C# (CSharp) Класс Microsoft.Xna.Framework. GameTime Code Examples

C# (CSharp) Microsoft.Xna.Framework.GameTime - 30 примеров найдено. Это лучшие примеры C# (CSharp) кода для класса Microsoft.Xna.Framework.GameTime, полученные из open source проектов. Вы можете ставить оценку каждому примеру, чтобы помочь нам улучшить качество примеров.
 public void Update(GameTime gameTime)
 {
     if (powerup == null)
     {
         if (remaining < 0)
         {
             remaining = rand.NextDouble() * 10 + 10;
             lock (phyWorld)
                 powerup = (Powerup)Activator.CreateInstance(
                     types[rand.Next(0, types.Length)], phyWorld, gameplay, rand);
             powerup.LoadContent(content);
         }
         else
             remaining -= gameTime.ElapsedGameTime.TotalSeconds;
     }
     else
     {
         if (powerup.IsActive)
             powerup.Update();
         else
         {
             phyWorld.RemoveBody(powerup);
             powerup = null;
         }
     }
 }
 public virtual void Draw(GameTime gameTime, SpriteBatch spriteBatch)
 {
     if (sprite != null && visible)
     {
         spriteBatch.Draw(sprite, position, null, Color.White, 0, Vector2.Zero, new Vector2(1, spriteScale), SpriteEffects.None, 0);
     }
 }
Пример #3
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        protected override void Update(GameTime gameTime)
        {
            float time = (float)gameTime.ElapsedGameTime.TotalMilliseconds;
            map.Update(time);

            base.Update(gameTime);
        }
Пример #4
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 protected override void Draw(GameTime gameTime)
 {
     base.Draw(gameTime);
     this.spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.NonPremultiplied);
     this.spriteBatch.DrawString(this.font, "", new Vector2(1f, 1f), Color.White, 0f, Vector2.Zero, (float)1f, SpriteEffects.None, 1f);
     this.spriteBatch.End();
 }
        /// <summary>
        /// Draws the menu.
        /// </summary>
        public override void Draw(GameTime gameTime)
        {
            SpriteBatch spriteBatch = ScreenManager.SpriteBatch;

            spriteBatch.Begin(SpriteSortMode.Deferred, null, null, null, null, null, camera.Transform);

            // Draw the menu title.
            if (titleTexture == null)
                spriteBatch.DrawString(ScreenManager.GameContent.gameFont, titleString,
                    titlePosition, Color.White * TransitionAlpha, 0, Vector2.Zero,
                    titleSize / ScreenManager.GameContent.gameFontSize,
                    SpriteEffects.None, 0);
            else
                spriteBatch.Draw(titleTexture, titlePosition, Color.White * TransitionAlpha);

            // Draw each menu entry in turn.
            for (int i = 0; i < menuEntries.Count; i++)
            {
                MenuEntry menuEntry = menuEntries[i];

                bool isSelected = IsActive && (i == selectedEntry);

                menuEntry.Draw(isSelected, gameTime);
            }

            spriteBatch.End();
        }
Пример #6
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 public override void Update(GameTime gameTime)
 {
     Position += Speed;
     Angle += AngularSpeed;
     Opacity -= OpacityChange;
     CurrentLife += gameTime.ElapsedGameTime.Milliseconds;
 }
Пример #7
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 /// <summary>
 /// Allows the game component to update itself.
 /// </summary>
 /// <param name="gameTime">Provides a snapshot of timing values.</param>
 public override void Draw(GameTime gameTime)
 {
     GestionSprites.Begin();
     GestionSprites.DrawString(Font,TexteÀAfficher, Position, CouleurTexte,0,Origine,Échelle, SpriteEffects.None,1f);
     GestionSprites.End();
     base.Draw(gameTime);
 }
Пример #8
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        public override void Draw(GameTime gameTime)
        {
            Matrix world = Matrix.CreateRotationY(this.rotation) * Matrix.CreateTranslation(this.position + (Vector3.Up * height));

            Matrix[] transforms = new Matrix[this.model.Bones.Count];
            this.model.CopyAbsoluteBoneTransformsTo(transforms);

