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C# GameTime类代码示例

原作者: [db:作者] 来自: [db:来源] 收藏 邀请

本文整理汇总了C#中GameTime的典型用法代码示例。如果您正苦于以下问题:C# GameTime类的具体用法?C# GameTime怎么用?C# GameTime使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。



GameTime类属于命名空间,在下文中一共展示了GameTime类的20个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于我们的系统推荐出更棒的C#代码示例。

示例1: Game

        public Game(UserControl userControl, Canvas drawingCanvas, Canvas debugCanvas, TextBlock txtDebug)
        {
            //Initialize
            IsActive = true;
            IsFixedTimeStep = true;
            TargetElapsedTime = new TimeSpan(0, 0, 0, 0, 16);
            Components = new List<DrawableGameComponent>();
            World = new World(new Vector2(0, 0));
            _gameTime = new GameTime();
            _gameTime.GameStartTime = DateTime.Now;
            _gameTime.FrameStartTime = DateTime.Now;
            _gameTime.ElapsedGameTime = TimeSpan.Zero;
            _gameTime.TotalGameTime = TimeSpan.Zero;

            //Setup Canvas
            DrawingCanvas = drawingCanvas;
            DebugCanvas = debugCanvas;
            TxtDebug = txtDebug;
            UserControl = userControl;

            //Setup GameLoop
            _gameLoop = new Storyboard();
            _gameLoop.Completed += GameLoop;
            _gameLoop.Duration = TargetElapsedTime;
            DrawingCanvas.Resources.Add("gameloop", _gameLoop);
        }
开发者ID:hilts-vaughan,项目名称:Farseer-Physics,代码行数:26,代码来源:Game.cs


示例2: Draw

        public override void Draw(GameTime gameTime)
        {
            if (isVisible)
            {
                //create effect object

                //create orthographic projection matrix (basically discards Z value of a vertex)
                Matrix projection = Matrix.CreateOrthographicOffCenter(0.0f, Game.Window.ClientBounds.Width, Game.Window.ClientBounds.Height, 0.0f, 0.1f, 10.0f);
                //set effect properties
                be.Projection = projection;
                be.View = Matrix.Identity;
                be.World = Matrix.Identity;
                //be.VertexColorEnabled = true;
                //change viewport to fit desired grid
                GraphicsDevice.Viewport = new Viewport(gridrect);

                //set vertex/pixel shaders from the effect
                be.Techniques[0].Passes[0].Apply();

                //draw the lines
                GraphicsDevice.DrawUserPrimitives<VertexPositionColor>(PrimitiveType.LineList, vlines, 0, xC + 1);
                GraphicsDevice.DrawUserPrimitives<VertexPositionColor>(PrimitiveType.LineList, hlines, 0, yC + 1);
            }
            base.Draw(gameTime);
        }
开发者ID:AnthonyNeace,项目名称:xna-snake,代码行数:25,代码来源:ResizeAndGrid.cs


示例3: Draw

 public void Draw(GameTime dt)
 {
     Game.Game.Sprites.Begin();
     Game.Game.Sprites.Draw(background, new Rectangle(0, 0,
         sizex, sizey), Color.White);
     Game.Game.Sprites.End();
 }
开发者ID:spdemille,项目名称:Baffled,代码行数:7,代码来源:Screen.cs


示例4: Update

 public override void Update(GameTime gameTime)
 {
     if (Updates)
     {
         foreach (Entity e in Entities) e.Update(gameTime, Entities[2] as FlyingDisc);
     }
 }
开发者ID:jwogolf,项目名称:PsychedelicFrisbeeHospital-WP8,代码行数:7,代码来源:GameScreen.cs


