Пример #1
0
        /// <summary>
        ///     Grabs the first key that is currently pressed and returns it as a character.
        /// </summary>
        /// <returns>ASCII character of the first key current pressed.</returns>
        public static char GetChar()
        {
            while (_grabIndex < 160)
            {
                KeyCodes keyCode = GetKey();
                if ((int)keyCode != 0)
                {
                    char chr = NativeMethods.VirtualKeyToChar((uint)_virtualKeys[(int)keyCode]);
                    if (chr != '\0')
                    {
                        if (_lastKey == keyCode && _fastKeyTimer.DurationMillisecond > _fastKeyDelay)
                        {
                            return(chr);
                        }
                        else
                        {
                            if (_lastKey != keyCode)
                            {
                                _fastKeyTimer.Restart();
                                _lastKey = keyCode;
                                return(chr);
                            }
                            return('\0');
                        }
                    }
                }
            }

            _fastKeyTimer.Restart();
            _lastKey = (KeyCodes)0;
            return('\0');
        }
Пример #2
0
        /// <summary>
        ///		This will setup the drawing buffers so that they are ready for you to render on
        ///		them this must be called before you can render anything/
        /// </summary>
        public static void BeginScene()
        {
            // Track render timer.
            _renderTimer.Restart();

            // Notify the driver of the begining scene.
            _driver.BeginScene();
        }
Пример #3
0
 /// <summary>
 ///		Called when the process this process is waiting for finishes.
 /// </summary>
 public override void WaitFinished()
 {
     _timer.Restart();
 }
Пример #4
0
 /// <summary>
 ///		Pauses the execution of the current process for the given amount of time.
 /// </summary>
 /// <param name="time">Amount of time to pause for.</param>
 public virtual void Pause(int time)
 {
     _pauseTimer.Restart();
     _isPaused   = true;
     _pauseDelay = time;
 }
Пример #5
0
        /// <summary>
        ///		Called by the base engine class when its safe to update and render the scene.
        /// </summary>
        protected override void Update()
        {
            // Ignore everything else if we are not running a game.
            if (_gameName == "")
            {
                return;
            }

            //System.Console.WriteLine("Collective Time("+EntityNode.CollectiveCalls+" calls): "+EntityNode.CollectiveTime);
            //EntityNode.CollectiveTime = 0.0f;
            //EntityNode.CollectiveCalls = 0;
            //EntityNode.CollectiveTimer.Restart();

            // Time to load a map?
            if (_mapLoadPending == true)
            {
                // Pump out a MapFinish event.
                EventManager.FireEvent(new Event("map_finish", this, null));

                // Allow the processes some time to be notified of closing events.
                //EventManager.ProcessEvents();
                //ProcessManager.RunProcesses(1);

                // Tell the scripts that we are now loading the new map (so they can show a loadings screen).
                _gameScriptProcess.Process.InvokeFunction("OnLoadingBegin", true, true);

                // Don't want to render the scene graph as its currently being loaded >.<.
                bool priorSceneGraphRender = true;
                if (_isServer == false)
                {
                    priorSceneGraphRender       = _window.RenderSceneGraph;
                    _window.RenderLoadingScreen = true;
                    _window.RenderSceneGraph    = false;
                }

                // Keep track of time :).
                HighPreformanceTimer loadTimer = new HighPreformanceTimer();

                // Get starting memory.
                long startingMemory = GC.GetTotalMemory(true);

                if (GraphicsManager.ThreadSafe == false)
                {
                    // Load the new map.
                    DebugLogger.WriteLog("Loading map from " + _mapLoadFile + " " + (_mapLoadPassword != "" ? " with password " + _mapLoadPassword : "") + ".");
                    LoadMapThread();
                }
                else
                {
                    // Load the new map.
                    DebugLogger.WriteLog("Loading map from " + _mapLoadFile + " " + (_mapLoadPassword != "" ? " with password " + _mapLoadPassword : "") + ".");
                    Thread thread = new Thread(LoadMapThread);
                    thread.Priority = ThreadPriority.Highest;
                    // Thread.CurrentThread.Priority = ThreadPriority.Lowest;
                    thread.IsBackground = true;
                    thread.Start();

                    // Ech, there has to be a better way than this. I hate thread safety >.>.
                    HighPreformanceTimer timer = new HighPreformanceTimer();
                    while (thread != null && thread.IsAlive == true)
                    {
                        // Track frame stats.
                        TrackFrameStatsBegin();

                        // Update the process.
                        //timer = new HighPreformanceTimer();
                        //_gameScriptProcess.Run(_deltaTime);
                        //_processProcessingDuration = (float)timer.DurationMillisecond;