            GraphicsDevice.BlendState = BlendState.AlphaBlend;
            GraphicsDevice.RasterizerState = RasterizerState.CullCounterClockwise;
            GraphicsDevice.DepthStencilState = DepthStencilState.Default;

            foreach (ModelMesh mesh in model.Meshes)
            {
                foreach (BasicEffect effect in mesh.Effects)
                {
                    effect.World = transforms[mesh.ParentBone.Index] * world;
                    effect.View = CanyonGame.Camera.View;
                    effect.Projection = CanyonGame.Camera.Projection;
                    effect.Alpha = this.alpha;
                    effect.EnableDefaultLighting();
                    effect.PreferPerPixelLighting = true;
                }

                mesh.Draw();
            }

            base.Draw(gameTime);
        }
Пример #9
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 protected override void Draw(GameTime gameTime)
 {
     resolver.RunAllRunners();
     if (runCodeForTests != null)
         runCodeForTests();
     resolver.RunAllPresenters();
 }
Пример #10
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        /// <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)
        {
            currentstate = Keyboard.GetState();

            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape))
                Exit();

            // TODO: Add your update logic here
            else
            {
                if (currentstate.IsKeyDown(Keys.A) && !oldstate.IsKeyDown(Keys.A))
                {
                    sounds[0].Play();
                    //var sd = soundEffects[0].CreateInstance();
                    //sd.IsLooped = false;
                    //sd.Play();
                    //sd.Dispose();
                }
                if (currentstate.IsKeyDown(Keys.R) && !oldstate.IsKeyDown(Keys.R)) { rd.BMS파일분석(); }
                if (currentstate.IsKeyDown(Keys.Y) && !oldstate.IsKeyDown(Keys.Y)) { rd.노트시간계산();sdmgr.시간들 = rd.시간들; }
                if (currentstate.IsKeyDown(Keys.S) && !oldstate.IsKeyDown(Keys.S))
                {
                    sdmgr.Play();
                    //var sd = soundEffects[1].CreateInstance();
                    //sd.Play();
                }

                oldstate = currentstate;
            }
            

            base.Update(gameTime);
        }
Пример #11
0
        /// <summary>
        /// Allows the game component to update itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        public override void Update(GameTime gameTime)
        {
            // TODO: Add your update code here
            this.time += gameTime.ElapsedGameTime.Milliseconds;
            if (this.time >= 1000)
            {
                this.time = 0;
                this.s += 1;
                //if (s >= 60)
                //{
                //    s = 0;
                //    m += 1;
                //    if (m >= 60)
                //        h += 1;
                //}
                //if (h > 0)
                //    Console.WriteLine("時間計時:" + h + "小時" + m + "分" + s + "秒");
                //else if (m > 0)
                //    Console.WriteLine("時間計時:" + m + "分" + s + "秒");
                //else
                    Console.WriteLine("時間計時:" + s + "秒");
                    if (s > time_Max)
                        s = time_Max;
            }

            base.Update(gameTime);
        }
Пример #12
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        public override void Update(GameTime gameTime)
        {
            base.Update(gameTime);

            if (left.Clicked) this.SceneNavigator.MoveToScene(Scenes.SCENE_2);
            if (right.Clicked) this.SceneNavigator.MoveToScene(Scenes.SCENE_2);
        }
        public void Draw(GameTime gameTime, SpriteBatch spriteBatch, Vector2 position, SpriteEffects spriteEffects)
        {
            if (Animation == null)
            {
                throw new NotSupportedException("No animation is currently playing.");
            }

            time += (float)gameTime.ElapsedGameTime.TotalSeconds;
            while (time > Animation.frameTime)
            {
                time -= Animation.frameTime;

                if (Animation.isLooping)
                {
                    frameIndex = (frameIndex + 1) % Animation.FrameCount;

                }
                else
                {
                    frameIndex = Math.Min(frameIndex + 1, Animation.FrameCount - 1);
                }
            }

            Rectangle source = new Rectangle(FrameIndex * Animation.FrameWidth, 0, Animation.FrameWidth, Animation.FrameHeight);

            spriteBatch.Draw(animation.texture, position, source, Color.White, 0.0f, Vector2.Zero, 0.5f, SpriteEffects.None, 0.0f);
        }
Пример #14
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        public override void Update(GameTime gameTime)
        {
            ControlManager.Update(gameTime, PlayerIndex.One);

            base.Update(gameTime);

