private const string RAW_VIDEO_HEADER = "YUV4MPEG2 "; // The space is intentional #endregion Fields #region Constructors private RawVideoFile(string path, int width, int height, FPS framerate) { Path = path; Width = width; Height = height; Framerate = framerate; }
public override void Update(GameTime gameTime) { var deltaSeconds = (float)gameTime.ElapsedGameTime.TotalSeconds; FPS.Update(deltaSeconds); Garbage.Update(deltaSeconds); if (_fpsOrGarbageDirty) { _fpsOrGarbageDirty = false; Game.Window.Title = $"FPS {_fps} | Garbage per sec KB {_garbage.ToString(CultureInfo.InvariantCulture)}"; } }
public bool Frame() { // Update the system stats. FPS.Frame(); // Do the zone frame processing. if (!Zone.Frame(D3D, Input, ShaderManager, TextureManager, Timer.FrameTime, FPS.FPS)) { return(false); } return(true); }
public static void SavePlayer(FPS player) { BinaryFormatter formatter = new BinaryFormatter(); string path = Application.persistentDataPath + "/player.BlueFlamingo"; FileStream stream = new FileStream(path, FileMode.Create); PlayerData data = new PlayerData(player); formatter.Serialize(stream, data); Debug.Log("SavePlayer data : " + data.level); stream.Close(); }
private float timeleft; // Left time for current interval private void Awake() { // Singleton Pattern if (instance == null) { instance = this; } else if (instance != this) { Destroy(gameObject); } DontDestroyOnLoad(gameObject); }
public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; console = new GameConsole(this); Components.Add(console); fps = new FPS(this); Components.Add(fps); mouseSpawn = new MouseSpawnGhost(this); Components.Add(mouseSpawn); }
public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; fps = new FPS(this); input = new InputHandler(this); gameConsole = new GameConsole(this); celAnimationManager = new CelAnimationManager(this); this.Components.Add(fps); this.Components.Add(input); this.Components.Add(gameConsole); this.Components.Add(celAnimationManager); }
private void textBoxFPS_TextChanged(object sender, EventArgs e) { FPS = 30; if (Double.TryParse(textBoxFPS.Text, out double temp)) { if (FPS > 0 && FPS < 10000) { FPS = temp; } } textBoxFPS.Text = FPS.ToString(); }
void Awake() { //this is to make sure that i only //ever have 1 instance of this class if (Control == null) { DontDestroyOnLoad(gameObject); Control = this; } else if (Control != this) { Destroy(this.gameObject); } }
public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; graphics.PreferredBackBufferHeight = 256; graphics.PreferredBackBufferWidth = 512; fps = new FPS(this); Components.Add(fps); input = new InputHandler(this); Components.Add(input); }
public bool Frame(float frameTime) { // Update the system stats. FPS.Frame(); CPU.Frame(); // Update the FPS value in the text object. if (!Text.SetFps(FPS.FPS, D3D.DeviceContext)) { return(false); } // Update the CPU usage value in the text object. if (!Text.SetCpu(CPU.CPUUsage, D3D.DeviceContext)) { return(false); } // Do the frame input processing. if (!HandleInput(frameTime)) { return(false); } // Do the water frame processing. WaterModel.Frame(); // Do the sky plane frame processing. SkyPlane.Frame(); // Render the refraction of the scene to a texture. if (!RenderRefractionToTexture()) { return(false); } // Render the reflection of the scene to a texture. if (!RenderReflectionToTexture()) { return(false); } // Render the graphics. if (!Render()) { return(false); } return(true); }
