = 0d; //float prevTimeElapsed = 0f, deltaTime = 0f, timeElapsed = 0f; Clock clock; LoadContent(); Initialize(); clock = new Clock(); while (Window.IsOpen) { Window.DispatchEvents(); //float timeElapsed, deltaTime, prevTimeElapsed = 0, timeBeforeUpdate = 0; //timeElapsed = clock.ElapsedTime.AsSeconds(); //deltaTime = timeElapsed - prevTimeElapsed; //prevTimeElapsed = timeElapsed; //timeBeforeUpdate += deltaTime; //if (timeBeforeUpdate >= TimeUntilUpdate) //{ // GameTime.Update(TimeUntilUpdate, clock.ElapsedTime.AsSeconds()); // Update(GameTime); // timeBeforeUpdate = 0; // Window.Clear(ClearColor); // Draw(GameTime); // Window.Display(); //} GameTime.Update(TimeUntilUpdate, clock.ElapsedTime.AsSeconds()); Update(GameTime); Window.Clear(ClearColor); Draw(GameTime); Window.Display(); } }
public void Run() { LoadContent(); Initialize(); var totalTimeBeforeUpdate = 0f; var previousTimeElapsed = 0f; var deltaTime = 0f; var totalTimeElapsed = 0f; var clock = new Clock(); while (Window.IsOpen) { Window.DispatchEvents(); totalTimeElapsed = clock.ElapsedTime.AsSeconds(); deltaTime = totalTimeElapsed - previousTimeElapsed; previousTimeElapsed = totalTimeElapsed; totalTimeBeforeUpdate += deltaTime; if (!(totalTimeBeforeUpdate >= TIME_UNTIL_UPDATE)) { continue; } GameTime.Update(totalTimeBeforeUpdate, clock.ElapsedTime.AsSeconds()); totalTimeBeforeUpdate = 0f; if (!_isPaused) { Update(GameTime); } Window.Clear(WindowClearColor); Draw(GameTime); Window.Display(); } }
private void RunUniverse() { try { var frameTime = GameTime.Now(); while (!_isDisposed) { var startTime = DateTime.Now; lock (_mutex) { foreach (var channel in _channels) { while (true) { var playerEvent = channel.TakePlayerEvent(); if (playerEvent == null) { break; } HandlePlayerEvent(channel, playerEvent); } } var elapsedDuration = GameTime.Update(ref frameTime); foreach (var entity in Universe.GetEntitiesWithComponent <PositionComponent>()) { if (entity.Has <AiComponent>()) { Ai.Control(Mod.PhysicsValues, elapsedDuration, entity); } var position = entity.Get <PositionComponent>(); Movement.MoveEntity( Mod.PhysicsValues, Universe.StartWorld, position, elapsedDuration, position.Velocity); entity.Set(position); } foreach (var channel in _channels) { if (channel.NeedsGameEvent()) { var gameEvent = GetCurrentGameEvent(channel); if (!channel.HasSentInitialValues) { channel.HasSentInitialValues = true; gameEvent.PhysicsValues = Mod.PhysicsValues; } channel.QueueGameEvent(gameEvent); } } } var endTime = DateTime.Now; double sleepMillis = 10 - (endTime - startTime).TotalMilliseconds; if (sleepMillis > 0) { Thread.Sleep((int)Math.Ceiling(sleepMillis)); } } } catch { } }
static void Main(string[] args) { // init screen related constants Constants.windowSizeY = (int)VideoMode.DesktopMode.Height; Constants.windowSizeX = Constants.windowSizeY * 4 / 3; Constants.windowScaleFactor = Constants.windowSizeY / 600f; Constants.screenRatio = (float)Constants.windowSizeY / Constants.windowSizeX; Constants.worldToScreenRatio = Constants.windowSizeX / Constants.worldSizeX; Constants.worldSizeY = Constants.worldSizeX * Constants.screenRatio; // initialize window and view win = new RenderWindow(new VideoMode((uint)Constants.windowSizeX, (uint)Constants.windowSizeY), "Shøøp"); view = new View(); resetView(); gui = new GUI(win, view); // exit Program, when window is being closed //win.Closed += new EventHandler(closeWindow); win.Closed += (sender, e) => { (sender as Window).Close(); }; // initialize GameState handleNewGameState(); // initialize GameTime gameTime = new GameTime(); float deltaTime = 0f; gameTime.Start(); while (running && win.IsOpen()) { // gameTime.Update(); GamePadInputManager.update(); KeyboardInputManager.update(); if (currentGameState == GameState.InGame) { inGameFrameCount++; } currentGameState = state.update(deltaTime * Constants.gameSpeedFactor); if (currentGameState != prevGameState) { handleNewGameState(); } // draw current frame win.Clear(new Color(100, 149, 237)); //cornflowerblue ftw!!! 1337 state.draw(win, view); state.drawGUI(gui); win.SetView(view); win.Display(); // check for window-events. e.g. window closed win.DispatchEvents(); System.Threading.Thread.Sleep(5); // update GameTime gameTime.Update(); deltaTime = (float)gameTime.EllapsedTime.TotalSeconds; // int waitTime = (int)(16.667f - gameTime.EllapsedTime.TotalMilliseconds); // if (waitTime > 0) System.Threading.Thread.Sleep(waitTime); // win.SetTitle(waitTime.ToString()); // win.SetTitle((count/60f).ToString("0.0") + " | " + gameTime.TotalTime.TotalSeconds.ToString("0.0")); } }
