protected override void Draw(GameTime gameTime) { FpsMonitor.Update(); GraphicsDevice.RasterizerState = RasterizerState.CullClockwise; GameStateManager.Draw(gameTime); GuiManager.Draw(gameTime); }
protected override void Update(GameTime gameTime) { if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || menuManager.ExitGame) { this.Exit(); } if (InputManager.IsKeyReleased(Keys.Escape) && InputManager.MouseInBounds) { if (TileGrid.GameState == GameStates.Playing) { menuManager.QuitGame(); TileGrid.GameState = GameStates.QuitGame; } else if (TileGrid.GameState == GameStates.QuitGame) { TileGrid.GameState = GameStates.Playing; } } InputManager.Update(gameTime); resolutionManager.Update(gameTime); switch (TileGrid.GameState) { case GameStates.Menu: menuManager.Update(gameTime); break; case GameStates.Lobby: networkingManager.Update(gameTime); menuManager.Update(gameTime); break; case GameStates.StartNewGame: tileManager.OnPlayGame(true); networkingManager.Update(gameTime); tileManager.NewGame(); break; case GameStates.QuitGame: menuManager.Update(gameTime); networkingManager.Update(gameTime); break; case GameStates.Playing: cameraManager.Update(gameTime); tileManager.Update(gameTime); networkingManager.Update(gameTime); animationManager.Update(gameTime); break; } screenshotManager.Update(gameTime); bannerManager.Update(gameTime); fpsMonitor.Update(gameTime); base.Update(gameTime); }
protected override void Draw(GameTime gameTime) { //GraphicsDevice.Present(); FpsMonitor.Update(); GraphicsDevice.RasterizerState = RasterizerState.CullClockwise; GameStateManager.Draw(gameTime); GuiManager.Draw(gameTime); this.Metrics = GraphicsDevice.Metrics; }
protected override void OnDraw(IRenderArgs args) { if (!_backgroundSkyBox.Loaded) { _backgroundSkyBox.Load(Alex.GuiRenderer); } _backgroundSkyBox.Draw(args); base.OnDraw(args); FpsMonitor.Update(); }
protected override void OnRenderFrame(FrameEventArgs e) { base.OnRenderFrame(e); renderFrameBuffer.bindFBO(); GL.ClearColor(Color.Olive); GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit | ClearBufferMask.StencilBufferBit); GL.Enable(EnableCap.Texture2D); GL.Enable(EnableCap.CullFace); GL.CullFace(CullFaceMode.Back); scene.DrawScene(camera); drawScreen(); this.SwapBuffers(); fpsm.Update(); }
public override void Update(GameTime gameTime) { base.Update(gameTime); scriptingEngine.Update(gameTime); if (Input.WasPressed(0, Buttons.Start, Keys.Escape)) { // push our start menu onto the stack GameManager.PushState(new OptionsMenuState(OurGame)); } if (Input.WasPressed(0, Buttons.DPadRight, Keys.F1)) { context.lvl.SpawnPlayer(null); } if (Input.WasPressed(0, Buttons.LeftShoulder, Keys.OemMinus)) { camera.Zoom -= 0.2f; } if (Input.WasPressed(0, Buttons.RightShoulder, Keys.OemPlus)) { camera.Zoom += 0.2f; } if (Input.WasPressed(0, Buttons.LeftStick, Keys.OemTilde)) { GameManager.PushState(new ConsoleScreen(OurGame)); } context.lvl.Update(gameTime); //if (camera.focussedOnPlayer) // camera.Position = context.lvl.player.Position; hud.Update(gameTime); monitor.Update(); DebugMonitor.AddDebugValue("FrameRate", monitor.Value); }
public void Update(GameTime gameTime) { fpsMonitor.Update(gameTime); SetText(new Vector2(5, 5), "fps: " + fpsMonitor.FPS); }