示例5: Update

 public override void Update(GameTime gameTime)
 {
     base.Update(gameTime);
     if (waitTime > 0) //Als hij moet wachten voor het draaien
     {
         waitTime -= (float)gameTime.ElapsedGameTime.TotalSeconds;
         if (waitTime <= 0.0f)
             TurnAround();
     }
     else
     {
         TileField tiles = GameWorld.Find("tiles") as TileField;
         float posX = this.BoundingBox.Left;
         if (!Mirror)
             posX = this.BoundingBox.Right;
         int tileX = (int)Math.Floor(posX / tiles.CellWidth);
         int tileY = (int)Math.Floor(position.Y / tiles.CellHeight);
         //Hij moet wachten als hij aan het einde is van zijn plankje en dan moet hij zich omdraaien
         if (tiles.GetTileType(tileX, tileY - 1) == TileType.Normal ||
             tiles.GetTileType(tileX, tileY) == TileType.Background)
         {
             waitTime = 0.5f;
             velocity.X = 0.0f;
         }
     }
     this.CheckPlayerCollision();
 }
开发者ID:TheHappyCow,项目名称:TickTick,代码行数:27,代码来源:PatrollingEnemy.cs


示例6: Draw

        /// <summary>
        /// Draws the menu.
        /// </summary>
        public override void Draw(GameTime gameTime)
        {
            // make sure our entries are in the right place before we draw them
            UpdateMenuEntryLocations();

            SpriteBatch spriteBatch = ScreenManager.SpriteBatch;
            SpriteFont font = ScreenManager.Fonts.MenuSpriteFont;

            spriteBatch.Begin();
            // Draw each menu entry in turn.
            for (int i = 0; i < _menuEntries.Count; ++i)
            {
                bool isSelected = IsActive && (i == _selectedEntry);
                _menuEntries[i].Draw();
            }

            // Make the menu slide into place during transitions, using a
            // power curve to make things look more interesting (this makes
            // the movement slow down as it nears the end).
            Vector2 transitionOffset = new Vector2(0f, (float)Math.Pow(TransitionPosition, 2) * 100f);

            spriteBatch.DrawString(font, _menuTitle, _titlePosition - transitionOffset + Vector2.One * 2f, Color.Black, 0,
                                   _titleOrigin, 1f, SpriteEffects.None, 0);
            spriteBatch.DrawString(font, _menuTitle, _titlePosition - transitionOffset, new Color(255, 210, 0), 0,
                                   _titleOrigin, 1f, SpriteEffects.None, 0);
            _scrollUp.Draw();
            _scrollSlider.Draw();
            _scrollDown.Draw();
            spriteBatch.End();
        }
开发者ID:AdamNThompson,项目名称:Farseer-MonoGame-WinGL,代码行数:33,代码来源:MenuScreen.cs


示例7: Update

 public void Update(GameTime gameTime)
 {
     this.CurrentCampaign.Update(
         gameTime.ElapsedGameTime,
         gameTime.TotalGameTime,
         gameTime.IsRunningSlowly);
 }
开发者ID:robertkety,项目名称:Hero6,代码行数:7,代码来源:CampaignHandler.cs


示例8: ExecuteQueue

        /// <summary>
        /// Executes enqueued commands. Updates delayed commands.
        /// </summary>
        /// <param name="gameTime"></param>
        public void ExecuteQueue( GameTime gameTime, bool forceDelayed = false )
        {
            var delta = (int)gameTime.Elapsed.TotalMilliseconds;

            lock (lockObject) {

                delayed.Clear();

                while (queue.Any()) {

                    var cmd = queue.Dequeue();

                    if (cmd.Delay<=0 || forceDelayed) {
                        //	execute :
                        cmd.Execute();

                        //	push to history :
                        if (!cmd.NoRollback) {
                            history.Push( cmd );
                        }
                    } else {

                        cmd.Delay -= delta;

                        delayed.Enqueue( cmd );

                    }

                }

                Misc.Swap( ref delayed, ref queue );
            }
        }
开发者ID:temik911,项目名称:audio,代码行数:37,代码来源:Invoker.cs


示例9: Draw

 /// <summary>
 /// Draws the objects in the list
 /// </summary>
 /// <param name="gameTime">The object used for reacting to timechanges</param>
 /// <param name="spriteBatch">The SpriteBatch</param>
 public override void Draw(GameTime gameTime, SpriteBatch spriteBatch)
 {
     if (!visible)
         return;
     foreach(GameObject obj in gameObjects)
         obj.Draw(gameTime, spriteBatch);
 }
开发者ID:FancyPandaSoftworks,项目名称:IntroProject,代码行数:12,代码来源:GameObjectList.cs


