/// <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) { spriteBatch.Begin(); for (int i = 0; i < SpritesForDrawList.Count; i++) { SpritesForDrawList.GetElement(i).DrawSpriteOnScreen(spriteBatch); } spriteBatch.End(); base.Draw(gameTime); }
public bool MoveNext() { if (++_index >= _genericList.Count) { return(false); } Current = _genericList.GetElement(_index); return(true); }
public GenericListEnumerator(IGenericList <T> list) { _internalStorage = new T[list.Count]; for (var index = 0; index < list.Count; ++index) { _internalStorage[index] = list.GetElement(index); } _index = -1; _disposed = false; }
/// <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) { // Start drawing . spriteBatch.Begin(); for (int i = 0; i < SpritesForDrawList.Count; i++) { SpritesForDrawList.GetElement(i).DrawSpriteOnScreen(spriteBatch); } // End drawing . // Send all gathered details to the graphic card in one batch . spriteBatch.End(); 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.CornflowerBlue); spriteBatch.Begin(); for (int i = 0; i < SpritesForDrawList.Count; i++) { SpritesForDrawList.GetElement(i).DrawSpriteOnScreen(spriteBatch); } spriteBatch.End(); base.Draw(gameTime); }
public TodoItem Update(TodoItem todoItem) { int index = _inMemoryTodoDatabase.IndexOf(todoItem); TodoItem a = _inMemoryTodoDatabase.GetElement(index); if (_inMemoryTodoDatabase.Contains(todoItem)) { a = todoItem; _inMemoryTodoDatabase.RemoveAt(index); } _inMemoryTodoDatabase.Add(a); return(todoItem); }
public TodoItem Get(Guid todoId) { var temp = _inMemoryTodoDatabase.FirstOrDefault(s => s.Id == todoId); int pom = _inMemoryTodoDatabase.IndexOf(temp); if (pom >= 0) { return(_inMemoryTodoDatabase.GetElement(pom)); } else { return(null); } }
/// <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); // Start drawing . spriteBatch.Begin(); for (int i = 0; i < SpritesForDrawList.Count; i++) { SpritesForDrawList.GetElement(i).DrawSpriteOnScreen(spriteBatch); } // TODO: Add your drawing code here // End drawing . // Send all gathered details to the graphic card in one batch . spriteBatch.End(); base.Draw(gameTime); }
public static void ListExample(IGenericList <string> list) { list.Add("1a"); list.Add("2b"); list.Add("3c"); list.Add("4d"); list.Add("5e"); list.RemoveAt(0); list.Remove("5e"); WriteLine(list.GetElement(2)); WriteLine(list.Count); WriteLine(list.Remove("100")); WriteLine(list.RemoveAt(5)); list.Clear(); WriteLine(list.Count); }
/// <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) { var bounds = GraphicsDevice.Viewport.Bounds; //Start drawing spriteBatch.Begin(); for (int i = 0; i < SpritesForDrawList.Count; i++) { SpritesForDrawList.GetElement(i).DrawSpriteOnScreen(spriteBatch); } //End drawing. //Send all gathered details to the graphic card in one batch. spriteBatch.DrawString(TopScore, scoreTop.ToString(), new Vector2(bounds.Left, bounds.Center.Y - 25f), Color.White); spriteBatch.DrawString(BottomScore, scoreBottom.ToString(), new Vector2(bounds.Left, bounds.Center.Y + 25f), Color.White); spriteBatch.End(); base.Draw(gameTime); }