void Game::Update() { srand((int)RF_Engine::instance->time->currentTime); deltaCount += RF_Engine::instance->time->deltaTime; if(deltaCount >= 0.05f) { deltaCount = 0.0f; if(false == losed) { InputUpdate(); SnakeUpdate(); GridUpdate(); } else { if(RF_Engine::instance->key[_return]) { restart(); } } handiCam(); shakeCam(); pL->drawAlone(bg); } }
void EcuHacksMainRPM() //RPM based Hz main routine { #if REVLIM_HACKS RevLimCode(); #endif #if SWITCH_HACKS InputUpdate(); #endif }
void Direct3DRender(HWND hwnd) { gPD3DDevice->Clear(0, nullptr, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(0, 0, 0), 1.0f, 0); gPD3DDevice->BeginScene(); InputUpdate(); MatrixSet(); RECT formatRect; GetClientRect(hwnd, &formatRect); for (int i = 0; i < gDwNumMtrl; i++) { gPD3DDevice->SetMaterial(&gPMaterial[i]); gPD3DDevice->SetTexture(0, gPTexture[i]); gPCharacter->DrawSubset(i); } int strLen = swprintf_s(gStrFPS, _T("FPS: %f"), 123.45f); gPTextFPSFont->DrawTextW(nullptr, gStrFPS, strLen, &formatRect, DT_TOP | DT_RIGHT, D3DCOLOR_XRGB(0, 239, 136)); strLen = sizeof(gStrAdapterDesc); gPTextAdapterFont->DrawTextW(nullptr, gStrAdapterDesc, -1, &formatRect, DT_TOP | DT_LEFT, D3DCOLOR_XRGB(23, 23, 236)); formatRect.top = 30; static wchar_t strInfo[256] = { 0 }; swprintf_s(strInfo, -1, L"模型坐标: (%.2f, %.2f, %.2f)", gMatWorld._41, gMatWorld._42, gMatWorld._43); gPTextHelperFont->DrawText(NULL, strInfo, -1, &formatRect, DT_SINGLELINE | DT_NOCLIP | DT_LEFT, D3DCOLOR_RGBA(135, 239, 136, 255)); formatRect.top = WINDOW_HEIGHT * 2 / 3; gPTextInfoFont->DrawTextW(nullptr, _T("控制说明:"), -1, &formatRect, DT_NOCLIP|DT_LEFT | DT_SINGLELINE, D3DCOLOR_XRGB(23, 25, 111)); formatRect.top += 35; formatRect.left += 50; gPTextHelperFont->DrawText(NULL, L"按住鼠标左键并拖动:平移模型", -1, &formatRect, DT_SINGLELINE | DT_NOCLIP | DT_LEFT, D3DCOLOR_RGBA(255, 200, 0, 255)); formatRect.top += 25; gPTextHelperFont->DrawText(NULL, L"按住鼠标右键并拖动:旋转模型", -1, &formatRect, DT_SINGLELINE | DT_NOCLIP | DT_LEFT, D3DCOLOR_RGBA(255, 200, 0, 255)); formatRect.top += 25; gPTextHelperFont->DrawText(NULL, L"滑动鼠标滚轮:拉伸模型", -1, &formatRect, DT_SINGLELINE | DT_NOCLIP | DT_LEFT, D3DCOLOR_RGBA(255, 200, 0, 255)); formatRect.top += 25; gPTextHelperFont->DrawText(NULL, L"W、S、A、D键:平移模型 ", -1, &formatRect, DT_SINGLELINE | DT_NOCLIP | DT_LEFT, D3DCOLOR_RGBA(255, 200, 0, 255)); formatRect.top += 25; gPTextHelperFont->DrawText(NULL, L"上、下、左、右方向键:旋转模型 ", -1, &formatRect, DT_SINGLELINE | DT_NOCLIP | DT_LEFT, D3DCOLOR_RGBA(255, 200, 0, 255)); formatRect.top += 25; gPTextHelperFont->DrawText(NULL, L"ESC键 : 退出程序", -1, &formatRect, DT_SINGLELINE | DT_NOCLIP | DT_LEFT, D3DCOLOR_RGBA(255, 200, 0, 255)); gPD3DDevice->EndScene(); gPD3DDevice->Present(nullptr, nullptr, nullptr, nullptr); }
int LoopCode() { // Main loop: while (!LoopQuit) { InputUpdate(); DirectClear(0); ModeUpdate(); ModeRender(); DirectPresent(); // UpdateSound(); } return 0; }
//----------------------------------------------------------------------------------------------- void Game::Update( float deltaSeconds, Keyboard& keyInput, const Mouse& mouseInput, const Xbox::Controller& xboxInput ) { Debug::UpdateDrawings( deltaSeconds ); if( keyInput.KeyIsPressed( Keyboard::GRAVE ) ) m_consoleVisible = !m_consoleVisible; if( m_consoleVisible ) { UpdateConsoleInput( deltaSeconds, keyInput, mouseInput ); m_console->Update( deltaSeconds ); } else { InputUpdate( deltaSeconds, keyInput, mouseInput, xboxInput ); } GameUpdate( deltaSeconds ); }
//============================================================================= // 更新処理 //============================================================================= void CSceneResult::Update() { InputUpdate(); renderer->Update(); }
//============================================================================= // 更新処理 //============================================================================= void CSceneStageSelect::Update() { InputUpdate(); renderer->Update(); }