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Golang sdl.GetTicks函数代码示例

本文整理汇总了Golang中sdl.GetTicks函数的典型用法代码示例。如果您正苦于以下问题:Golang GetTicks函数的具体用法?Golang GetTicks怎么用?Golang GetTicks使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。


在下文中一共展示了GetTicks函数的15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Golang代码示例。

示例1: DrawChatList

func (c *PU_Chat) DrawChatList() {
	if sdl.GetTicks()-c.listBlinkLast >= 500 {
		c.listBlink = !c.listBlink
		c.listBlinkLast = sdl.GetTicks()
	}

	hasUpdate := false
	if c.listVisible {
		//top of the list
		y := 688 - ((len(c.channels) * 20) + 29)
		g_game.GetGuiImage(IMG_GUI_CHATLISTTOP).Draw(0, y)

		//channels
		y = 688 - (len(c.channels) * 20)
		i := 0
		for _, channel := range c.channels {
			if channel.closable {
				g_game.GetGuiImage(IMG_GUI_CHATLISTMIDX).Draw(0, y+(i*20))
			} else if channel.gamechannel {
				if channel.notifications {
					g_game.GetGuiImage(IMG_GUI_CHATLISTMIDLISTEN).Draw(0, y+(i*20))
				} else {
					g_game.GetGuiImage(IMG_GUI_CHATLISTMIDIGNORE).Draw(0, y+(i*20))
				}
			} else {
				g_game.GetGuiImage(IMG_GUI_CHATLISTMID).Draw(0, y+(i*20))
			}

			font := g_engine.GetFont(FONT_PURITANBOLD_14)
			if channel.updated && c.listBlink {
				hasUpdate = true
				font.SetColor(255, 0, 0)
			} else {
				font.SetColor(255, 255, 255)
			}

			font.DrawTextInRect(channel.name, 3, 3+y+(i*20), NewRect(3, y+(i*20), 80, 19))
			i++
		}
	}

	if c.listBlink && !hasUpdate {
		for _, channel := range c.channels {
			if channel.updated {
				hasUpdate = true
			}
		}
	}

	font := g_engine.GetFont(FONT_ARIALBLACK_10)
	if c.listBlink && hasUpdate {
		font.SetColor(255, 0, 0)
	} else {
		font.SetColor(0, 0, 0)
	}
	font.DrawText(c.channels[c.activeChannel].name, 28, 704)
}
开发者ID:gasperko,项目名称:pokemon-universe,代码行数:57,代码来源:chat.go

示例2: Draw

func (t *PU_Textfield) Draw() {
	if !t.visible {
		return
	}

	if !t.transparent {
		g_engine.DrawFillRect(t.rect, &t.bgcolor, 200)
	}

	var caretX int

	//find the correct coordinates to draw at (when the element is embedded in another)
	top := NewRectFrom(t.rect)
	g_gui.GetTopRect(t, top)

	//draw text
	if len(t.text) > 0 {
		var drawText string
		if t.password {
			for i := 0; i < len(t.text); i++ {
				drawText += "*"
			}
		} else {
			drawText = t.text
		}

		//find out within what frame the text should be drawn
		clip := NewRectFrom(t.rect)
		g_gui.GetClipRect(t, clip)

		t.font.SetStyle(t.bold, t.italic, t.underlined)
		t.font.SetColor(t.color.R, t.color.G, t.color.B)
		t.font.DrawTextInRect(drawText, top.x, top.y, clip)

		caretX = top.x + t.font.GetStringWidth(drawText)
	}

	//draw caret
	if t.focus && t.caret && !t.readonly {
		image := g_game.GetGuiImage(IMG_GUI_CARET)
		if image != nil {
			if caretX == 0 {
				caretX = top.x
			}

			lineheight := t.font.GetStringHeight()
			drawRect := NewRect(caretX, top.y+1, int(image.w), lineheight)
			g_gui.DrawImage(t, image, drawRect, t.rect)
		}
	}
	if sdl.GetTicks()-t.caretLast >= 500 {
		t.caret = !t.caret
		t.caretLast = sdl.GetTicks()
	}
}
开发者ID:gasperko,项目名称:pokemon-universe,代码行数:55,代码来源:textfield.go