public override void Update(float dtime) { if (InputHandler != null) { InputHandler.ProcessMessage(MessageType.Update, new UpdateEventArgs { Dtime = dtime }); } if (Direct3DVersion == Direct3DVersion.Direct3D10) { Device10.ClearRenderTargetView(GraphicsDevice.RenderView, clearColor); } else { Device9.Clear(SlimDX.Direct3D9.ClearFlags.Target | SlimDX.Direct3D9.ClearFlags.ZBuffer, clearColor, 1.0f, 0); Device9.BeginScene(); } InterfaceRenderer.Render(dtime); if (pb != null) { pb.Value += dtime * 10; if (pb.Value > 100) { pb.Value = 0; } tt.SetToolTip(pb, "This is a progress bar\n" + (int)(pb.Value) + "/" + pb.MaxValue); } //if (cb != null && cb.Checked) //{ // bvr.Begin(InterfaceScene.Camera); // foreach (var v in Manager.Clickables.All) // bvr.Draw(v.CombinedWorldMatrix, v.PickingLocalBounding, Color.Red); // bvr.End(); //} if (Direct3DVersion == Direct3DVersion.Direct3D9) { Device9.EndScene(); } Application.MainWindow.Text = "Using " + Direct3DVersion + ", " + FPS.ToString() + " fps"; System.Console.WriteLine(x++ + " : " + x * 2 + " * " + x * 3 + " - " + x * 4 + " s " + x * 5); }
public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; SetWorldTransforms(); //Game componenets from MonogameLibrary.Util input = new InputHandler(this); gameConsole = new GameConsole(this); fps = new FPS(this); this.Components.Add(input); this.Components.Add(gameConsole); this.Components.Add(fps); }
public override void Update(float dtime) { windowsCursor.Position = new Vector2(LocalMousePosition.X, LocalMousePosition.Y); Device9.Clear(ClearFlags.Target | ClearFlags.ZBuffer, Color.FromArgb(1, (int)(0.6 * 255), (int)(0.8 * 255), 255), 1.0f, 0); Device9.BeginScene(); InterfaceRenderer.Render(dtime); Application.MainWindow.Text = FPS.ToString(); Device9.EndScene(); System.Threading.Thread.Sleep(1000 / 30); }
public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; input = new InputHandler(this); gameConsole = new GameConsole(this); this.Components.Add(input); this.Components.Add(gameConsole); #if DEBUG fps = new FPS(this); this.Components.Add(fps); #endif }
public FlightSimulator() : base() { //ダブルバッファリング設定 SetStyle(ControlStyles.DoubleBuffer, true); SetStyle(ControlStyles.UserPaint, true); SetStyle(ControlStyles.AllPaintingInWmPaint, true); version = "Ver.1.1 2003.11.04"; eh = new EventHandler(); tp = new TimeParam(); simIF = new SimulatorInterface(); recorder = new Recorder(); fps = new FPS(); }
public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; fMan = new FoodManager(this, "20px_1trans", new Point(10, 10)); //graphics.ToggleFullScreen(); //graphics.PreferredBackBufferWidth = 1024; //graphics.PreferredBackBufferHeight = 768; graphics.PreferredBackBufferWidth = 1280; graphics.PreferredBackBufferHeight = 720; Content.RootDirectory = "Content"; #region Library Components input = new InputHandler(this); this.Components.Add(input); gameConsole = new GameConsole(this); //gameConsole.ToggleState(); this.Components.Add(gameConsole); fps = new FPS(this); this.Components.Add(fps); #endregion FaceTracker = new PlayerFace(this); FaceTracker.ShowMarkers = false; FaceTracker.Scale = 1.0f; FaceTracker.Visible = false; this.Components.Add(FaceTracker); FBM = new FoatingBallManager(this); this.Components.Add(FBM); faceChaser = new FaceChaser(this); faceChaser.Location = new Vector2(10, 10); faceChaser.ChaseSpeed = new Vector2(1.4f, 1.4f); faceChaser.ShowMarkers = false; this.Components.Add(faceChaser); faceChaser.Enabled = true; faceChaser.Visible = true; Bball = new BasketBall(this); this.Components.Add(Bball); }
/// <summary> /// 動画停止(音量をフェードアウト) /// </summary> /// <param name="milliTime">フェードアウトする時間(ミリ秒)</param> public void StopMovie(int milliTime) { //最初のフェードアウト処理のとき if (this.fadeOutCnt == 0) { float MilliSec = 1000.0f; //1秒は1000ミリ秒 //流し続ける時間=秒数×FPS値 //例)60FPSのゲームで、1秒間流し続けるなら、1秒×60FPS float UpdateTime = (milliTime / MilliSec) * FPS.GetInstance().GetValuef(); //この時間がMAX //フェードアウトのカウンタ設定 this.fadeOutCnt = 0; this.fadeOutCntMax = (int)UpdateTime; this.ChangeVolume(this.volume); //音量をMAXにする this.IsfadeOutEnd = false; //フェードアウト開始 } //フェードアウトしているとき(フェードアウトのMAX値以下ならば) if (this.fadeOutCnt >= 0 && this.fadeOutCnt < this.fadeOutCntMax) { //カウンタを上げる this.fadeOutCnt++; //(MAX時間-現在のカウント時間)÷MAX時間で、音量の全体割合を計算 float CalcVolume = ((float)this.fadeOutCntMax - (float)this.fadeOutCnt) / (float)this.fadeOutCntMax * 255; //読み込み時に設定した音量は超えないように注意すること! if (CalcVolume >= this.volume) { CalcVolume = this.volume; } //音量を下げる this.ChangeVolume((int)CalcVolume); } else { //動画をポーズ DX.PauseMovieToGraph(this.handle); this.IsfadeOutEnd = true; //フェードアウト終了 } return; }
