This is the main type for your game. More...
Protected Member Functions | |
| override void | Initialize () |
| Allows the game to perform any initialization it needs to before starting to run. This is where it can query for any required services and load any non-graphic related content. Calling base.Initialize will enumerate through any components and initialize them as well. | |
| override void | LoadContent () |
| LoadContent will be called once per game and is the place to load all of your content. | |
| override void | UnloadContent () |
| UnloadContent will be called once per game and is the place to unload all content. | |
| override void | Update (GameTime gameTime) |
| Allows the game to run logic such as updating the world, checking for collisions, gathering input, and playing audio. | |
| override void | Draw (GameTime gameTime) |
| This is called when the game should draw itself. | |
This is the main type for your game.
Definition at line 27 of file AvatarChooser.cs.
| override void AvatarChooser.AvatarChooser.Draw | ( | GameTime | gameTime | ) | [protected] |
This is called when the game should draw itself.
| gameTime | Provides a snapshot of timing values. |
Definition at line 204 of file AvatarChooser.cs.
00205 { 00206 GraphicsDevice.Clear(Color.CornflowerBlue); 00207 00208 this.spriteBatch.Begin(); 00209 for (int i = 0; i < numFractals; i++) 00210 { 00211 Color currentColor = Color.White; 00212 this.spriteBatch.Draw(fractals[i].ImageTexture, new Vector2(gridsize * (i % gridstep), gridsize * (i / gridstep)), currentColor); 00213 } 00214 this.spriteBatch.End(); 00215 00216 base.Draw(gameTime); 00217 }
| override void AvatarChooser.AvatarChooser.Initialize | ( | ) | [protected] |
Allows the game to perform any initialization it needs to before starting to run. This is where it can query for any required services and load any non-graphic related content. Calling base.Initialize will enumerate through any components and initialize them as well.
Definition at line 74 of file AvatarChooser.cs.
| override void AvatarChooser.AvatarChooser.LoadContent | ( | ) | [protected] |
LoadContent will be called once per game and is the place to load all of your content.
Definition at line 84 of file AvatarChooser.cs.
00085 { 00086 // Create a new SpriteBatch, which can be used to draw textures. 00087 this.spriteBatch = new SpriteBatch(GraphicsDevice); 00088 invertEffect = Content.Load<Effect>(@"Effects\Invert"); 00089 00090 for (int i = 0; i < numFractals; i++) 00091 { 00092 fractals[i] = new GumowskiMiraFractal(GraphicsDevice, gridsize, gridsize, 00093 parameters[0 + 6 * i], 00094 parameters[1 + 6 * i], 00095 parameters[2 + 6 * i], 00096 parameters[3 + 6 * i]); 00097 fractals[i].Scale = (float)parameters[4 + 6 * i]; 00098 } 00099 }
| override void AvatarChooser.AvatarChooser.UnloadContent | ( | ) | [protected] |
UnloadContent will be called once per game and is the place to unload all content.
Definition at line 105 of file AvatarChooser.cs.
| override void AvatarChooser.AvatarChooser.Update | ( | GameTime | gameTime | ) | [protected] |
Allows the game to run logic such as updating the world, checking for collisions, gathering input, and playing audio.
| gameTime | Provides a snapshot of timing values. |
Definition at line 115 of file AvatarChooser.cs.
00116 { 00117 // Allows the game to exit 00118 if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) 00119 this.Exit(); 00120 00121 // Handle mouse and keyboard 00122 KeyboardState keyboardState = Keyboard.GetState(); 00123 MouseState mouseState = Mouse.GetState(); 00124 int mouseX = mouseState.X; 00125 int mouseY = mouseState.Y; 00126 double relX = (2.0 * (double)((mouseX % gridsize) - gridsize / 2)) / gridsize; 00127 double relY = (2.0 * (double)((mouseY % gridsize) - gridsize / 2)) / gridsize; 00128 int index = (mouseX / gridsize) + (mouseY / gridsize) * gridstep; 00129 this.currentIndex = -1; 00130 if ((index >= 0) && (index < numFractals)) 00131 { 00132 this.currentIndex = index; 00133 if (this.released) 00134 { 00135 if ((mouseState.LeftButton == ButtonState.Pressed) || 00136 (mouseState.RightButton == ButtonState.Pressed)) 00137 { 00138 if (mouseState.LeftButton == ButtonState.Pressed) 00139 { 00140 fractals[index].Mu = fractals[index].Mu + 0.001; 00141 } 00142 else 00143 { 00144 fractals[index].Mu = fractals[index].Mu - 0.001; 00145 } 00146 fractals[index].Reset(relX, relY); 00147 this.iterated = false; 00148 this.released = false; 00149 } 00150 00151 // Scrollwheel to zoom 00152 if (this.mouseScroll != mouseState.ScrollWheelValue) 00153 { 00154 fractals[index].Scale = fractals[index].Scale + 0.00001f * (this.mouseScroll - mouseState.ScrollWheelValue); 00155 this.mouseScroll = mouseState.ScrollWheelValue; 00156 fractals[index].Reset(relX, relY); 00157 this.iterated = false; 00158 this.released = false; 00159 } 00160 00161 // Keypress commands 00162 // Handle keyboard 00163 if (keyboardState.IsKeyDown(Keys.PrintScreen)) 00164 { 00165 screenshot.TakeScreenshot(GraphicsDevice); 00166 this.released = false; 00167 } 00168 } 00169 else 00170 { 00171 if ((mouseState.LeftButton == ButtonState.Released) && 00172 (mouseState.RightButton == ButtonState.Released) && 00173 (keyboardState.GetPressedKeys().Length == 0)) 00174 { 00175 this.released = true; 00176 this.mouseScroll = mouseState.ScrollWheelValue; 00177 } 00178 } 00179 } 00180 00181 00182 // Update fractals 00183 if (!this.iterated) 00184 { 00185 this.iterated = true; 00186 for (int i = 0; i < numFractals; i++) 00187 { 00188 int toIterate = (int)parameters[5 + 6 * i]; 00189 if (fractals[i].Iterations < toIterate) 00190 { 00191 this.iterated = false; 00192 fractals[i].Iterate(10000); 00193 } 00194 } 00195 } 00196 00197 base.Update(gameTime); 00198 }
1.6.2