示例3: UpdateAnimation

func (c *PU_Creature) UpdateAnimation() {
	if c.animationRunning {
		passedTicks := sdl.GetTicks() - c.animationLastTicks
		if passedTicks >= uint32(c.animationInterval) {
			c.frame++
			if c.frame > c.frames {
				c.frame = 0
			}

			c.animationLastTicks = sdl.GetTicks()
		}
	}
}
开发者ID:gasperko,项目名称:pokemon-universe,代码行数:13,代码来源:creature.go

示例4: Draw

func (t *TextField) Draw(drawArea *Rect) {
	realRect := NewRect(t.Rect().X+drawArea.X, t.Rect().Y+drawArea.Y, t.Rect().Width, t.Rect().Height)
	inRect := drawArea.Intersection(realRect)

	if t.backgroundColor != nil {
		DrawFillRect(inRect, t.backgroundColor.R, t.backgroundColor.G, t.backgroundColor.B, 255)
	}

	if t.borderColor != nil {
		DrawRect(inRect, t.borderColor.R, t.borderColor.G, t.borderColor.B, 255)
	}

	if t.image != nil {
		t.image.DrawRectInRect(t.Rect(), drawArea)
	}

	caretX := 0
	textX := t.Rect().X + (t.font.GetStringWidth(" "))
	textY := t.Rect().Y + ((t.Rect().Height / 2) - (t.font.GetStringHeight() / 2))

	if t.text != "" && t.font != nil {
		var drawText string
		if t.password {
			for i := 0; i < len(t.text); i++ {
				drawText += "*"
			}
		} else {
			drawText = t.text
		}

		t.font.SetStyle(t.bold, t.italic, t.underlined)
		t.font.SetColor(t.fontColor.R, t.fontColor.G, t.fontColor.B)
		t.font.DrawTextInRect(drawText, drawArea.X+textX, drawArea.Y+textY, inRect)

		caretX = t.font.GetStringWidth(drawText)
	}

	//draw caret
	if t.caret && !t.readonly && t.focus {
		caretX += textX
		if inRect.Contains(drawArea.X+caretX, drawArea.Y+textY) {
			DrawLine(t.fontColor.R, t.fontColor.G, t.fontColor.B, 255, drawArea.X+caretX, drawArea.Y+textY, drawArea.X+caretX, drawArea.Y+textY+t.font.GetStringHeight())
		}
	}
	if sdl.GetTicks()-t.caretLast >= CARET_TIME {
		t.caret = !t.caret
		t.caretLast = sdl.GetTicks()
	}
}
开发者ID:lukeyliu,项目名称:Go2D,代码行数:49,代码来源:textfield.go

示例5: NewFramerate

func NewFramerate() *FPSmanager {
	return &FPSmanager{
		framecount: 0,
		rate:       FPS_DEFAULT,
		rateticks:  (1000.0 / float(FPS_DEFAULT)),
		lastticks:  sdl.GetTicks(),
	}
}
开发者ID:jgastal,项目名称:Go-SDL,代码行数:8,代码来源:framerate.go

示例6: SetDefault

func (c *PU_Creature) SetDefault(_id uint64) {
	c.id = _id
	c.speed = 300
	c.direction = DIR_SOUTH
	c.frames = 3
	c.animationInterval = 150
	c.animationLastTicks = sdl.GetTicks()
}
开发者ID:gasperko,项目名称:pokemon-universe,代码行数:8,代码来源:creature.go

示例7: FramerateDelay

func (manager *FPSmanager) FramerateDelay() {
	var current_ticks, target_ticks, the_delay uint32

	// next frame
	manager.framecount++

	// get/calc ticks
	current_ticks = sdl.GetTicks()
	target_ticks = manager.lastticks + uint32(float(manager.framecount)*manager.rateticks)

	if current_ticks <= target_ticks {
		the_delay = target_ticks - current_ticks
		sdl.Delay(the_delay)
	} else {
		manager.framecount = 0
		manager.lastticks = sdl.GetTicks()
	}
}
开发者ID:jgastal,项目名称:Go-SDL,代码行数:18,代码来源:framerate.go

示例8: NewTextField

func NewTextField(x, y, width, height int) *TextField {
	textfield := &TextField{}
	textfield.Init(x, y, width, height)
	textfield.focusable = true
	textfield.SetFont(g_game.guiManager.defaultFont)
	textfield.fontColor = &sdl.Color{uint8(255), uint8(255), uint8(255), uint8(255)}
	textfield.caretLast = sdl.GetTicks()
	return textfield
}
开发者ID:lukeyliu,项目名称:Go2D,代码行数:9,代码来源:textfield.go

