本文整理汇总了C#中Microsoft.Xna.Framework.GameTime.GetElapsedTotalSecondsFloat方法的典型用法代码示例。如果您正苦于以下问题:C# GameTime.GetElapsedTotalSecondsFloat方法的具体用法?C# GameTime.GetElapsedTotalSecondsFloat怎么用?C# GameTime.GetElapsedTotalSecondsFloat使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类Microsoft.Xna.Framework.GameTime
的用法示例。
在下文中一共展示了GameTime.GetElapsedTotalSecondsFloat方法的5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,您的评价将有助于系统推荐出更棒的C#代码示例。
示例1: UpdateEvent
protected override EventAction UpdateEvent(GameTime gameTime, List<Enemy.Enemy> enemies)
{
EventAction action = EventAction.Nothing;
elapsedTime -= gameTime.GetElapsedTotalSecondsFloat();
if (elapsedTime < timeThreshold && elapsedTime > 0)
{
action = EventAction.BlockUpdate;
}
if (elapsedTime < timeThreshold/4)
{
grayScale.Alpha -= gameTime.GetElapsedTotalSecondsFloat()/(timeThreshold/4);
}
if (elapsedTime <=0)
{
Enabled = false;
}
return action;
}
示例2: Update
public GameAction Update(GameTime gametime,GraphicsDevice device)
{
if (gametime.GetElapsedTotalSecondsFloat() < 0.1)
{
gameTimes[currentPosTime] = gametime.ElapsedGameTime;
currentPosTime++;
currentPosTime = currentPosTime % numberOfTimes;
}
GameTime newGameTime = new GameTime(gametime.TotalGameTime, GetAverageTimeSpan());
gametime = newGameTime;
GameAction action = GameAction.Nothing;
inputhandler.Update(gametime,game.Player.Pos);
EGameState tempState;
//options.InitObjectHolder.particleManagers[cur_state].Update(gametime);
pthreadManager.Update(gametime, options.InitObjectHolder.particleManagers[cur_state]);
switch (cur_state)
{
case EGameState.Intro:
break;
case EGameState.Game:
tempState = game.Update(gametime,inputhandler,options);
CheckGameStateChange(tempState);
if (cur_state == EGameState.Menu)
{
menu.CurrentMenu = Star.Menu.CurrentMenu.MainMenu;
}
break;
case EGameState.Loading:
tempState = loadingscreen.Update(gametime, inputhandler, options);
CheckGameStateChange(tempState);
if (cur_state == EGameState.Menu)
{
menu.CurrentMenu = Star.Menu.CurrentMenu.MainMenu;
}
if(cur_state == EGameState.Game)
inputhandler.Pos = game.Level.Startpos;
break;
case EGameState.Menu:
tempState = menu.Update(gametime, inputhandler,options);
CheckGameStateChange(tempState);
if (cur_state == EGameState.Loading)
{
//game.LoadLevel(serviceprovider,device, menu.GetLevelName, menu.GetLevelType, options);
loadingscreen.LoadLevel(game, serviceprovider, device, menu.GetLevelName, menu.GetLevelType, options);
//cur_state = EGameState.Game;
//game.Update(gametime, inputhandler);
}
break;
case EGameState.Quit:
action = GameAction.Exit;
break;
case EGameState.Credits:
tempState = credits.Update(gametime, inputhandler, options);
CheckGameStateChange(tempState);
break;
}
music.Update(gametime);
oldStateScale += (float)gametime.ElapsedGameTime.TotalSeconds;
oldStateScale = MathHelper.Clamp(oldStateScale, 1, 1.3f);
oldStateAlpha = 1 - ((oldStateScale - 1) / 0.3f);
curStateScale += (float)gametime.ElapsedGameTime.TotalSeconds;
curStateScale = MathHelper.Clamp(curStateScale, 0, 1);
curStateMatrix = Matrix.CreateTranslation(new Vector3(options.ScreenWidth / 2 /curStateScale, options.ScreenHeight / 2 / curStateScale, 0)) *
Matrix.CreateScale(curStateScale) *
Matrix.CreateTranslation(new Vector3(-options.ScreenWidth / (2/curStateScale), -options.ScreenHeight / (2/curStateScale), 0));
oldStateMatrix = Matrix.CreateTranslation(new Vector3(options.ScreenWidth / 2 /oldStateScale, options.ScreenHeight / 2 / oldStateScale, 0)) *
Matrix.CreateScale(oldStateScale) *
Matrix.CreateTranslation(new Vector3(-options.ScreenWidth / (2 / oldStateScale), -options.ScreenHeight / (2 / oldStateScale), 0));
return action;
}
示例3: Update
