Update() 개인적인 메소드

private Update ( ) : void
리턴 void
예제 #1
0
파일: Game.cs 프로젝트: Phyyl/LD33
        public void Update(float delta)
        {
            world.Update(delta);

            if (Keyboard.GetState().IsKeyDown(Key.Space))
            {
                world.Monster.Map.AddEntity(new NPC(new Vector2(0, 0)));
            }
        }
예제 #2
0
        public void Update(float deltaTime)
        {
            EventManager.Tick();

            if (IsRunning)
            {
                World.Update(deltaTime);

                ProcessManager.Update(deltaTime);
                CollisionManager.DetectAndResolveCollisions();

                checkForVictoryConditions();
            }
        }
예제 #3
0
        static void Main(string[] args)
        {
            World world = new World();

            using (var game = new GameWindow(400, 400))
            {
                game.Load += (sender, e) =>
                {
                    game.VSync = VSyncMode.On;
                    GL.MatrixMode(MatrixMode.Projection);
                    GL.LoadIdentity();
                    GL.Ortho(0, game.Width, game.Height, 0, 0.0, 0.0);
                };

                game.Resize += (sender, e) =>
                {
                    GL.Viewport(0, 0, game.Width, game.Height);
                };

                game.UpdateFrame += (sender, e) =>
                {
                    if (game.Keyboard[Key.Escape])
                    {
                        game.Exit();
                    }
                    world.Update();
                };

                game.RenderFrame += (sender, e) =>
                {
                    GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit);
                    GL.Ortho(0, game.Width, game.Height, 0, -1, 1);

                    GL.MatrixMode(MatrixMode.Modelview);
                    GL.LoadIdentity();

                    GL.Begin(PrimitiveType.LineLoop);
                    GL.Color3(Color.Pink);
                    GL.Vertex2(0, 0);
                    GL.Vertex2(400, 400);
                    GL.End();

                    world.Render();
                    game.SwapBuffers();
                };

                game.Run(60.0);
            }
        }
예제 #4
0
        void DrawGame(GameTime gameTime)
        {
            if (GameClass.GameActive && GameClass.HasFocus)
            {
////#if DEBUG
//                if (Keys.S.Pressed() && Keys.LeftControl.Down())
//                {
//                    World.SaveCurrentStateInBuffer();
//                    File.WriteAllBytes("TestDump", World.WorldBytes);
//                }

//                if (Keys.L.Pressed() && Keys.LeftControl.Down())
//                {
//                    //World.LoadStateFromBuffer();
//                    World.Reload(World.SimStep, World.WorldBytes);
//                }
////#endif
//                if (Keys.D.Pressed() && Keys.LeftControl.Down())
//                {
//                    World.SynchronizeNetwork();
//                }

                if (World.MapEditorActive)
                {
                    if (Keys.S.Pressed() && InputHelper.CtrlDown() && InputHelper.ShiftDown())
                    {
                        SendCommand("save-as");
                    }
                    else if (Keys.S.Pressed() && InputHelper.CtrlDown())
                    {
                        SendCommand("save");
                    }
                    else if (Keys.L.Pressed() && InputHelper.CtrlDown())
                    {
                        SendCommand("load");
                    }
                }

                World.Update();
                UpdateJsData();
                UpdateParams();
            }

            World.Draw();
        }
예제 #5
0
        public virtual void MakeStep()
        {
            if (!m_initialized)
            {
                Init();
            }

            // Controls should be already set

            if (LuaScriptPath != "")
            {
                World.RunLuaScript(LuaScriptPath);
                LuaScriptPath = "";
            }

            World.Update();

            Renderer.ProcessRequests();
        }