示例9: NewTextfield

func NewTextfield(_rect *PU_Rect, _font int) *PU_Textfield {
	textfield := &PU_Textfield{transparent: true,
		font:      g_engine.GetFont(_font),
		caretLast: sdl.GetTicks()}
	textfield.rect = _rect
	textfield.visible = true
	textfield.SetColor(0, 0, 0)
	g_gui.AddElement(textfield)
	return textfield
}
开发者ID:gasperko,项目名称:pokemon-universe,代码行数:10,代码来源:textfield.go

示例10: NewOnscreenChat

func NewOnscreenChat() *PU_OnscreenChat {
	chat := &PU_OnscreenChat{}
	chat.visible = true
	chat.messages = make([]*PU_OnscreenChatMessage, 0)
	g_gui.AddElement(chat)

	chat.lastTicks = sdl.GetTicks()

	return chat
}
开发者ID:gasperko,项目名称:pokemon-universe,代码行数:10,代码来源:onscreenchat.go

示例11: draw

func draw() {
	xtrans := -xpos
	ztrans := -zpos
	ytrans := -walkbias - 0.25
	scenroty := 360.0 - yrot

	// Clear the screen and depth buffer
	gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)

	// reset the view
	gl.LoadIdentity()

	// Rotate up and down to look up and down
	gl.Rotatef(lookupdown, 1.0, 0.0, 0.0)
	// Rotate depending on direction player is facing
	gl.Rotatef(scenroty, 0.0, 1.0, 0.0)
	// translate the scene based on player position
	gl.Translatef(xtrans, ytrans-1.75, ztrans)

	for _, chunk := range chunks {
		for y := 0; y < 16; y++ {
			for x := 0; x < 16; x++ {
				for z := 0; z <= 16; z++ {
					if len(chunk.Data[y][x]) > z && chunk.Data[y][x][z] != "" {
						gl.PushMatrix()
						gl.Translated(
							float64(16*chunk.X+x),
							float64(z),
							float64(16*chunk.Y+y))
						gl.CallList(cubes[chunk.Data[y][x][z]])
						gl.PopMatrix()
					}
				}
			}
		}
	}

	gl.PopMatrix()

	sdl.GL_SwapBuffers()

	Frames++
	{
		t := sdl.GetTicks()
		if t-T0 >= 5000 {
			seconds := (t - T0) / 1000.0
			fps := Frames / seconds
			print(Frames, " frames in ", seconds, " seconds = ", fps, " FPS\n")
			T0 = t
			Frames = 0
		}
	}
}
开发者ID:yohcop,项目名称:cubopolis.go,代码行数:53,代码来源:main.go

示例12: Draw

func (g *PU_OnscreenChat) Draw() {
	if !g.visible {
		return
	}

	if g_game.self == nil {
		return
	}

	ticks := int(sdl.GetTicks() - g.lastTicks)
	g.lastTicks = sdl.GetTicks()

	for i := 0; i < len(g.messages); {
		msg := g.messages[i]
		if msg != nil {
			if !msg.Draw(ticks) {
				g.messages = append(g.messages[:i], g.messages[i+1:]...)
			} else {
				i++
			}
		}
	}
}
开发者ID:gasperko,项目名称:pokemon-universe,代码行数:23,代码来源:onscreenchat.go

示例13: drawGLScene

// Here goes our drawing code
func drawGLScene() {
	// Clear the screen and depth buffer
	gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)

	// Move left 1.5 units and into the screen 6.0 units.
	gl.LoadIdentity()
	gl.Translatef(-1.5, 0.0, -6.0)
	gl.Rotatef(float32(rtri), 0.0, 1.0, 0.0) // Rotate the triangle on the Y axis

	gl.Begin(gl.TRIANGLES)       // Draw triangles
	gl.Color3f(1.0, 0.0, 0.0)    // Set The Color To Red
	gl.Vertex3f(0.0, 1.0, 0.0)   // top
	gl.Color3f(0.0, 1.0, 0.0)    // Set The Color To Red
	gl.Vertex3f(-1.0, -1.0, 0.0) // bottom left
	gl.Color3f(0.0, 0.0, 1.0)    // Set The Color To Red
	gl.Vertex3f(1.0, -1.0, 0.0)  // bottom right
	gl.End()                     // finish drawing the triangle