        }
        public void DrawFlagScore(SpriteBatch spriteBatch, GameTime gameTime, float stoppingHeight)
        {
            scoreOrigin = ScoreFont.MeasureString(scoreText) / GameValues.ScoreSpriteScoreOriginOffset;

            spriteBatch.DrawString(ScoreFont, scoreText, new Vector2(Position.X, Position.Y - GameValues.ScoreSpriteDrawFlagScoreYOffset), Color.White, 0, scoreOrigin, 0.4f, SpriteEffects.None, 0f);

            if (Position.Y > stoppingHeight)
            {
                Position = new Vector2(Position.X, Position.Y - GameValues.ScoreSpriteDrawFlagScoreDropOffet);
            }
            else if (Position.Y <= stoppingHeight)
            {
                //Position.Y = stoppingHeight;
                Position = new Vector2(Position.X, stoppingHeight);
                if (scoreBuffer <= 0)
                {
                    scoreBuffer = GameValues.ScoreSpriteScoreBuffer;
                    ScoringOn = !ScoringOn;
                }
                else
                {
                    scoreBuffer--;
                }
            }
        }
Пример #16
0
        public virtual void Draw(SpriteBatch spriteBatch, GameTime gameTime)
        {
            Vector2 _position2 = new Vector2(_position.X, _position.Y + 150);
            Vector2 _position3 = new Vector2(_position.X, _position.Y + 300);

            if (pause)
            {
                spriteBatch.Draw(_texture, Vector2.Zero, Color.White);

                if (jouerIn)
                    spriteBatch.Draw(jouer, _position, Color.Blue);
                else
                    spriteBatch.Draw(jouer, _position, Color.White);

                if (OptionIn)
                    spriteBatch.Draw(options, _position2, Color.Blue);
                else
                    spriteBatch.Draw(options, _position2, Color.White);

                if (QuitterIn)
                    spriteBatch.Draw(quitter, _position3, Color.Blue);
                else
                    spriteBatch.Draw(quitter, _position3, Color.White);

            }
        }
Пример #17
0
        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.CornflowerBlue);

            // TODO: Add your drawing code here
            spriteBatch.Begin();

            //drawas all the objects to the game
            spriteBatch.Draw(Paddle, PaddlePos, Color.White);
            spriteBatch.Draw(Ball, BallPos, Color.White);
            spriteBatch.DrawString(Lives, "Lives = " + Numberlives, new Vector2(020,020), Color.White);
            spriteBatch.DrawString(Lives, "Score = " + score, new Vector2(580, 020), Color.White);

            //draws allthe bricks on the board
            foreach (var pos in BricksPos)
                spriteBatch.Draw(Block, pos, Color.Turquoise);

            // makes it so that if there are no more lives it displays some text to tell you
             if (Numberlives <= 0)
            {
                spriteBatch.DrawString(Lives, "You ran out of Lives, press [Esc] to leave", new Vector2(200, 400), Color.White);
             }

             if (score >= 300)
             {
                 spriteBatch.DrawString(Lives, "You won, GG press [Esc] to exit", score, new Vector2(200, 400), Color.White);
             }

            spriteBatch.End();
            base.Draw(gameTime);
        }
        // Most content in this class will be here, drawn.
        public override void Draw(GameTime gameTime)
        {
            switch (parent.currentState)
            {
                // Splash Screen Text
                case Game1.GameState.Start:
                    // Main Screen Text
                    parent.spriteBatch.Begin();
                    parent.spriteBatch.Draw(logo, new Vector2(parent.Window.ClientBounds.Width / 2 - 400, -40), new Rectangle(0,0,800,300), Color.White);
                    parent.spriteBatch.End();

                    break;
                // INSTRUCTION TEXT
                case Game1.GameState.Instructions:
                    parent.spriteBatch.Begin();
                    parent.spriteBatch.Draw(logo, new Vector2(parent.Window.ClientBounds.Width / 2 - 400, -40), new Rectangle(0, 0, 800, 300), Color.White);
                    parent.spriteBatch.DrawString(parent.descriptionFont, "You've decided to adopt a hippo!\n" +
                        "Keep your pet hippo happy by playing minigames and earning points!\n" +
                        "The more points you earn, the more things you can buy!\n",
                        new Vector2(20, 200), Color.White, 0, Vector2.Zero, 1, SpriteEffects.None, 1);
                    parent.spriteBatch.End();
                    break;
            }

            base.Draw(gameTime);
        }
 /// <summary>
 /// This is called when the game should draw itself.
 /// </summary>
 /// <param name="gameTime">Provides a snapshot of timing values.</param>
 protected override void Draw(GameTime gameTime)
 {
     GraphicsDevice.Clear(Color.Black);
     spriteBatch.Begin();
     base.Draw(gameTime);
     spriteBatch.End();
 }
Пример #20
0
        protected override void Draw(GameTime gameTime)
        {
            // Clear the backbuffer
            graphics.GraphicsDevice.Clear( Color.Black );

            spriteBatch.Begin();

