static void Main(string[] args) { var view = new View(); try { if (args.Length >= 1) { ShopLoader sl = new ShopFileLoader(); var player = new Player(); var ui = new UserInterface(view); try { Shop shop = sl.load(args[0]); var gm = new GameEngine(player, shop); // Default and first state gm.Push(new MenuState(gm, ui, view)); while (gm.Running) { gm.Update(); } } catch (ShopLoaderException e) { view.DisplayError($"Error loading shop: {e.Message}"); } } else { view.DisplayError("Must pass shop file as a command line argument"); } } catch (Exception e) { view.DisplayError($"Unexpected Error: {e.Message}"); // view.DisplayError(e.StackTrace); } }
protected override void Update(GameTime gameTime) { if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape)) { Exit(); } _gameEngine.Update(gameTime); base.Update(gameTime); }
/// <summary> /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Update(GameTime gameTime) { // Allows the game to exit //if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) // this.Exit(); GE.Update(gameTime); base.Update(gameTime); }
protected virtual void Update() { TheGameEngine.Update(); if (TheGameEngine.LevelComplete) { TheGameEngine.CleanupAssets(); GlobalData.GetComponent <gameVariables>().GetSetLevelsCompleted += 1; GetLevel(); } }
/// <summary> /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Update(GameTime gameTime) { if (!_gameEngine.Update(gameTime)) { this.Exit(); } base.Update(gameTime); }
internal void HandleUpdate(GameTime gameTime) { GameEngine.gameTime = gameTime.TotalGameTime; Input.Update(); _mouseState = Mouse.GetState(); HandleGamePad(); HandleKeyboard(); HandleMouse(); GameEngine.Update(); }
/// <summary> /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Update(GameTime gameTime) { //check for exit //if (GameEngine.Input.WasPressed(Keys.Escape)) //{ // Exit(); //} GameEngine.Update(gameTime); base.Update(gameTime); }
/// <summary> /// This is the main game loop handles keyboard input /// </summary> private static void GameLoop() { bool running = true; do { int retmsg = GameEngine.Update(); switch (retmsg) { case -1: running = false; break; } } while (running); }
protected override void Update(GameTime gameTime) { if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape)) { Exit(); } if (IsQuitting) { Exit(); } MainEngine.Update(gameTime, MainCharacter, Content); base.Update(gameTime); }
async Task MainAsync() { const int SLEEP_TIME = 1000; DiscordClient discord = new DiscordClient(); ILogHelper logger = new DiscordLogHelper(discord); GameEngine engine = new GameEngine(logger); engine.Timer = new RealTimer(); engine.LoadConfigFromFiles(); engine.LoadPersistenceFiles(); CommandManager.Instance.Engine = engine; discord.Engine = engine; discord.Init(); while (true) { engine.Update(); Thread.Sleep(SLEEP_TIME); } }
static void Main(string[] args) { var logger = LoggerFactory.GetLogger(); logger.Information("===== Запуск ====="); using (IGraphicsService graphicsService = new GraphicsService(logger)) { if (graphicsService.TryInitialize()) { var blockMoveEngine = new GameEntityUpdateEngine(); var gameEngine = new GameEngine(graphicsService, blockMoveEngine, logger); gameEngine.CreateNew(); try { var quit = false; while (!quit) { while (SDL2.SDL.SDL_PollEvent(out SDL2.SDL.SDL_Event sdlEvent) != 0) { if (sdlEvent.type == SDL2.SDL.SDL_EventType.SDL_QUIT) { quit = true; break; } } gameEngine.Update(); } } finally { blockMoveEngine = null; } } } logger.Information("===== Останов ====="); }
private void timer1_Tick(object sender, EventArgs e) { lblRound.Text = "Round : " + engine.Round.ToString(); engine.Update(); }