	// Move right 3 units
	gl.LoadIdentity()
	gl.Translatef(1.5, 0.0, -6.0)
	gl.Color3f(0.5, 0.5, 1.0)                 // Set The Color To Blue One Time Only
	gl.Rotatef(float32(rquad), 1.0, 0.0, 0.0) // rotate the quad on the X axis

	gl.Begin(gl.QUADS)           // draw quads
	gl.Vertex3f(-1.0, 1.0, 0.0)  // top left
	gl.Vertex3f(1.0, 1.0, 0.0)   // top right
	gl.Vertex3f(1.0, -1.0, 0.0)  // bottom right
	gl.Vertex3f(-1.0, -1.0, 0.0) // bottom left
	gl.End()                     // done drawing the quad

	// Draw to the screen
	sdl.GL_SwapBuffers()

	rtri += 0.2   // Increase The Rotation Variable For The Triangle
	rquad -= 0.15 // Decrease The Rotation Variable For The Quad

	// Gather our frames per second
	frames++
	t := sdl.GetTicks()
	if t-t0 >= 5000 {
		seconds := (t - t0) / 1000.0
		fps := frames / seconds
		fmt.Println(frames, "frames in", seconds, "seconds =", fps, "FPS")
		t0 = t
		frames = 0
	}
}
开发者ID:PragmaticCypher,项目名称:opengl-go-tutorials,代码行数:49,代码来源:lesson04.go

示例14: Run

//Game loop
func (game *Game) Run() {
	defer game.Exit()

	if game.initFun == nil {
		fmt.Println("Go2D Warning: No init function set!")
	}

	if game.updateFun == nil {
		fmt.Println("Go2D Warning: No update function set!")
	}

	if game.drawFun == nil {
		fmt.Println("Go2D Warning: No draw function set!")
	}

	//Initialize the game
	game.initialize()

	var dt, old_t, now_t uint32 = 0, 0, 0

	for g_running {
		//Check for events and handle them
		for {
			event, present := sdl.PollEvent()
			if present {
				EventHandler(event)
			} else {
				break
			}
		}

		//Calculate time delta
		now_t = sdl.GetTicks()
		dt = now_t - old_t
		old_t = now_t

		//Update
		game.update(dt)

		//Draw
		game.draw()

		//Give the CPU some time to do other stuff
		sdl.Delay(1)
	}
}
开发者ID:WaylandGod,项目名称:Go2D,代码行数:47,代码来源:game.go

示例15: drawGLScene

// Here goes our drawing code
func drawGLScene(sector Sector) {
	xtrans := gl.GLfloat(-xpos)
	ztrans := gl.GLfloat(-zpos)
	ytrans := gl.GLfloat(-walkbias - 0.25)
	scenroty := gl.GLfloat(360.0 - yrot)

	// Clear the screen and depth buffer
	gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)

	// reset the view
	gl.LoadIdentity()

	// Rotate up and down to look up and down
	gl.Rotatef(float32(lookupdown), 1.0, 0.0, 0.0)
	// Rotate depending on direction player is facing
	gl.Rotatef(float32(scenroty), 0.0, 1.0, 0.0)
	// translate the scene based on player position
	gl.Translatef(float32(xtrans), float32(ytrans), float32(ztrans))

	gl.BindTexture(gl.TEXTURE_2D, uint(textures[filter]))

	for _, vertices := range sector {
		gl.Begin(gl.TRIANGLES)
		for _, triangle := range *vertices {
			gl.Normal3f(0.0, 0.0, 1.0)
			gl.TexCoord2f(float32(triangle.u), float32(triangle.v))
			gl.Vertex3f(float32(triangle.x), float32(triangle.y), float32(triangle.z))
		}
		gl.End()
	}

	// Draw to the screen
	sdl.GL_SwapBuffers()

	// Gather our frames per second
	frames++
	t := sdl.GetTicks()
	if t-t0 >= 5000 {
		seconds := (t - t0) / 1000.0
		fps := frames / seconds
		fmt.Println(frames, "frames in", seconds, "seconds =", fps, "FPS")
		t0 = t
		frames = 0
	}
}
开发者ID:PragmaticCypher,项目名称:opengl-go-tutorials,代码行数:46,代码来源:lesson10.go


注:本文中的sdl.GetTicks函数示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,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。