static void Main(string[] args) { // initialize window and view win = new RenderWindow(new VideoMode((uint)windowSize.X, (uint)windowSize.Y), "RAMification!!!"); view = new View(); ResetView(); gui = new GUI(win, view); // prevent window resizing win.Resized += (sender, e) => { (sender as Window).Size = windowSize; }; // exit Program, when window is being closed //win.Closed += new EventHandler(closeWindow); win.Closed += (sender, e) => { (sender as Window).Close(); }; // initialize GameState HandleNewGameState(); // initialize GameTime GameTime = new GameTime(); GameTime.Start(); logger = Logger.Instance; // TODO: set level to 0 and writemodes to false logger.SetLevel(0); // writeToFile should be optional logger.SetWriteMode(false, false); // debug Text Text debugText = new Text("debug Text", new Font("Assets/Fonts/calibri.ttf")); win.SetMouseCursorVisible(false); while (running && win.IsOpen()) { KeyboardInputManager.Update(); // update GameTime GameTime.Update(); float deltaTime = (float)GameTime.EllapsedTime.TotalSeconds; // logger needs Timespan for Timestamp! logger.UpdateTime(GameTime.TotalTime); currentGameState = state.Update(win, deltaTime); if (currentGameState != prevGameState) { HandleNewGameState(); } // gather drawStuff from State win.Clear(new Color(0, 0, 0)); //cornflowerblue ftw!!! 1337 state.Draw(win, view, deltaTime); state.DrawGUI(gui, deltaTime); // some DebugText //debugText.DisplayedString = "fps: " + (1.0F / deltaTime); //gui.Draw(debugText); // do the actual drawing win.SetView(view); win.Display(); // check for window-events. e.g. window closed win.DispatchEvents(); Update_view(); } }
public override void Alter(LTimerContext timer) { if (!IsOnLoadComplete()) { return; } gameTime.Update(timer); if (!isInit) { LoadContent(); } gameCollection.Update(gameTime); if (drawablesToUpdate.Count > 0) { CollectionUtils.Clear(drawablesToUpdate); } foreach (Drawable drawable in drawables) { CollectionUtils.Add(drawablesToUpdate, drawable); } bool otherScreenHasFocus = false; bool coveredByOtherScreen = false; Drawable _drawable; int screenIndex; for (; drawablesToUpdate.Count > 0;) { screenIndex = drawablesToUpdate.Count - 1; _drawable = drawablesToUpdate[screenIndex]; CollectionUtils.RemoveAt(drawablesToUpdate, screenIndex); if (_drawable._enabled) { _drawable.Update(gameTime, otherScreenHasFocus, coveredByOtherScreen); if (_drawable.GetDrawableState() == Painting.DrawableState.TransitionOn || _drawable.GetDrawableState() == Painting.DrawableState.Active) { if (!otherScreenHasFocus) { _drawable.HandleInput(this); otherScreenHasFocus = true; } if (!_drawable.IsPopup) { coveredByOtherScreen = true; } } } } Update(gameTime); }
public void Tick() { if (timer == null) { return; } // Update the timer timer.Tick(); var elapsedAdjustedTime = timer.ElapsedAdjustedTime; if (forceElapsedTimeToZero) { elapsedAdjustedTime = TimeSpan.Zero; forceElapsedTimeToZero = false; } if (elapsedAdjustedTime > maximumElapsedTime) { elapsedAdjustedTime = maximumElapsedTime; } bool suppressNextDraw = true; int updateCount = 1; var singleFrameElapsedTime = elapsedAdjustedTime; if (IsFixedTimeStep) { // If the rounded TargetElapsedTime is equivalent to current ElapsedAdjustedTime // then make ElapsedAdjustedTime = TargetElapsedTime. We take the same internal rules as XNA if (Math.Abs(elapsedAdjustedTime.Ticks - TargetElapsedTime.Ticks) < (TargetElapsedTime.Ticks >> 6)) { elapsedAdjustedTime = TargetElapsedTime; } // Update the accumulated time accumulatedElapsedGameTime += elapsedAdjustedTime; // Calculate the number of update to issue updateCount = (int)(accumulatedElapsedGameTime.Ticks / TargetElapsedTime.Ticks); // If there is no need for update, then exit if (updateCount == 0) { return; } // Calculate a moving average on updateCount lastUpdateCount[nextLastUpdateCountIndex] = updateCount; float updateCountMean = 0; for (int i = 0; i < lastUpdateCount.Length; i++) { updateCountMean += lastUpdateCount[i]; } updateCountMean /= lastUpdateCount.Length; nextLastUpdateCountIndex = (nextLastUpdateCountIndex + 1) % lastUpdateCount.Length; // Test when we are running slowly drawRunningSlowly = updateCountMean > updateCountAverageSlowLimit; // We are going to call Update updateCount times, so we can substract this from accumulated elapsed game time accumulatedElapsedGameTime = new TimeSpan(accumulatedElapsedGameTime.Ticks - (updateCount * TargetElapsedTime.Ticks)); singleFrameElapsedTime = TargetElapsedTime; } else { Array.Clear(lastUpdateCount, 0, lastUpdateCount.Length); nextLastUpdateCountIndex = 0; drawRunningSlowly = false; } // Reset the time of the next frame for (lastFrameElapsedGameTime = TimeSpan.Zero; updateCount > 0 && !isExiting; updateCount--) { gameTime.Update(totalGameTime, singleFrameElapsedTime, drawRunningSlowly); try { //Update(gameTime); // If there is no exception, then we can draw the frame suppressNextDraw &= suppressDraw; suppressDraw = false; } finally { lastFrameElapsedGameTime += singleFrameElapsedTime; totalGameTime += singleFrameElapsedTime; } } if (!suppressNextDraw) { //DrawFrame(); gameTime.FrameCount++; } }
private void RpcUpdateGameTime(float time, bool forceUpdate) { GameTime.Update(time, forceUpdate); }
private void RunUniverse() { try { var frameTime = GameTime.Now(); while (!_isDisposed) { var startTime = DateTime.Now; lock (_mutex) { foreach (var channel in _channels) { while (true) { var playerEvent = channel.TakePlayerEvent(); if (playerEvent == null) { break; } HandlePlayerEvent(channel, playerEvent); } } var elapsedDuration = GameTime.Update(ref frameTime); foreach (var entity in _entities) { if (entity.PositionData == null) { continue; } if (entity.IsAiControlled) { Ai.Control(_mod.PhysicsValues, elapsedDuration, entity, _entities.FindAll(e => !e.Equals(entity))); } Movement.MoveEntity( _mod.PhysicsValues, _startWorld, entity.PositionData, elapsedDuration, entity.PositionData.Velocity); } foreach (var channel in _channels) { if (channel.NeedsGameEvent()) { var gameEvent = GetCurrentGameEvent(channel); if (!channel.HasSentInitialValues) { channel.HasSentInitialValues = true; gameEvent.PhysicsValues = _mod.PhysicsValues; } channel.QueueGameEvent(gameEvent); } } } var endTime = DateTime.Now; double sleepMillis = 10 - (endTime - startTime).TotalMilliseconds; if (sleepMillis > 0) { Thread.Sleep((int)Math.Ceiling(sleepMillis)); } } } catch { } }
static void RunIngame(RegisterMemory rmem) { try { spikeWatch.Restart(); // Update Timers GameTime.Update(); GUCTimer.Update(GameTime.Ticks); // Do networking, read packets GameTime.Update(); GameClient.Update(); // handle peripherals' input GameTime.Update(); InputHandler.Update(); if (!ShowConnectionAttempts()) { if (!ingameStarted) { ingameStarted = true; ScriptManager.Interface.StartIngame(); } // ClientScripts update GameTime.Update(); ScriptManager.Interface.Update(GameTime.Ticks); if (GameClient.Client.IsIngame) { // Update worlds GameTime.Update(); World.UpdateWorlds(GameTime.Ticks); } // Check spectator stuff GameTime.Update(); GameClient.UpdateSpectator(GameTime.Ticks); // check player hero GameTime.Update(); NPC.UpdateHero(GameTime.Ticks); } // update guc sounds GameTime.Update(); SoundHandler.Update3DSounds(); spikeWatch.Stop(); if (spikeTimer.IsReady) { spikeLongest = 0; } if (spikeLongest < spikeWatch.Elapsed.Ticks) { spikeLongest = spikeWatch.Elapsed.Ticks; } if (fpsWatch.IsRunning) { long diff; if ((diff = 8 * TimeSpan.TicksPerMillisecond - fpsWatch.Elapsed.Ticks) > 0) { Thread.Sleep((int)(diff / TimeSpan.TicksPerMillisecond)); } } lastElapsed = fpsWatch.Elapsed.Ticks; fpsWatch.Restart(); } catch (Exception e) { Logger.LogError(e); } }
// Update is called once per frame void Update() { gameTime.Update(Time.deltaTime); }
static void UpdateSubsystems() { GameTime.Update(); Input.Update(); Graphics.Update(); }
public void Update() { gameTime.Update(); }