public void Draw(GameTimerEventArgs gameTime) { if (gameTime == null) { throw new ArgumentNullException("gameTime"); } // Crate is destroyed, there is nothing to draw if (IsDestroyed) { //base.Draw(gameTime); return; } // Using the last update state makes sure we do not draw // before updating animations properly switch (lastUpdateState) { case CrateState.Idle: spriteBatch.Draw(idleTexture, Position, Color.White); break; case CrateState.Hit: // Crate hit animation animations["explode"].Draw(spriteBatch, Position, SpriteEffects.None); break; default: break; } //base.Draw(gameTime); }
//public override void HandleInput(InputState input) //{ // base.HandleInput(input); //} public virtual void Update(GameTimerEventArgs gameTime) { #region garbage collection testing #if DEBUG if (gcTest == null) { gcTest = new WeakReference(new object()); } if (!gcTest.IsAlive) { gcCount++; log.InfoFormat("Garbage has been collected {0} times.", gcCount); gcTest = new WeakReference(new object()); } var g = (gameTime).ToString(); g += "a"; #endif #endregion _world.Step((float)gameTime.ElapsedTime.TotalSeconds); }
public override void Update(GameTimerEventArgs e) { if (Active) { int livingEnemyCount = 0; foreach (Enemy enemy in Enemies) { enemy.HandleAI(); enemy.HandleCollisions(); if (enemy.Alive) { livingEnemyCount++; } } if (((GameplayScene)Scene).ShipManager.PlayerShip.Alive) { enemySpawnTimer++; if (livingEnemyCount == 0 || enemySpawnTimer >= 300) { SpawnDrones(3 + ((GameplayScene)Scene).ShipManager.PlayerShip.Multiplier / 20); SpawnWanderers(5 + ((GameplayScene)Scene).ShipManager.PlayerShip.Multiplier / 10); SpawnKamikazes(1 + ((GameplayScene)Scene).ShipManager.PlayerShip.Multiplier / 30); enemySpawnTimer = 0; } } base.Update(e); } }
void gameTimer_Update(object sender, GameTimerEventArgs e) { if (OnUpdate != null) { OnUpdate(e.ElapsedTime); } }
void gameTimer_Draw(object sender, GameTimerEventArgs e) { if (OnDraw != null) { OnDraw(); } }
/// <summary> /// Allows the page to draw itself. /// </summary> private void OnDraw(object sender, GameTimerEventArgs e) { SharedGraphicsDeviceManager.Current.GraphicsDevice.Clear(Color.CornflowerBlue); spriteBatch.Begin(); foreach (Ball b in Balls_mas) { b.DrawBall(spriteBatch); } spriteBatch.DrawString(font, "Item " + masItem.ToString() + ": " + time.ToString() + " " + timeCount.ToString(), new Vector2(0, 0), Color.Red); //if (Draw == true) //{ for (int i = 0; i < maxUsers; i++) { if (i != masItem) { spriteBatch.DrawString(font, ("ForItem " + i.ToString() + "Q= " + Balls_mas[i].Q / 1000 + " ping= " + Balls_mas[i].time2.ToString()).ToString(), new Vector2(0, (i + 1) * 10), Color.Black); } } //spriteBatch.DrawString(font, (Balls_mas[masItem].Q / 1000).ToString(), new Vector2(100, 100), Color.Black); // Draw = false; //} spriteBatch.End(); // TODO: Add your drawing code here }
public void Setup() { idleEventOccured = false; timeChangedEventOccured = false; idleEventArgs = null; timeEventArgs = null; }
private void OnUpdate(object sender, GameTimerEventArgs e) { if (isClose) { return; } if (process != null) { process.Load(); process.Calls(); elapsedTime = e.ElapsedTime.Ticks / 10000L; process.InputUpdate(elapsedTime); ActionControl.Update(elapsedTime); timerContext.millisSleepTime = sleepTime; timerContext.timeSinceLastUpdate = elapsedTime; process.RunTimer(timerContext); process.Unload(); } if (useXNAListener) { sl_listener.Update(GamePage, e); } }