示例10: Initialize

 static void Initialize()
 {
     if (!theGameTime) {
         GameObject go = new GameObject("GameTime");
         theGameTime = go.AddComponent(typeof(GameTime)) as GameTime;
     }
 }
开发者ID:Diggery,项目名称:IronClad,代码行数:7,代码来源:GameTime.cs


示例11: Draw

        protected override void Draw(GameTime time)
        {
            base.Draw(time);

            GraphicsDevice.Clear(new Color(32, 32, 32, 0));

            Sprite.Begin(SpriteSortMode.Deferred, GraphicsDevice.BlendStates.NonPremultiplied);

            Sprite.DrawString(font, "FPS: " + FPS.ToString("#"), new Vector2(10, 10), Color.Lime);
            Sprite.DrawString(font, "Keyboard: " + Keyboard, new Vector2(10, 40), Color.Gray);
            Sprite.DrawString(font, "Mouse: " + Mouse, new Vector2(10, 70), Color.Gray);
            Sprite.DrawString(font, "Window: " + Width + "x" + Height, new Vector2(10, 100), Color.Gray);

            effect.VertexColorEnabled = true;
            effect.CurrentTechnique.Passes[0].Apply();

            lineVertex.Begin();
            lineVertex.DrawLine(
                new VertexPositionColor(new Vector3(50, 0, 0), Color.White),
                new VertexPositionColor(new Vector3(-50, 0, 0), Color.White));
            lineVertex.DrawLine(
                new VertexPositionColor(new Vector3(0, 50, 0), Color.Red),
                new VertexPositionColor(new Vector3(0, -50, 0), Color.Red));
            lineVertex.End();

            Sprite.End();
        }
开发者ID:mimic2300,项目名称:WormsGame,代码行数:27,代码来源:WormsGameWindow.cs


示例12: Draw

 public override void Draw(GameTime gameTime)
 {
     spriteBatch.Begin();
     spriteBatch.Draw(texture, playerBody.Position, null, Color.White, playerBody.Rotation, new Vector2(WIDTH, HEIGHT) / 2.0f, 1.0f, SpriteEffects.None, 0.0f);
     spriteBatch.End();
     base.Draw(gameTime);
 }
开发者ID:northdocks,项目名称:ggj-2012-splash-damage,代码行数:7,代码来源:jumpAndRunPlayerFigure.cs


示例13: Effect

 public Effect(GameTime gameTime, Vector2 position, EffectPosition height, VGame.Shape shape)
 {
     _position = position;
     Height = height;
     Shape = shape;
     ExpirationTime = gameTime.TotalGameTime + Duration;
 }
开发者ID:adamrezich,项目名称:arena,代码行数:7,代码来源:Effect.cs


示例14: Draw

        public override void Draw( GameTime gameTime )
        {
            ScreenManager.SpriteBatch.Begin( 0, null, null, null, null, null, Camera.View );
            // draw car
            ScreenManager.SpriteBatch.Draw( _wheel.Texture, ConvertUnits.ToDisplayUnits( _wheelBack.Position ), null,
                                             Color.White, _wheelBack.Rotation, _wheel.Origin, _scale, SpriteEffects.None,
                                             0f );
            ScreenManager.SpriteBatch.Draw( _wheel.Texture, ConvertUnits.ToDisplayUnits( _wheelFront.Position ), null,
                                             Color.White, _wheelFront.Rotation, _wheel.Origin, _scale, SpriteEffects.None,
                                             0f );
            ScreenManager.SpriteBatch.Draw( _carBody.Texture, ConvertUnits.ToDisplayUnits( _car.Position ), null,
                                             Color.White, _car.Rotation, _carBody.Origin, _scale, SpriteEffects.None, 0f );
            // draw teeter
            ScreenManager.SpriteBatch.Draw( _teeter.Texture, ConvertUnits.ToDisplayUnits( _board.Position ), null,
                                             Color.White, _board.Rotation, _teeter.Origin, 1f, SpriteEffects.None, 0f );
            // draw bridge
            for ( int i = 0; i < _bridgeSegments.Count; ++i ) {
                ScreenManager.SpriteBatch.Draw( _bridge.Texture, ConvertUnits.ToDisplayUnits( _bridgeSegments[ i ].Position ),
                                                 null,
                                                 Color.White, _bridgeSegments[ i ].Rotation, _bridge.Origin, 1f,
                                                 SpriteEffects.None, 0f );
            }
            // draw boxes
            for ( int i = 0; i < _boxes.Count; ++i ) {
                ScreenManager.SpriteBatch.Draw( _box.Texture, ConvertUnits.ToDisplayUnits( _boxes[ i ].Position ), null,
                                                 Color.White, _boxes[ i ].Rotation, _box.Origin, 1f, SpriteEffects.None, 0f );
            }