public override CurrentMenu Update(GameTime gametime, Inputhandler inputhandler)
{
CurrentMenu currentmenu = CurrentMenu.CustomMaps;
//DoUpDownMovement(gametime, inputhandler);
//DoLeftRightMovement(gametime, inputhandler);
base.Update(gametime, inputhandler);
List<MenuKeys> keys = inputhandler.GetNewPressedMenuKeys;
if (keys.Contains(MenuKeys.Enter))
{
switch (currentList)
{
case 0:
switch (current_position)
{
case 0:
ReScanFolder();
break;
case 1:
currentmenu = CurrentMenu.MainMenu;
break;
}
break;
case 1:
currentmenu = CurrentMenu.LoadLevel;
level_to_load = levels.Buttons[current_position].GetText;
break;
}
}
if (keys.Contains(MenuKeys.Back))
{
currentmenu = CurrentMenu.MainMenu;
}
if (lists[currentList].ActiveButton.Rectangle.Bottom > levels_rect.Bottom-10)
{
offset.Y += -(lists[currentList].ActiveButton.Rectangle.Bottom+offset.Y - levels_rect.Bottom) * gametime.GetElapsedTotalSecondsFloat()*10;
}
if (lists[currentList].ActiveButton.Rectangle.Top + offset.Y < levels_rect.Top + 10)
{
offset.Y -= (lists[currentList].ActiveButton.Rectangle.Top+offset.Y - levels_rect.Top) * gametime.GetElapsedTotalSecondsFloat() *10;
}
return currentmenu;
}
示例4: Update
public void Update(GameTime gametime,Vector2 playerPos)
{
SetOldState();
inputkeys.Clear();
menukeys.Clear();
gamepadhandler.Update(gametime, run_factor, playerPos);
keyboardhandler.Update(gametime, run_factor, playerPos);
keyboardstate = keyboardhandler.getDownKeys;
gamepadstate = gamepadhandler.GetState.Buttons;
switch (controller)
{
case(Controller.Keyboard):
pos = keyboardhandler.Pos;
inputkeys.AddRange(keyboardhandler.GetInputKeys());
break;
case(Controller.Xbox_360_Controller):
pos = gamepadhandler.Pos;
inputkeys.AddRange(gamepadhandler.GetInputKeys());
break;
}
if (inputkeys.Contains(InputKeys.Right) && inputkeys.Contains(InputKeys.Left))
{
while (inputkeys.Contains(InputKeys.Left))
inputkeys.Remove(InputKeys.Left);
while (inputkeys.Contains(InputKeys.Right))
inputkeys.Remove(InputKeys.Right);
}
CheckMenuKeys(gametime.GetElapsedTotalSecondsFloat());
}
示例5: Update
public void Update(GameTime gameTime)
{
if (currentMusic == null)
{
currentMusic = soundBank.GetCue(GetRandomTrack(currentPlaylist));
//Fake 3D Sound for Surround Effect ;)
currentMusic.Apply3D(new AudioListener(), new AudioEmitter());
currentMusic.Play();
popUpText.Text = currentPlaylist[currentMusic.Name];
StartPopUp();
}
if (currentMusic.IsStopped)
{
currentMusicindex++;
if (currentMusicindex >= playList.Keys.Count)
currentMusicindex = 0;
currentMusic = soundBank.GetCue(GetRandomTrack(currentPlaylist));
currentMusic.Apply3D(new AudioListener(), new AudioEmitter());
currentMusic.Play();
popUpText.Text = currentPlaylist[currentMusic.Name];
StartPopUp();
}
if (transition)
{
oldVolume -= gameTime.GetElapsedTotalSecondsFloat();
oldVolume = MathHelper.Clamp(oldVolume, 0, options.MusicVolumeFloat);
currentVolume += gameTime.GetElapsedTotalSecondsFloat();
if (currentVolume >= options.MusicVolumeFloat)
{
transition = false;
currentVolume = MathHelper.Clamp(currentVolume, 0, options.MusicVolumeFloat);
oldCategory.Stop(AudioStopOptions.Immediate);
oldMusic.Stop( AudioStopOptions.Immediate);
}
oldCategory.SetVolume(oldVolume);
currentCategory.SetVolume(currentVolume);
}
if (popUpActive)
{
if (popUpFloatIn)
{
popUp.Y += (int)(popUpSpeed * gameTime.GetElapsedTotalSecondsFloat());
AlignPopUpText();
if (popUp.Y >= 0)
{
popUpFloatIn = false;
}
}
else
{
popUpStillStandelpasedTime += gameTime.GetElapsedTotalSecondsFloat();
if (popUpStillStandelpasedTime >= popUpStillStandThreshold)
{
popUp.Y-= (int)(popUpSpeed * gameTime.GetElapsedTotalSecondsFloat());
if (popUp.X <= -(int)(options.Resolution.ScreenHeight * 0.1))
popUpActive = false;
AlignPopUpText();
}
}
}
}