                        // Update the graphical console.
                        if (_isServer == false)
                        {
                            GraphicalConsole.Update(1.0f);
                        }

                        // Tell the window to render
                        if (_isServer == false)
                        {
                            timer.Restart();
                            GraphicsCanvas.RenderAll();
                            _window.Render();
                            _renderingDuration = (float)timer.DurationMillisecond;
                        }

                        // Update network.
                        NetworkManager.Poll();

                        // Process application level events.
                        timer.Restart();
                        Application.DoEvents();
                        _applicationProcessingDuration = (float)timer.DurationMillisecond;

                        // Track frame stats.
                        TrackFrameStatsFinish();
                    }
                }

                // Invoke OnCreate events of scripted entities.
                foreach (SceneNode node in _map.SceneGraph.EnumerateNodes())
                {
                    if (node != null && node is ScriptedEntityNode && node.IsPersistent == false)
                    {
                        ((ScriptedEntityNode)node).ScriptProcess[0].InvokeFunction("OnCreate", true, false);
                    }
                }

                // Run the collision manager quickly so that we can sort out any unplesent problems.
                CollisionManager.ProcessCollisions();

                //Thread.CurrentThread.Priority = ThreadPriority.Normal;

                // We can render again! Oh holy days!
                if (_isServer == false)
                {
                    _window.RenderLoadingScreen = false;
                    _window.RenderSceneGraph    = priorSceneGraphRender;
                }

                // Remove any old resource from the cache that haven't been used for 5 maps :P.
                ResourceManager.CollectGarbage(3);

                // Free up some space.
                GC.Collect();

                // And we are done!
                DebugLogger.WriteLog("Map loaded successfully in " + loadTimer.DurationMillisecond + "ms, " + (((GC.GetTotalMemory(false) - startingMemory) / 1024.0f) / 1024.0f) + "mb allocated during loading.");

                // Yay, loaded!
                _mapLoadPending = false;

                // Reset the delta time!
                _forcedDeltaTimeThisFrame = 1.0f;
            }
        }
        /// <summary>
        ///		Updates the following entity associated with this process.
        /// </summary>
        /// <param name="deltaTime">Elapsed time since last frame.</param>
        public override void Run(float deltaTime)
        {
            //if (_entity.IsEnabled == false) return;

            // Work out the central points.
            Transformation entityTransform = _entity.CalculateTransformation();

            // If its a camera then we need to invert the coordinates as it uses
            // slightly different ones from normal entities.
            if (_entity is CameraNode)
            {
                entityTransform.X = -entityTransform.X;
                entityTransform.Y = -entityTransform.Y;
            }

            // Are we at the correct place? If so why bother with the below code :P.
            if (entityTransform.X == _x && entityTransform.Y == _y)
            {
                Finish(ProcessResult.Success);
                return;
            }

            // If we can't move then finish.
            if (_gotPreviousTransformation == true)
            {
                if (_previousTransformation.X == entityTransform.X && _previousTransformation.Y == entityTransform.Y && _previousTransformation.Z == entityTransform.Z)
                {
                    if (_previousTransformationTimer.DurationMillisecond > 500) // Half a second and no movement O_o, oh shiz we must have something in out way.
                    {
                        Finish(ProcessResult.Failed);
                        return;
                    }
                }
                else
                {
                    _previousTransformationTimer.Restart();
                    _previousTransformation = entityTransform;
                }
            }
            else
            {
                _previousTransformation = entityTransform;
                _previousTransformationTimer.Restart();
                _gotPreviousTransformation = true;
            }

            float entityTransformCenterX = entityTransform.X + ((_entity.BoundingRectangle.Width / 2) * entityTransform.ScaleX);
            float entityTransformCenterY = entityTransform.Y + ((_entity.BoundingRectangle.Height / 2) * entityTransform.ScaleY);
            float vectorX  = entityTransformCenterX - _x;
            float vectorY  = entityTransformCenterY - _y;
            float distance = (float)Math.Sqrt(vectorX * vectorX + vectorY * vectorY);

            vectorX /= distance;
            vectorY /= distance;

            float followSpeed = _followSpeed.Start + (((_followSpeed.Finish - _followSpeed.Start) / _originalDistance) * (_originalDistance - distance));

            // Work out vector towards entity.
            float movementX = (vectorX * followSpeed) * deltaTime;
            float movementY = (vectorY * followSpeed) * deltaTime;

            _entity.Move(-movementX, -movementY, 0.0f);

            // Are we done yet?
            if (Math.Abs(Math.Round(distance)) <= Math.Max(1, _followSpeed.Finish) * 2)// || followSpeed == _followSpeed.Finish)
            {
                Finish(ProcessResult.Success);
                return;
            }
        }