            // draw ground
            ScreenManager.SpriteBatch.Draw( _groundTex, ConvertUnits.ToDisplayUnits( _ground.Position ), null, Color.White, _ground.Rotation, _groundOrigin, _mapScale, SpriteEffects.None, 0f );

            ScreenManager.SpriteBatch.End();

            base.Draw( gameTime );
        }
开发者ID:headdetect,项目名称:Circular,代码行数:35,代码来源:LevelTutorial.cs


示例15: Draw

 protected override void Draw(GameTime aGameTime)
 {
     GraphicsDevice.Clear(Color.CornflowerBlue);
     theFileManager.SpriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend);
     theScreenManager.Draw(aGameTime);
     theFileManager.SpriteBatch.End();
 }
开发者ID:JonathanMcCaffrey,项目名称:tank-gauntlet,代码行数:7,代码来源:Game1.cs


示例16: feet

    private double tide_ft;             // Measurement in feet (convert to meter -> tide_mt = tide_ft * 0.3048)
                                        // Period (p): horizontal distance before the y-axis begins to repeat
                                        // Frequency (f): number of complete waves for a given time Period
                                        // p = 2pi/f

    void Awake () {
        gameTime = GameObject.Find("HUDGameTime").GetComponent<GameTime>();

        water_Y_axis = water.GetComponent<Transform>();
        rand = new System.Random();
        frequency = (2.619278 + 0.5 * Math.PI) / 8;
    }
开发者ID:FIU-SCIS-Senior-Projects,项目名称:UrbanTheater,代码行数:12,代码来源:SeaLevelManager.cs


示例17: Update

    public void Update(GameTime t)
    {
        ConstructionBuilding target = this.Destination as ConstructionBuilding;
        if (target != null)
        {
            // arrived at destination
            if (path.Count == 0)
            {
                // work on current target building
                target.ConstructionTime -= (float)t.ElapsedGameTime.TotalSeconds;
                if (target.ConstructionTime <= 0)
                {
                    // request moving to idle list
                    BunkaGame.ConstructionManager.MoveToIdle(this);

                    // signal that construction is finished
                    BunkaGame.ConstructionManager.CompleteConstruction(target);

                    // reset target
                    this.Destination = null;
                    this.path = null;
                }
            }
            else
            {
                UpdateAimAndVelocity();
                this.Position += this.Aim * this.Velocity;
            }
        }
    }
开发者ID:jlvermeulen,项目名称:bunka,代码行数:30,代码来源:Builder.cs


示例18: Update

 public void Update(GameTime gameTime)
 {
     currentTime = (float)gameTime.TotalGameTime.TotalMilliseconds;
     deltaTime = currentTime - lastTime;
     lastTime = currentTime;
     myFPS = (int)(1.0 / (.001 * deltaTime));
 }
开发者ID:Dahrkael,项目名称:CoRe,代码行数:7,代码来源:FPSCounter.cs


示例19: Draw

 public void Draw(GameTime gameTime, SpriteBatch spriteBatch)
 {
     this.CurrentCampaign.Draw(
         gameTime.ElapsedGameTime,
         gameTime.TotalGameTime,
         gameTime.IsRunningSlowly);
 }
开发者ID:robertkety,项目名称:Hero6,代码行数:7,代码来源:CampaignHandler.cs


示例20: Update

 /// <summary>Updatethe button.</summary>
 public override void Update(GameTime gameTime)
 {
     base.Update(gameTime);
     spr_lock.Visible = level.Locked;
     levels_solved.Visible = level.Solved;
     levels_unsolved.Visible = !level.Solved;
 }
开发者ID:alikimoko,项目名称:Practicum3.Platformer,代码行数:8,代码来源:LevelButton.cs



注:本文中的GameTime类示例整理自Github/MSDocs等源码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。


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