public void Run() { Init(); //Loop until game is over while (!gameOver && !RL.WindowShouldClose()) { if (_currentScene != _nextScene) { _currentScene = _nextScene; } _currentScene.Update(_gameTimer.GetDeltaTime()); if (!_currentScene.Started) { _currentScene.Start(); } RL.BeginDrawing(); RL.ClearBackground(Color.RED); _currentScene.Draw(); RL.EndDrawing(); } RL.CloseWindow(); }
public void Run() { Player player = new Player(); player.X = 4; player.Y = 0; Entity enemy = new Entity('#'); enemy.X = 7; enemy.Y = 2; _currentScene.AddEntity(player); _currentScene.AddEntity(enemy); _currentScene.Start(); //loops until the game is over while (!GameOver) { _currentScene.Update(); _currentScene.Draw(); PlayerInput.ReadKey(); } }
public void Run() { Init(); //PlayerInput.AddKeyEvent(Quit, ConsoleKey.Escape); while (!gameOver && !RL.WindowShouldClose()) { _currentscene.Update(); int mouseX = (RL.GetMouseX() - 320 / 16); int mouseY = (RL.GetMouseY() - 240 / 32); //Raylib.Vector3 cameraPosition = new Raylib.Vector3(-10, -10, -10); //Raylib.Vector3 cameraTarget = new Raylib.Vector3(mouseX, 0, mouseY); //Raylib.Vector3 cameraUp = new Raylib.Vector3(0, 0, 1); //_camera = new Camera3D(cameraPosition, cameraTarget, cameraUp); RL.BeginDrawing(); //RL.BeginMode3D(_camera); _currentscene.Draw(); //RL.EndMode3D(); RL.EndDrawing(); PlayerInput.ReadKey(); } RL.CloseWindow(); }
public void Run() { Init(); // PlayerInput.AddKeyEvent(Quit, ConsoleKey.Escape); (no longer needed) //Loop until the game is over while (!Gameover && !RL.WindowShouldClose()) { //Start the Scene if needed if (_currentScene != _nextScene) { _currentScene = _nextScene; } _currentScene.Update(_gameTimer.GetDeltaTime()); if (!_currentScene.Started) { _currentScene.Start(); } //update the active Scene /* int mouseX = (RL.GetMouseX() + 320) / 2; * int mouseY = (RL.GetMouseY() - 240) / 4; * * Raylib.Vector3 cameraPosition = new Raylib.Vector3(-10, -10, -10); * Raylib.Vector3 cameraTarget = new Raylib.Vector3(mouseX, 0, mouseY); * Raylib.Vector3 cameraUp = new Raylib.Vector3(1, 1, 1); * * * * _ * _camera = new Camera3D(cameraPosition, cameraTarget, cameraUp); */ Camera2D _camera = new Camera2D(); //_camera.target = new Raylib.Vector2(-5, 0); _camera.zoom = 3; RL.BeginDrawing(); RL.BeginMode2D(_camera); _currentScene.Draw(); RL.EndMode2D(); RL.EndDrawing(); } }
public void Run() { //Bind Esc to exit the game (no longer needed) //PlayerInput.AddKeyEvent(Quit, ConsoleKey.Escape); Init(); //Update, draw, and get input until the game is over while (!Gameover && !RL.WindowShouldClose()) { _currentScene.Update(); RL.BeginDrawing(); _currentScene.Draw(); RL.EndDrawing(); PlayerInput.ReadKey(); } RL.WindowShouldClose(); }
//-------------------------------------------------------------------------------- // 描画 //-------------------------------------------------------------------------------- virtual public void Draw( ) { // シーンがnullでなければシーンのDrawを実行 if (m_scene_current != null) { m_scene_current.Draw( ); } if (___bDEBUG___ == true) { m_nFPS_counter++; if (DX.GetNowCount( ) >= m_nFPS_prev_time + 1000) { m_nFPS_prev_time = DX.GetNowCount( ); m_nFPS_prev = m_nFPS_counter; m_szFPS = m_nFPS_counter + " fps"; m_nFPS_counter = 0; } DX.DrawString(0, 580, m_szFPS, COLOR_WHITE); } }