public override void Update(GameTimerEventArgs e) { if (Alive) { Velocity += Acceleration; Velocity.X = MathHelper.Clamp(Velocity.X, -10.0f, 10.0f); Velocity.Y = MathHelper.Clamp(Velocity.Y, -10.0f, 10.0f); Velocity *= 0.95f; Position += Velocity; if (Position.X < -500 || Position.X > 500) { Velocity.X *= -1; } if (Position.Y < -500 || Position.Y > 500) { Velocity.Y *= -1; } if (FireDelay > 0) { FireDelay--; } } else { respawnDelay--; if (respawnDelay <= 0) { Spawn(); } } }
private void OnDraw(object sender, GameTimerEventArgs e) { // Render the page to a texture. We do this before clearing as it changes render targets and // as such will cause issues if we do it in the middle of our actual drawing. uiRenderer.Render(); // Update the frame rate counter with the time frameRateCounter.OnDraw(e.ElapsedTime); // Clear the background SharedGraphicsDeviceManager.Current.GraphicsDevice.Clear(Color.CornflowerBlue); // Draw the current scene Renderer.Current.Draw(); // Draw the UI texture with SpriteBatch spriteBatch.Begin(); spriteBatch.Draw(uiRenderer.Texture, Vector2.Zero, Color.White * uiOpacity); // Optionally draw the frame rate counters if (Renderer.Current.State.ShowFrameRate) { spriteBatch.DrawString(font, frameRateCounter.UpdatesPerSecond, new Vector2(10f, 10f), Color.Red); spriteBatch.DrawString(font, frameRateCounter.FramesPerSecond, new Vector2(10f, 30f), Color.Red); } spriteBatch.End(); }
private void _gameTimer_Draw(object sender, GameTimerEventArgs e) { BackgroundRenderer.Render(); foreach (LocationsVM.Location l in myVM.SelectedNearbyLocations) { l.PlacemarkPresenter.Renderer.Render(); } _device.Clear(Color.Black); _spriteBatch.Begin(); _spriteBatch.Draw(BackgroundRenderer.Texture, Vector2.Zero, Color.White); _spriteBatch.End(); foreach (LocationsVM.Location l in myVM.SelectedNearbyLocations) { l.PlacemarkPresenter.Object3D.shapeTexture = l.PlacemarkPresenter.Renderer.Texture; foreach (EffectPass pass in l.Object3dEffect.CurrentTechnique.Passes) { pass.Apply(); l.Object3dEffect.Texture = l.PlacemarkPresenter.Object3D.shapeTexture; l.PlacemarkPresenter.Object3D.RenderShape(_device); } } }
/// <summary> /// Allows the page to draw itself. /// </summary> private void OnDraw(object sender, GameTimerEventArgs e) { SharedGraphicsDeviceManager.Current.GraphicsDevice.Clear(Color.CornflowerBlue); if (Global.loaded) { Global.GraphicsDevice.Clear(Color.CornflowerBlue); spriteBatch.Begin(); scene.Draw(spriteBatch); spriteBatch.Draw(Global.p, new Microsoft.Xna.Framework.Rectangle(0, Global.camera.Height - Global.paddleHeight, Global.camera.Width, Global.paddleHeight), Color.Black); //spriteBatch.Draw(Global.p, new Microsoft.Xna.Framework.Rectangle(0, Global.camera.Height - Global.barWidth, Global.camera.Height, Global.barWidth), Color.Black); //spriteBatch.DrawString(contentManager.Load<SpriteFont>("Fonts/font"), padStatus + "", new Vector2(0, 0), Color.White); input.pad.Draw(spriteBatch); spriteBatch.DrawString(Global.Content.Load <SpriteFont>("Fonts/font"), Global.debugMessage + "\nFPS: " + fps, new Vector2(0, 0), Color.White); spriteBatch.End(); } //On Load... if (Global.loading && load != null && !Global.loaded) { spriteBatch.Begin(); Global.GraphicsDevice.Clear(Color.CornflowerBlue); load.Draw(spriteBatch); spriteBatch.End(); } }
