public InvadersScorer( ICompositionRenderer renderer, GameContext context) { this._renderer = renderer; this._context = context; //creates the target composition instance this._composition = renderer.CreateTarget(); //create the "ship" custom character ((BoostHD44780)renderer).DefineCustomCharacter( CharCodeShip, new byte[8] { 0x00, 0x04, 0x04, 0x0E, 0x1F, 0x1F, 0x1F, 0x00 } ); //create the "del" custom character ((BoostHD44780)renderer).DefineCustomCharacter( CharCodeDel, new byte[8] { 0x18, 0x14, 0x14, 0x18, 0x04, 0x04, 0x07, 0x00 } ); //create the "end" custom character ((BoostHD44780)renderer).DefineCustomCharacter( CharCodeEnd, new byte[8] { 0x1C, 0x14, 0x14, 0x1D, 0x06, 0x06, 0x05, 0x00 } ); }
public static void Main() { //create a led-matrix driver instance _renderer = new SureHT1632( cspin: Pins.GPIO_PIN_D10, clkpin: Pins.GPIO_PIN_D9); //creates the target composition instance _composition = _renderer.CreateTarget(); //creates a series of bouncing-ball instances var rnd = new Random(); for (int i = 0; i < BallCount; i++) { _renderables[i] = new Ball(rnd.Next()); } //start the timer for the demo loop const int LoopPeriod = 50; //ms _clock = new Timer( ClockTick, null, LoopPeriod, LoopPeriod); //keep alive Thread.Sleep(Timeout.Infinite); }
public InvadersGame( ICompositionRenderer renderer, GameContext context) { this._renderer = renderer; this._context = context; //creates the target composition instance this._composition = renderer.CreateTarget(); //consider the intro stage first this._nextStage = new GameStageIntro(context); }
public static void Main() { //create a led-matrix driver instance _renderer = new SureHT1632( cspin: Pins.GPIO_PIN_D10, clkpin: Pins.GPIO_PIN_D9); //creates the target composition instance _composition = _renderer.CreateTarget(); //start the timer for the demo loop const int LoopPeriod = 100; //ms _clock = new Timer( ClockTick, null, LoopPeriod, LoopPeriod); //keep alive Thread.Sleep(Timeout.Infinite); }