Пример #1
0
        /// <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)
        {
            const string mark = "Update";

            try
            {
                base.Update(gameTime);

                //We must call StartFrame at the top of Update to indicate to the Profiler that a new frame has started.
                GS.StartFrame();
                GS.BeginMark(mark, FlatTheme.PeterRiver);

                _previousKeyboardState = _keyboardState;
                _keyboardState         = Keyboard.GetState();

                // Allows the game to exit
                                #if WINDOWS
                if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
                {
                    Exit();
                    return;
                }
                                #endif

                if (_keyboardState.IsKeyUp(Keys.Escape) && _previousKeyboardState.IsKeyDown(Keys.Escape))
                {
                    Exit();
                    return;
                }

                #if USE_GEARSET
                //Test for CPU / GPU bound
                if (GS.GearsetComponent.Console.Profiler.DoUpdate() == false)
                {
                    return;
                }
                #endif

                //PLOT test
                GS.Plot("FPS", _fpsCounter.Fps);
//                GS.Plot("Tick Memory K", _memoryMonitor.TickMemoryK);

                var mouseState = Mouse.GetState();
                var mousePos2  = new Vector2(mouseState.X, mouseState.Y);
                var mousePos3  = new Vector3(mousePos2, 0);

                //Label test
                GS.ShowLabel("I follow the mouse pointer!", mousePos2);

                //Line Test
                //Draw a line but then use the same key to reference it a second time and alter the postion / color
//                GS.ShowLine("TestLine", new Vector2(mouseState.X, mouseState.Y + 20), new Vector2(mouseState.X + 200, mouseState.Y + 20), Color.Green);
//                GS.ShowLine("TestLine", new Vector2(mouseState.X, mouseState.Y - 20), new Vector2(mouseState.X + 200, mouseState.Y - 20), Color.Violet);
                //Other lines...
                GS.ShowLineOnce(new Vector2(mouseState.X, mouseState.Y + 25), new Vector2(mouseState.X + 200, mouseState.Y + 25), Color.Pink);
                GS.ShowLineOnce(new Vector2(mouseState.X, mouseState.Y + 35), new Vector2(mouseState.X + 200, mouseState.Y + 35), Color.Red);

                //ALERT test - press SPACE for an alert message!
                if (_keyboardState.IsKeyUp(Keys.Space) && _previousKeyboardState.IsKeyDown(Keys.Space))
                {
                    GS.Alert("I am an alert message");
                }

                Thread.Sleep(1);//Let's trick the update into taking some time so that we can see some profile info

                //Update Gearset matrixes for 3d geometry
                GS.SetMatrices(ref _worldMatrix, ref _viewMatrix, ref _projectionMatrix);

                //Geometry tests...
//                GS.ShowSphere("TestSphere", mousePos3, 50, Color.Azure);
                GS.ShowSphereOnce(mousePos3, 50, Color.Azure);
//                GS.ShowBox("TestBox", new Vector3(mouseState.X + 50, mouseState.Y + 50, 0), new Vector3(mouseState.X + 100, mouseState.Y + 100, 0), Color.Blue);
                GS.ShowBoxOnce(new Vector3(mouseState.X + 100, mouseState.Y + 100, 0), new Vector3(mouseState.X + 150, mouseState.Y + 150, 0), Color.Red);
            }
            finally
            {
                //Must call EndMark
                GS.EndMark(mark);
            }
        }