static void Main(string[] args) { const int SLEEP_TIME = 1000; GameEngine engine = new GameEngine(new DiscordLogHelper(new ConsoleLogger())); engine.LoadConfigFromFiles(); MockTimer timer = (MockTimer)engine.GetTimer(); CommandManager.Instance.Engine = engine; Command cmd = new Command() { UserId = 1, Name = "create", Args = new string[] { "John", "edge" } }; Command cmd2 = new Command() { UserId = 2, Name = "create", Args = new string[] { "Putza", "shonen" } }; Command cmd3 = new Command() { UserId = 1, Name = "duel", Args = new string[] { "challenge", "Putza" } }; Command cmd4 = new Command() { UserId = 2, Name = "duel", Args = new string[] { "accept" } }; Command cmd5 = new Command() { UserId = 2, Name = "autoattack", Args = new string[] {} }; Command cmd6 = new Command() { UserId = 1, Name = "cast", Args = new string[] { "strike" } }; Command meCmd = new Command() { UserId = 2, Name = "me", Args = new string[] {} }; Command meSkills = new Command() { UserId = 2, Name = "me", Args = new string[] { "skills" } }; engine.EnqueueCommand(cmd); engine.EnqueueCommand(cmd2); engine.Update(); timer.ForceTick(); engine.GetPlayerManager().FindPlayerById(1).Entity.AddToResource("RP", 100); engine.EnqueueCommand(cmd3); engine.EnqueueCommand(cmd4); engine.EnqueueCommand(cmd5); engine.EnqueueCommand(meCmd); engine.EnqueueCommand(cmd6); engine.EnqueueCommand(meSkills); while (true) { engine.Update(); timer.ForceTick(); Thread.Sleep(SLEEP_TIME); } }
public void TestUpdateRoundNumber(GameState game, Shape player1Shape, Shape player2Shape, int expected) { var newGame = _engine.Update(game, player1Shape, player2Shape); Assert.AreEqual(expected, newGame.RoundNumber); }
protected override void Update() { CameraControler.Update(); GameEngine.Update(); base.Update(); }
static void MainForm_FrameTick(object sender, EventArgs e) { GameEngine.Update(); }
static void Main(string[] args) { if (args.Length == 0) { System.Console.WriteLine("Invalid number of arguments. Use /? for help."); return; } if (args[0] == "/?") { System.Console.WriteLine("This program needs to be run with 4 parameters"); System.Console.WriteLine("First: the maximum number of rounds"); System.Console.WriteLine("Second: player 1 type. Valid values are 'H' (Human), 'R' (Computer - Random), or 'T' (Computer - Tactical)"); System.Console.WriteLine("Third: player 2 type. Valid values are 'H' (Human), 'R' (Computer - Random), or 'T' (Computer - Tactical)"); System.Console.WriteLine("Fourth: rules type. Valid values are 'D' (Default) or 'E' (Extended)"); return; } if (args.Length < 4) { System.Console.WriteLine("Invalid number of arguments"); return; } if (!int.TryParse(args[0], out var rounds)) { System.Console.WriteLine("Please specify number of rounds"); return; } if (!TryCreatePlayer(args[1], 1, out var player1)) { System.Console.WriteLine("Invalid type for player 1. Should be 'H', 'R', or 'T'."); return; } if (!TryCreatePlayer(args[2], 2, out var player2)) { System.Console.WriteLine("Invalid type for player 1. Should be 'H', 'R', or 'T'."); return; } if (!TryCreateGameRules(args[3], out var rules)) { System.Console.WriteLine("Invalid type for game rules. Should be 'D' (Default), or 'E' (Extended)."); return; } var game = GameState.NewGame(rules, player1, player2, rounds); var engine = new GameEngine(); while (game.IsInProgress) { var player1Shape = GetInputForPlayer(game, player1); System.Console.WriteLine($"Player 1 selected {player1Shape}"); var player2Shape = GetInputForPlayer(game, player2); System.Console.WriteLine($"Player 2 selected {player2Shape}"); game = engine.Update(game, player1Shape, player2Shape); var roundsRemaining = game.IsInProgress ? (game.MaxRounds - game.RoundNumber + 1) : 0; System.Console.WriteLine(game.History.Last().Description); System.Console.WriteLine($"Player 1 score: {game.Player1Score} Player 2 score: {game.Player2Score} Rounds remaining: {roundsRemaining}"); } if (game.Winner != null) { System.Console.WriteLine($"Game over. Player {game.Winner.Number} was the winner."); } else { System.Console.WriteLine("Game over. Draw."); } }