public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; graphics.PreferredBackBufferHeight = height; graphics.PreferredBackBufferWidth = width; input = new InputHandler(this); Components.Add(input); fps = new FPS(this); Components.Add(fps); MediaPlayer.ActiveSongChanged += new EventHandler(MediaPlayer_ActiveSongChanged); }
private void Form1_Paint(object sender, PaintEventArgs e) { e.Graphics.DrawRectangle(Pens.Black, screen); RenderEngine r = new RenderEngine(e, screen, player, FOV); r.Render(polygons); //label1.Text = Tick.ToString() + " " + r.Player.DirectionVector.VertAngDeg.ToString(1, true) + " " + player.DirectionVector.ToVector().ToString(1, true); string tempStr = ""; if ((DateTime.Now - ProgramStartTime).TotalMilliseconds % 150 < 50) { tempStr = "FPS: " + FPS.ToString(1, true) + "\nInterval: " + FrameTick.Interval; } label1.Text = "Coord: " + player.Coord.ToString(1, true) + "\nDirection: " + player.DirectionVector.ToVector().ToString(1, true) + "\n" + tempStr; }
public static int FPStoInt(FPS input) { switch (input) { case FPS.FPS5: return(5); case FPS.FPS15: return(15); case FPS.FPS30: return(30); default: return(15); } }
/// <summary> /// Initialize most static objects and dependencies /// </summary> protected override void Initialize() { base.Initialize(); // Copy, if needed, the required assemblies (BASS) for 32 or 64bit CPUs NativeAssemblies.Copy(); // Initialize the logging tool for troubleshooting PulsarcLogger.Initialize(); // Initialize Discord Rich Presence PulsarcDiscord.Initialize(); // Set the default culture (Font formatting Locals) for this thread Thread.CurrentThread.CurrentCulture = CultureInfo.InvariantCulture; // Start the thread listening for user input InputManager.StartThread(); // Start our time and frame-time tracker PulsarcTime.Start(); // Initialize FPS fpsDisplay = new FPS(Vector2.Zero); // Initialize the game camera gameCamera = new Camera(Graphics.GraphicsDevice.Viewport, (int)GetDimensions().X, (int)GetDimensions().Y, 1) { Pos = new Vector2(GetDimensions().X / 2, GetDimensions().Y / 2) }; // Start the song selection in the background to have music when entering the game SongScreen = new SongSelection(); SongScreen.Init(); // Create and display the default game screen // (Currently Main menu. In the future can implement an intro) Menu firstScreen = new Menu(); ScreenManager.AddScreen(firstScreen); cursor = new Cursor(); IsReadyToUpdate = true; }
public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; input = new InputHandler(this); Components.Add(input); camera = new FirstPersonCamera(this); Components.Add(camera); #if DEBUG //draw 60 fps and update as often as possible fps = new FPS(this, true, false); #else fps = new FPS(this, true, false); #endif Components.Add(fps); }
private void Graphics_ContextDestroying(object sender, EventArgs e) { timer.Pause = true; // terminate application _app.Terminate(); // write kernel performance report Profiler.WriteReport(new ConsoleLogger(), "kernel main loop"); // some logging... Logger.Log(LogLevels.Info, "Eresys normally terminated."); Logger.Log(LogLevels.Info, $"Running time: {timer.Time.ToString("F4")} seconds"); Logger.Log(LogLevels.Info, $"Frames rendered: {FramesDrawn}"); Logger.Log(LogLevels.Info, $"Average FPS: {AverageFPS.ToString("F4")}"); Logger.Log(LogLevels.Info, $"Last Measured FPS: {FPS.ToString("F4")}"); }
