/// <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) { InputHandler(); Renderer.GraphicOptions.FrameLength = (float)gameTime.ElapsedGameTime.TotalSeconds; renderer.Update(); colorTimer += gameTime.ElapsedGameTime.Milliseconds; if (colorTimer > 10.0f) { colorTimer = 0.0f; switch (colorState) { case ColorStateEnum.RED: if (meshColor.R == 255) { colorState = ColorStateEnum.GREEN; } else { meshColor.R++; meshColor.B--; } break; case ColorStateEnum.GREEN: if (meshColor.G == 255) { colorState = ColorStateEnum.BLUE; } else { meshColor.G++; meshColor.R--; } break; case ColorStateEnum.BLUE: if (meshColor.B == 255) { colorState = ColorStateEnum.RED; } else { meshColor.B++; meshColor.G--; } break; } if (tank != -1) { renderer.ActiveScene.Access3D(tank).MeshColor = meshColor; } if (turret != -1) { renderer.ActiveScene.Access3D(turret).MeshColor = meshColor; } } //base.Update(gameTime); }
public Game1() { graphics = new GraphicsDeviceManager(this); contentBuilder = new ContentBuilder(); overhead = true; emitterAdded = false; colorTimer = 0; colorState = ColorStateEnum.RED; meshColor = Color.Blue; graphics.PreparingDeviceSettings += this.graphics_PreparingDeviceSettings; }
public Game1() { graphics = new GraphicsDeviceManager(this); contentBuilder = new ContentBuilder(); overhead = true; emitterAdded = false; colorTimer = 0; colorState = ColorStateEnum.RED; meshColor = Color.Blue; graphics.PreparingDeviceSettings += this.graphics_PreparingDeviceSettings; }
/// <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) { InputHandler(); Renderer.GraphicOptions.FrameLength = (float)gameTime.ElapsedGameTime.TotalSeconds; renderer.Update(); colorTimer += gameTime.ElapsedGameTime.Milliseconds; if (colorTimer > 10.0f) { colorTimer = 0.0f; switch (colorState) { case ColorStateEnum.RED: if (meshColor.R == 255) colorState = ColorStateEnum.GREEN; else { meshColor.R++; meshColor.B--; } break; case ColorStateEnum.GREEN: if (meshColor.G == 255) colorState = ColorStateEnum.BLUE; else { meshColor.G++; meshColor.R--; } break; case ColorStateEnum.BLUE: if (meshColor.B == 255) colorState = ColorStateEnum.RED; else { meshColor.B++; meshColor.G--; } break; } if (tank != -1) { renderer.ActiveScene.Access3D(tank).MeshColor = meshColor; } if (turret != -1) { renderer.ActiveScene.Access3D(turret).MeshColor = meshColor; } } //base.Update(gameTime); }