            // draw the sprites
            spriteBatch.Draw( background, new Rectangle(0,0,2400,1440), Color.White );
            spriteBatch.Draw( earth, new Vector2 (400, 240), Color.White );

            foreach(var laser in gameObjects.Lasers)
            {
                laser.Draw( spriteBatch );
            }

            foreach(var asteroid in gameObjects.Asteroids){
                asteroid.Draw( spriteBatch );
            }

            gameObjects.Shuttle.Draw( spriteBatch );

            spriteBatch.DrawString( font, score.ToString(), new Vector2 (100, 100), Color.Red );

            spriteBatch.End();

            base.Draw( gameTime );
        }
Пример #21
0
        public override void Draw(GameTime gameTime)
        {
            RasterizerState rs = new RasterizerState();
            rs.CullMode = CullMode.None;
            rs.FillMode = FillMode.WireFrame;
            this.device.RasterizerState = rs;

            Viewport viewport = this.device.Viewport;
            this.defaultEfft.World = Matrix.CreateTranslation(new Vector3(-this.witdth/2, -this.heigh/2, -100.0f));
            this.defaultEfft.Projection = Matrix.CreatePerspectiveFieldOfView(MathHelper.PiOver4,
                                                                              viewport.AspectRatio,
                                                                              5.0f,
                                                                              200.0f);

            foreach (EffectPass pass in this.defaultEfft.CurrentTechnique.Passes)
            {
                pass.Apply();
                foreach (VertexPositionColor[] row in this.pointMatrics)
                {
                    this.device.DrawUserPrimitives(PrimitiveType.TriangleStrip,
                                                row, 0, row.Length - 2,
                                                VertexPositionColor.VertexDeclaration);
                }

            }
            base.Draw(gameTime);
        }
Пример #22
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        public override void Draw(GameTime gameTime)
        {
            SpriteBatch spriteBatch = ScreenManager.SpriteBatch;
            SpriteFont font = ScreenManager.TopScoresFont;

            ScreenManager.FadeBackBufferToBlack(TransitionAlpha * 2 / 3);

            Viewport viewport = ScreenManager.GraphicsDevice.Viewport;
            Vector2 viewportSize = new Vector2(viewport.Width, viewport.Height);
            Vector2 messageSize = font.MeasureString(message);
            Vector2 messagePosition = (viewportSize - messageSize) / 2;

            const int hPad = 32;
            const int vPad = 16;
            Rectangle backgroundRectangle = new Rectangle((int)messagePosition.X - hPad,
                                                          (int)messagePosition.Y - vPad,
                                                          (int)messageSize.X + hPad * 2,
                                                          (int)messageSize.Y + vPad * 2);

            Color color = Color.White * TransitionAlpha;

            spriteBatch.Begin();
            spriteBatch.Draw(questionFrameTex, backgroundRectangle, color);
            spriteBatch.DrawString(font, message, messagePosition, color);
            spriteBatch.End();
        }
Пример #23
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 public override void Draw(GameTime aGameTime)
 {
     for (int loop = 0; loop < List.Count; loop++)
     {
         List[loop].Draw();
     }
 }
Пример #24
0
 /// <summary>
 /// Responds to user input, accepting or cancelling the message box.
 /// </summary>
 public override void HandleInput( InputHelper input, GameTime gameTime )
 {
     if ( input.IsMenuSelect () || input.IsMenuCancel () ||
          input.IsNewMouseButtonPress ( MouseButtons.LeftButton ) ) {
         ExitScreen ();
     }
 }
Пример #25
0
        public override ModuleName Update(GameTime gameTime)
        {
            if (PROP.allInput.Back())
                return ModuleName.Exit;
            else if (PROP.allInput.SelectMenuItem())
            {
                switch (selected)
                {
                    case 0: //New game
                        PROP.InitPlayers();   //create a ship for each player
                        refEngine.LoadLevel(LevelNumber.One);
                        return ModuleName.Engine;
                    case 1: //Options
                        return ModuleName.Options;
                    case 2: //Instructions
                        return ModuleName.Instructions;
                    case 3: //Credits
                        return ModuleName.Credits;
                    case 4: //Exit
                        return ModuleName.Exit;
                    default: //New game
                        return ModuleName.MainMenu;
                }
            }
            else if (PROP.allInput.MenuNext())
                SelectNext();
            else if (PROP.allInput.MenuPrevious())
                SelectPrevious();

            return base.Update(gameTime);
        }
Пример #26
0
        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            int drawCalls = 0;
            GraphicsDevice.Clear(Color.CornflowerBlue);