/// <summary> /// Allows the page to draw itself. /// </summary> private void OnDraw(object sender, GameTimerEventArgs e) { spriteBatch.Begin(); spriteBatch.Draw(tx_bG, Vector2.Zero, Color.White); if (!twoTouches && terminated == 0) // Amíg nincs double tap és a játékos él, addig kirajzoljuk az objektumokat és az adatokat. { if (player.R > 0) { player.Draw(spriteBatch); } foreach (Objects en in objects) { en.Draw(spriteBatch); } spriteBatch.DrawString(sf, "Level " + level, new Vector2(10, 10), Color.White); spriteBatch.DrawString(sf, "Score: " + score, new Vector2(10, 30), Color.White); } else if (!levelEnd && player.R <= 0) { spriteBatch.DrawString(sfmgs, "You have been extinct", new Vector2(250, (int)this.ActualHeight / 2), Color.Red); } if (levelEnd) { spriteBatch.DrawString(sfmgs, "Level completed, double-tap to new level", new Vector2(150, 10), Color.Green); } spriteBatch.End(); }
private void timer_Draw(object sender, GameTimerEventArgs e) { SharedGraphicsDeviceManager.Current.GraphicsDevice.Clear(Color.CornflowerBlue); spriteBatch.Begin(); spriteBatch.Draw(background, Vector2.Zero, Color.White); spriteBatch.End(); // Set render states. SharedGraphicsDeviceManager.Current.GraphicsDevice.DepthStencilState = DepthStencilState.Default; SharedGraphicsDeviceManager.Current.GraphicsDevice.BlendState = BlendState.Opaque; SharedGraphicsDeviceManager.Current.GraphicsDevice.RasterizerState = RasterizerState.CullNone; SharedGraphicsDeviceManager.Current.GraphicsDevice.SamplerStates[0] = SamplerState.LinearWrap; // Draw the model model.Draw(); // Update the Silverlight UI uiRenderer.Render(); // Draw the sprite spriteBatch.Begin(); spriteBatch.Draw(uiRenderer.Texture, Vector2.Zero, Color.White); spriteBatch.End(); }
/// <summary> /// Adds a new Roland to the game /// </summary> /// <param name="sender"></param> /// <param name="e"></param> public void addRoland(object sender, GameTimerEventArgs e) { if (collided) { return; } int ScreenWidth = SharedGraphicsDeviceManager.Current.GraphicsDevice.Viewport.Width; int ScreenHeight = SharedGraphicsDeviceManager.Current.GraphicsDevice.Viewport.Height; Random rnd = new Random(); Vector2 enemyPosition = new Vector2(-100, -100); Roland enemy = new Roland(); enemy.setPreAnimator(preAnimator); if (rnd.Next(0, 2) == 1) { enemy.Initialize(contentManager.Load <Texture2D>("Graphics\\roland_large"), enemyPosition); } else { enemy.Initialize(contentManager.Load <Texture2D>("Graphics\\roland_small"), enemyPosition); } rolands.Add(enemy); gameItems.Add(enemy); }
/// <summary> /// Allows the page to draw itself. /// </summary> private void OnDraw(object sender, GameTimerEventArgs e) { SharedGraphicsDeviceManager.Current.GraphicsDevice.Clear(Color.Black); // TODO: Add your drawing code here spriteBatch.Begin(); if (model.uselines) { if (model.usealtlines) { PaintAltLines(); } else { PaintLines(); } } //use all stars model.usestars = model.starlists[model.loadedlists - 2]; PaintStars(); if (model.usenames) { PaintNames(); } spriteBatch.End(); }
private void OnUpdate(object sender, GameTimerEventArgs e) //发送指令 { Debug.WriteLine(accHelper.GetInfo(), DateTime.Now.ToShortTimeString()); if (accHelper.GetInfo() == "UpShake" && Control == 1) { Control = 0; Client.SendCommand(@"10|U"); } else if (accHelper.GetInfo() == "DownShake" && Control == 1) { Control = 0; Client.SendCommand(@"10|D"); } else if (accHelper.GetInfo() == "LeftShake" && Control == 1) { Control = 0; Client.SendCommand(@"10|F"); } else if (accHelper.GetInfo() == "RightShake" && Control == 1) { Control = 0; Client.SendCommand(@"10|B"); } else if (accHelper.GetInfo() == "None") { Control = 1; } }
