public void GameLoop() { while (win.IsRunning()) { gameTimer.MeasureTime(); while (gameTimer.ShouldUpdate()) { win.PollEvents(); GalagaBus.GetBus().ProcessEvents(); stateMachine.ActiveState.UpdateGameLogic(); } if (gameTimer.ShouldRender()) { win.Clear(); stateMachine.ActiveState.RenderState(); win.SwapBuffers(); } if (gameTimer.ShouldReset()) { win.Title = "Galaga | UPS: " + gameTimer.CapturedUpdates + ", FPS: " + gameTimer.CapturedFrames; } } }
public void GameLoop() { while (win.IsRunning()) { gameTimer.MeasureTime(); while (gameTimer.ShouldUpdate()) { win.PollEvents(); // Update game logic here player.Move(); eventBus.ProcessEvents(); stateMachine.ActiveState.RenderState(); win.SwapBuffers(); } if (gameTimer.ShouldRender()) { win.Clear(); // Render gameplay entities here } if (gameTimer.ShouldReset()) { // 1 second has passed - display last captured ups and fps win.Title = "Galaga | UPS: " + gameTimer.CapturedUpdates + ", FPS: " + gameTimer.CapturedFrames; } } }
public void GameLoop() { while (win.IsRunning()) { gameTimer.MeasureTime(); if (gameState == GameState.GamePlaying) { while (gameTimer.ShouldUpdate()) { eventBus.ProcessEvents(); win.PollEvents(); UpdateEnemies(); player.Move(); IterateShots(); ExitGameOver(); currentMoveStrategy.MoveEnemies(enemies); } if (gameTimer.ShouldRender()) { win.Clear(); player.Entity.RenderEntity(); enemies.RenderEntities(); playerShots.RenderEntities(); explosions.RenderAnimations(); score.RenderScore(); win.SwapBuffers(); } if (gameTimer.ShouldReset()) { win.Title = "Galaga | Ups: " + gameTimer.CapturedUpdates + ", FPS: " + gameTimer.CapturedFrames; } } else { win.Clear(); GameOverDisPlay.RenderGameOverDisPlay(score.score); win.SwapBuffers(); while (gameTimer.ShouldUpdate()) { eventBus.ProcessEvents(); win.PollEvents(); } } } }
public void GameLoop() { while (win.IsRunning()) { gameTimer.MeasureTime(); while (gameTimer.ShouldUpdate()) { win.PollEvents(); // Update game logic } if (gameTimer.ShouldRender()) { win.Clear(); // Render player player.RenderEntity(); // Render enemies foreach (var ene in enemies) { ene.RenderEntity(); } //Shots IterateShots(); //Explosions, score and win explosions.RenderAnimations(); score.RenderScore(); win.SwapBuffers(); } if (gameTimer.ShouldReset()) { // 1 second has passed - display last captured ups and fps win.Title = "Galaga | UPS: " + gameTimer.CapturedUpdates + ", FPS: " + gameTimer.CapturedFrames; } eventBus.ProcessEvents(); } }
public void GameLoop() { while (win.IsRunning()) { gameTimer.MeasureTime(); while (gameTimer.ShouldUpdate()) { win.PollEvents(); // Update game logic here player.Move(); eventBus.ProcessEvents(); } if (gameTimer.ShouldRender()) { win.Clear(); // Render gameplay entities here player.Entity.RenderEntity(); foreach (Enemy enemy in enemies) { enemy.RenderEntity(); } foreach (PlayerShot shot in playerShots) { shot.RenderEntity(); } IterateShots(); explosions.RenderAnimations(); score.RenderScore(); win.SwapBuffers(); } if (gameTimer.ShouldReset()) { // 1 second has passed - display last captured ups and fps win.Title = "Galaga | UPS: " + gameTimer.CapturedUpdates + ", FPS: " + gameTimer.CapturedFrames; } } }
public void GameLoop() { while (win.IsRunning()) { gameTimer.MeasureTime(); while (gameTimer.ShouldUpdate()) { eventBus.ProcessEvents(); win.PollEvents(); } if (gameTimer.ShouldRender()) { win.Clear(); player.Entity.RenderEntity(); score.RenderScore(); player.Move(); foreach (var enemy in enemies) { enemy.Entity.RenderEntity(); } PlayerShot.iterateShots(); foreach (var shot in PlayerShots) { shot.Entity.RenderEntity(); } newEnemies(); PlayerShots = PlayerShot.updateShot(); win.SwapBuffers(); } if (gameTimer.ShouldReset()) { win.Title = "galga | UPS" + gameTimer.CapturedUpdates + ", FPS " + gameTimer.CapturedUpdates; } } }