            Debug.Start("drawing");
            Map.Draw(GraphicsDevice);
            player.Draw();
            Debug.Stop("drawing");

            spriteBatch.Begin();
            spriteBatch.Draw(crosshair,
                new Vector2(GraphicsDevice.Viewport.Width / 2 - crosshair.Width / 2 + 5, GraphicsDevice.Viewport.Height / 2 - crosshair.Height / 2 + 5),
                Color.White);
            spriteBatch.End();

            this.Window.Title = "FPS: " + fpsCounter.Update(gameTime);
            Debug.AddString(String.Format("FPS: {0}", fpsCounter.Update(gameTime)));
            Debug.AddString(String.Format("Draw calls: {0}", drawCalls));
            Debug.AddStringTimer("Drawing time", "drawing");
            Debug.AddString(String.Format("Player pos: {0}", player.Position));

            base.Draw(gameTime);
            /*
            * Potrzebne poniewa¿ mieszamy 3D z 2D
            */
            GraphicsDevice.BlendState = BlendState.Opaque;
            GraphicsDevice.DepthStencilState = DepthStencilState.Default;
        }
Пример #27
0
        /// <summary>
        ///     Update timers.
        /// </summary>
        /// <param name="gameTime">Game time.</param>
        public void Update(GameTime gameTime)
        {
            var timersToRemove = new List<Timer>();

            for (var i = 0; i < timers.Count; i++)
            {
                var timer = timers[i];

                if (!timer.Running)
                    continue;

                timer.TimeElapsed += gameTime.ElapsedGameTime.TotalSeconds;

                if (timer.TimeElapsed >= timer.Duration)
                {
                    timer.Running = false;

                    timer.CallbackAction?.Invoke();

                    if (timer.RemoveAfterCallback)
                        timersToRemove.Add(timer);
                }
            }

            foreach (var timer in timersToRemove)
            {
                timers.Remove(timer);
            }
        }
Пример #28
0
        protected override void Update(GameTime gameTime)
        {
            // Allows the game to exit
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) this.Exit();

            base.Update(gameTime);
        }
Пример #29
0
        public override void Update(GameTime gameTime)
        {
            if (Keyboard.GetState().IsKeyDown(Keys.Down) && mPrevState.IsKeyUp(Keys.Down))
            {
                if(mSelectedIndex < mUIElements.Count - 1)
                {
                    mSelectedIndex++;
                }
            }
            if (Keyboard.GetState().IsKeyDown(Keys.Up) && mPrevState.IsKeyUp(Keys.Up))
            {
                if(mSelectedIndex > 0)
                {
                    mSelectedIndex--;
                }
            }
            if (Keyboard.GetState().IsKeyDown(Keys.Enter) && mPrevState.IsKeyUp(Keys.Enter))
            {
                //do whatever is selected
                if(mUIElements[mSelectedIndex].Text == "Quit")
                {
                    ExitGameChanged(this, EventArgs.Empty);
                }
                if(mUIElements[mSelectedIndex].Text == "Settings")
                {

                }
            }
            mPrevState = Keyboard.GetState();
            base.Update(gameTime);
        }
Пример #30
0
        /// <summary>
        /// Draws the gameplay screen.
        /// </summary>
        public override void Draw(GameTime gameTime)
        {
            // This game has a blue background. Why? Because!
            ScreenManager.GraphicsDevice.Clear(Color.CornflowerBlue);

            _backSpriteManager.Draw(gameTime);
            _midSpriteManager.Draw(gameTime);
            _frontSpriteManager.Draw(gameTime);

            // Our player and enemy are both actually just text strings.
            SpriteBatch spriteBatch = ScreenManager.SpriteBatch;

            spriteBatch.Begin();

            spriteBatch.DrawString(gameFont, _healthBar.GetH().ToString(),
                                   enemyPosition, Color.DarkRed);
            _healthBar.Draw();
            _spawner.Draw();
            spriteBatch.End();

            // If the game is transitioning on or off, fade it out to black.
            if (TransitionPosition > 0 || pauseAlpha > 0)
            {
                float alpha = MathHelper.Lerp(1f - TransitionAlpha, 1f, pauseAlpha / 2);

                ScreenManager.FadeBackBufferToBlack(alpha);
            }
        }