private void Draw(object sender, GameTimerEventArgs e) { SharedGraphicsDeviceManager.Current.GraphicsDevice.Clear(Color.DarkCyan); spriteBatch.Begin(); spriteBatch.Draw(texture2D, position, null, Color.White * alpha, rotation, origin, Vector2.One, SpriteEffects.None, 1.0f); spriteBatch.End(); }
/// <summary> /// Allows the page to draw itself. /// </summary> private void OnDraw(object sender, GameTimerEventArgs e) { try { if (mNavigationMode == NavigationMode.Back) { mNavigationMode = NavigationMode.Refresh; NavigationService.GoBack(); return; } else if (mNavigationMode == NavigationMode.Refresh) { return; } SharedGraphicsDeviceManager.Current.GraphicsDevice.Clear(Color.CornflowerBlue); mSpriteBatch.Begin(); // Render all parts of the screen DrawBackground(); DrawPlayerTwo(e); DrawPlayerOne(e); DrawHud(); mSpriteBatch.End(); } catch (Exception e1) { } // TODO: Add your drawing code here }
/// <summary> /// Draws the AI's catapult /// </summary> void DrawPlayerTwo(GameTimerEventArgs gameTime) { if (!gameOver) { playerTwo.Draw(gameTime); } }
/// <summary> /// Moves the rectangle around the screen. /// </summary> /// <param name="e"></param> void UpdateSprite(GameTimerEventArgs e) { // Move the sprite by speed, scaled by elapsed time. spritePosition += spriteSpeed * (float)e.ElapsedTime.TotalSeconds; int MinX = 0; int MinY = 0; int MaxX = SharedGraphicsDeviceManager.Current.GraphicsDevice.Viewport.Width - texture.Width; int MaxY = SharedGraphicsDeviceManager.Current.GraphicsDevice.Viewport.Height - texture.Height; // Check for bounce. if (spritePosition.X > MaxX) { spriteSpeed.X *= -1; spritePosition.X = MaxX; } else if (spritePosition.X < MinX) { spriteSpeed.X *= -1; spritePosition.X = MinX; } if (spritePosition.Y > MaxY) { spriteSpeed.Y *= -1; spritePosition.Y = MaxY; } else if (spritePosition.Y < MinY) { spriteSpeed.Y *= -1; spritePosition.Y = MinY; } }
private void OnDraw(object sender, GameTimerEventArgs e) { if (isClose) { return; } if (LSystem.isLogo) { if (logoFlag == null) { LSystem.isLogo = false; return; } lock (logoFlag) { logoFlag.Draw(process.GL, (long)e.ElapsedTime.TotalMilliseconds); } if (logoFlag.finish) { process.GL.Clear(); LSystem.isLogo = false; logoFlag = null; return; } return; } if (LSystem.AUTO_REPAINT) { DrawXNA((float)e.ElapsedTime.TotalSeconds); } if (useXNAListener) { sl_listener.Draw(GamePage, e); } }
/// <summary> /// Allows the page to draw itself. /// </summary> private void OnDraw(object sender, GameTimerEventArgs e) { SharedGraphicsDeviceManager.Current.GraphicsDevice.Clear(Color.Black); // TODO: Add your drawing code here electricEffect.Draw(e.ElapsedTime, e.TotalTime); }
/// <summary> /// Allows the page to draw itself. /// </summary> private void OnDraw(object sender, GameTimerEventArgs e) { SharedGraphicsDeviceManager.Current.GraphicsDevice.Clear(Color.CornflowerBlue); gameLevel.Draw(e); }
private void OnUpdate(object sender, GameTimerEventArgs e) { if (isActive) { particleSystem.Update(e.ElapsedTime.Milliseconds / 2000f); } }
