public override void Render() { PreRender(); //Ver si cambio el nivel elegido var selectedFileName = openFileModifier.Value; if (selectedFileName != currentLevelFile) { currentLevelFile = selectedFileName; loadLevel(currentLevelFile); } //Actualizar valores de Modifiers bspMap.CollisionManager.Camera.MovementSpeed = speedModifier.Value; bspMap.CollisionManager.Gravity = gravityModifier.Value; bspMap.CollisionManager.JumpSpeed = jumpSpeedModifier.Value; bspMap.CollisionManager.NoClip = noClipModifier.Value; //Actualizar estado de colsiones y renderizar con Frustum Culling utilizando matriz PVS var currentPosition = bspMap.CollisionManager.update(ElapsedTime, Input); bspMap.render(currentPosition, Frustum, ElapsedTime); PostRender(); }
public override void Render(float elapsedTime) { base.Render(elapsedTime); //Ver si cambio el nivel elegido var selectedFileName = (string)this.Modifiers["Level"]; if (selectedFileName != currentLevelFile) { currentLevelFile = selectedFileName; loadLevel(currentLevelFile); } //Actualizar valores de Modifiers bspMap.CollisionManager.Camera.MovementSpeed = (float)this.Modifiers.getValue("Speed"); bspMap.CollisionManager.Gravity = (float)this.Modifiers.getValue("Gravity"); bspMap.CollisionManager.JumpSpeed = (float)this.Modifiers.getValue("JumpSpeed"); bspMap.CollisionManager.NoClip = (bool)this.Modifiers.getValue("NoClip"); //Actualizar estado de colsiones y renderizar con Frustum Culling utilizando matriz PVS var currentPosition = bspMap.CollisionManager.update(elapsedTime); bspMap.render(currentPosition, elapsedTime); }