// Update is called once per frame void Update() { float deltaTime = Time.deltaTime; if (deltaTime > 0.050f) { deltaTime = 0.050f; } //Debug.Log(deltaTime); game.Tick(deltaTime); drawQueue.Clear(); timeleft -= Time.deltaTime; accum += Time.timeScale / Time.deltaTime; ++frames; // Interval ended - update GUI text and start new interval if (timeleft <= 0.0) { // display two fractional digits (f2 format) fps = accum / frames; // DebugConsole.Log(format,level); timeleft = updateInterval; accum = 0.0F; frames = 0; } }
public override void Update(Time time) { ship.Update(time); // Draw Order queue.Clear(); queue.QueueItem(background); queue.QueueItem(planet); queue.QueueItem(textbox); queue.QueueItem(ship); }
public override void Update(Time time, RenderWindow window) { // UPDATE lander.Update(time); magnitude.DisplayedString = "Velocity Magnitude: " + lander.GetMagnitude(); window.SetView(view); // PUT IN RENDER QUEUE drawQueue.Clear(); drawQueue.QueueItem(lander); drawQueue.QueueItem(magnitude); }
public void DrawQueueTest_CheckBasicClear_ConfirmZeroPostClear() { var messenger = Substitute.For <IFrameworkMessenger>(); IComparerCollection comparers = new ComparerCollection(); IDrawQueue queue = new DrawQueue(messenger, comparers, 32, 4, false); for (var n = 0; n < 10; n++) { var even = n % 2 == 0; var target = even ? CoordinateSpace.Screen : CoordinateSpace.World; var fill = even ? FillType.Coloured : FillType.Textured; if (n == 1) { fill = FillType.DualTextured; } var val = 0.1f * n; var colour = new Colour(val, val, val, val); var verts = new Vertex2D[] { new Vertex2D { Colour = Colour.White, Position = Vector2.Zero, TexCoord0 = Vector2.Zero, TexCoord1 = Vector2.One, TexWeighting = 0.9f } }; var indices = new int[] { 0, 1, 0 }; var texture0 = (ulong)n; var texture1 = (ulong)n; var texMode0 = TextureCoordinateMode.Mirror; var texMode1 = TextureCoordinateMode.Wrap; var depth = 0.05f * n; var layer = n; queue.Add( ref target, ref fill, ref colour, ref verts, ref indices, ref texture0, ref texture1, ref texMode0, ref texMode1, ref depth, ref layer); } Assert.Equal(10, queue.Data.NumRequests); queue.Clear(); Assert.Equal(0, queue.Data.NumRequests); }
public override void Update(Time time) { drawQueue.Clear(); drawQueue.QueueItem(cube); }
public override void Update(Time time) { queue.Clear(); queue.QueueItem(background); }