/// <summary> /// Allows the page to draw itself. /// </summary> private void OnDraw(object sender, GameTimerEventArgs e) { SharedGraphicsDeviceManager.Current.GraphicsDevice.Clear(Color.CornflowerBlue); spriteBatch.Begin(); spriteBatch.Draw(background, ScreenRect, Color.White); spriteBatch.Draw(rock, rockrect, Color.White); spriteBatch.Draw(scissors, scissorsrect, Color.White); spriteBatch.Draw(paper, paperrect, Color.White); spriteBatch.Draw(RightHand, RightHandRect, Color.White); if (ActionState == 0 || ActionState == 1) { spriteBatch.Draw(LeftHand, position, null, Color.White, RotationAngle, origin, 1f, SpriteEffects.None, 0f); } else if (ActionState == 2) { spriteBatch.Draw(LeftHandPaper, position, null, Color.White, 0f, origin, 1f, SpriteEffects.None, 0f); } else if (ActionState == 3) { spriteBatch.Draw(LeftHandScissors, position, null, Color.White, 0f, origin, 1f, SpriteEffects.None, 0f); } spriteBatch.End(); // TODO: Add your drawing code here }
public override void Update(GameTimerEventArgs e) { if (Alive) { Position += Velocity; } }
/// <summary> /// Allows the page to draw itself. /// </summary> private void OnDraw(object sender, GameTimerEventArgs e) { SharedGraphicsDeviceManager.Current.GraphicsDevice.Clear(Color.Black); //draws the bases _uiRender.Render(); spriteBatch.Begin(); _line.Draw(spriteBatch); _missileManager.Draw(spriteBatch, SharedGraphicsDeviceManager.Current.GraphicsDevice); for (int i = 0; i < _buildings.Length; i++) { if (_buildings[i] != null) { _buildings[i].Draw(spriteBatch); } } _leftBaseCoolDown.Draw(_leftBase.GetRectangle.Width + 40, spriteBatch); _middleBaseCoolDown.Draw(_leftBase.GetRectangle.Width + 40, spriteBatch); _rightBaseCoolDown.Draw(_leftBase.GetRectangle.Width + 40, spriteBatch); //draws the 3 bases _leftBase.Draw(spriteBatch); _rightBase.Draw(spriteBatch); _middleBase.Draw(spriteBatch); //draws overlay spriteBatch.Draw(_uiRender.Texture, Vector2.Zero, Color.White); spriteBatch.End(); // TODO: Add your drawing code here }
/// <summary> /// Allows the page to draw itself. /// </summary> private void OnDraw(object sender, GameTimerEventArgs e) { SharedGraphicsDeviceManager.Current.GraphicsDevice.Clear(Color.Wheat); spriteBatch.Begin(); //spriteBatch.DrawString(font1, "X: " + ball.getPos().X, new Vector2(200, 400), Color.White); //spriteBatch.DrawString(font1, "Y: " + ball.getPos().Y, new Vector2(200, 500), Color.White); //// //spriteBatch.DrawString(font1, "X: " + scaledX(100), new Vector2(200, 200), Color.White); //spriteBatch.DrawString(font1, "Y: " + ball.getPos().Y, new Vector2(200, 300), Color.White); //spriteBatch.DrawString(font1,test, new Vector2(100, 100), Color.Red); spriteBatch.Draw(goal.getTex(), goal.getBounds(), Color.Tan); for (int i = 0; hole[i] != null; i++) { spriteBatch.Draw(hole[i].getTex(), hole[i].getBounds(), hole[i].getTex().Bounds, Color.Black); } for (int i = 0; wall[i] != null; i++) { spriteBatch.Draw(wall[i].getTex(), wall[i].getBounds(), Color.DarkGray); } //new Microsoft.Xna.Framework.Rectangle((int)wall.getStart().X, (int)wall.getStart().Y, wall.getLength(), 8) spriteBatch.Draw(ball.getTex(), ball.getBounds(), Color.White); spriteBatch.End(); // TODO: Add your drawing code here }
private void OnUpdate(object sender, GameTimerEventArgs e) { uiOpacity = MathHelper.Clamp(uiOpacity + (float)e.ElapsedTime.TotalSeconds * 2f, 0f, 1f); frameRateCounter.OnUpdate(e.ElapsedTime); Renderer.Current.Update(e.ElapsedTime, e.TotalTime); Update(e); }
//-------------------------------------------------------------- void timer_Idle(object sender, GameTimerEventArgs eventArgs) { idleEventOccured = true; idleEventArgs = eventArgs; }
void timer_TimeChanged(object sender, GameTimerEventArgs eventArgs) { timeChangedEventOccured = true; timeEventArgs = eventArgs; }