static void Main(string[] args) { // Create FPS object var fps = new FPS { FpsID = "1234567", // Current is 7 digits, further will be 10 digits BankCode = "004", // HSBC InitiationMethod = FPS.InitiationType.Dynamic, // mean the payment is one time only TransactionAmount = 1.00M, // $1 TransactionAmountEditable = false, // cannot edit by payer ReferenceLabel = "PayRef00001" // payment reference, HSBC is must provide the field }; var qrCode = fps.ToString(); // QR Code content // ... Generate real QR Code image by other library Console.WriteLine(qrCode); Console.ReadKey(); }
public bool Frame(float frameTime) { // Update the system stats. FPS.Frame(); CPU.Frame(); // Update the FPS value in the text object. if (!Text.SetFps(FPS.FPS, D3D.DeviceContext)) { return(false); } // Update the CPU usage value in the text object. if (!Text.SetCpu(CPU.CPUUsage, D3D.DeviceContext)) { return(false); } // Do the frame input processing. if (!HandleInput(frameTime)) { return(false); } // Get the current position of the camera. Vector3 cameraPosition = Camera.GetPosition(); // Get the height of the triangle that is directly underneath the given camera position. // If there was a triangle under the camera then position the camera just above it by two units. float height; if (QuadTree.GetHeightAtPosition(cameraPosition.X, cameraPosition.Z, out height)) { Camera.SetPosition(cameraPosition.X, height + 2.0f, cameraPosition.Z); } // Render the graphics. if (!RenderGraphics()) { return(false); } return(true); }
void Awake() { // start coroutine that checks for screen resize StartCoroutine(checkForResize()); // only one gui draw fase useGUILayout = false; // setup our lensmodel mLensmodel = ScriptableObject.CreateInstance <LensModel>(); mLensmodel.init(LensModel.LENSMODEL.EQUIRECTANGULAR, Screen.width, Screen.height, 1.0f, 1.0f); // setup arcball mArcball = ScriptableObject.CreateInstance <ArcBall>(); mArcball.init(Screen.width, Screen.height, transform.rotation); // setup FPS counter mFps = ScriptableObject.CreateInstance <FPS>(); }
public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; rotationX = 0.0f; rotationY = 0.0f; orbitX = 0.0f; orbitY = 0.0f; worldTrans = Vector3.Zero; worldScale = 1.0f; input = new InputHandler(this); gameConsole = new GameConsole(this); fps = new FPS(this); this.Components.Add(input); this.Components.Add(gameConsole); this.Components.Add(fps); }
public bool Import(string json) { try { KinectConfiguration fromJson = JsonUtility.FromJson <KinectConfiguration>(json); this.transformationMode = fromJson.transformationMode; this.colorResolution = fromJson.colorResolution; this.depthMode = fromJson.depthMode; this.fps = fromJson.fps; this.volumeScale = fromJson.volumeScale; this.depthRangeModifier = fromJson.depthRangeModifier; return(true); } catch (Exception ex) { Debug.Log("Kinect Configuration deserialization failed with :" + ex.Message); return(false); } }
/// <summary> /// Baut die FPS Berechnung auf /// </summary> private void setUpFPS() { if (settings.FPSVisible == true) { gamingForm.lblFPSVisible = true; } if (settings.FPSVisible == false) { gamingForm.lblFPSVisible = false; } fps = new FPS(); Timer fpsTimer = new Timer(); fpsTimer.Interval = 1000; fpsTimer.Tick += new EventHandler(EventFPS); fpsTimer.Start(); }
public PlatformEngine() { mGraphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; mGraphics.PreferredBackBufferWidth = 1280; mGraphics.PreferredBackBufferHeight = 720; mGraphics.IsFullScreen = false; mGraphics.PreferMultiSampling = false; IsFixedTimeStep = false; IsMouseVisible = true; mGraphics.ApplyChanges(); //FPS Debug.. FPS FrameRateCounter = new FPS(this, "Fonts/DebugFontBold", Content); Components.Add(FrameRateCounter); }
public void LoadContent() { this.fps = new FPS(base.GraphicsDevice, this.XNAContent); }