示例#1
0
        public void SimulateFrame()
        {
            // TODO: Not sure about creating hundreds of objects per second.
            // Doesn't seem to cause high memory usage, but further investigation is needed.
            PreUpdate.Raise(this, new UpdateEventArgs(_monitor.FrameRate, _monitor.LastFrameTime, UpdateTimeStep));

            _unprocessedTime += _monitor.LastFrameTime;
            _updates          = 0;

            while (_unprocessedTime >= UpdateTimeStep && _updates < MaxSkippedFrames)
            {
                OnUpdate.Raise(this, new UpdateEventArgs(_monitor.FrameRate, _monitor.LastFrameTime, UpdateTimeStep));

                _simulationEngine.Simulate();

                _unprocessedTime -= UpdateTimeStep;
                _updates++;
            }

            PostUpdate.Raise(this, new UpdateEventArgs(_monitor.FrameRate, _monitor.LastFrameTime, UpdateTimeStep));

            if (EnableRender)
            {
                _renderer.Frame();
                _renderer.Render();
            }
        }
 protected override void Update(GameTime gameTime)
 {
     OnPreUpdate.Raise(this, new GameTimeEventArgs(gameTime));
     OnUpdate.Raise(this, new GameTimeEventArgs(gameTime));
     base.Update(gameTime);
     OnPostUpdate.Raise(this, new GameTimeEventArgs(gameTime));
 }