gameTime, bool otherScreenHasFocus, bool coveredByOtherScreen) { base.Update...(gameTime, otherScreenHasFocus, false); } 3.... public override void Update(GameTime gameTime, bool otherScreenHasFocus, bool coveredByOtherScreen...) { float elapsed = (float)gameTime.ElapsedGameTime.TotalSeconds; base.Update(gameTime, otherScreenHasFocus...”>The elapsed time since last Draw public override void Draw(GameTime gameTime) { float
true : false; var curX, curY, curX2, curY2, boxX, boxY, moving=0, touch=0; var gametime=0, started...= gametime + 1 if (gametime >= 0 && gametime < 100) speed = 80; else if (gametime >= 100...&& gametime < 200) speed = 60; else if (gametime >= 200 && gametime = 300 && gametime < 400) speed = 30; else if (gametime >= 400 && gametime...< 500) speed = 20; else speed = 10; // window.status = "speed: " + speed + " gametime:
TODO: Unload any non ContentManager content here } /// /// /// /// protected override void Update(GameTime gameTime) { // Allows the game to exi GamePadState...= mainform.filename) //{ // base.Update(gameTime); //} base.Update(gameTime); } /// /// / /...// /// protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear...sprites.Begin(); //sprites.Draw(backgroundTexture, Vector2.Zero, Color.White); //sprites.End(); base.Draw(gameTime
if (isFree==false&&isAutoWork && gameTime >= workTable[workTableIdx].startTime && (gameTime = workTable[workTable.Length - 1].startTime && workTableIdx
标识目前是否在游戏 @StorageLink('isGameStart') isGameStart: boolean = false; // 游戏时间,初始化为5分钟 @StorageLink('gameTime...') @Watch('onTimeOver') gameTime: number = 300; // 选择图库图片的下标 @StorageLink('index') @Watch('onImageChange...= AppStorage.get('gameTime') as string; wantParam.isContinuation = AppStorage.get('isContinuation...isGameStart as boolean); AppStorage.setOrCreate('gameTime', want.parameters?....gameTime as number); AppStorage.setOrCreate('index', want.parameters?.
var that = this; var t = setInterval(function() { that.text(that.gameTime...$('#game-start'); 5 this.gameTime = this....this; 112 113 var t = setInterval(function() { 114 that.text(that.gameTime...this.score = 0; 132 this.totalTime = 60; 133 this.text(this.gameTime
SCREEN_WIDTH-score_msg_size[0]-60,10) ) screen.blit(score_numb,(SCREEN_WIDTH - 45,14)) def drawGameTime(gameTime...= score_font.render("Time:",1,pygame.Color("red")) game_time_numb = score_numb_font.render(str(gameTime...myApple.draw(screen) mySnake.draw(screen) drawScore(score) gameTime...= pygame.time.get_ticks() - startTime drawGameTime(gameTime) pygame.display.flip()
点击开始游戏的函数 function startstar(){ dingshiqi=window.setInterval("star()",500); gametime...点击开始游戏的函数 function startstar(){ dingshiqi=window.setInterval("star()",500); gametime
from common.gametime import GameTime init_time = GameTime.now_time for skill_step in step_list...: step_start_time = GameTime.now_time # some code ignore here # ......pop_index) if not first_target: break now_time = GameTime.now_time...import GameTime init_time = GameTime.now_time while True: # some code ignore here...fly_distance = skill_step.missle_info.fly_speed*GameTime.elapse_time if fly_distance < total_distance
from common.gametime import GameTime init_time = GameTime.now_time for skill_step in step_list:...step_start_time = GameTime.now_time # some code ignore here # ... ### 1. period...skill_step.missle_info.get_start_position(user, target_id, target_pos) is_reach_target = False from common.gametime...import GameTime init_time = GameTime.now_time while True: # some code ignore here # ......fly_distance = skill_step.missle_info.fly_speed*GameTime.elapse_time if fly_distance < total_distance
14:00 /SD 06/06/2006 /ED 06/06/2006 /RU runasuser /RP userpassword ==> 创建计划任务 “gametime...SCHTASKS /Create /SC MONTHLY /MO first /D SUN /TN gametime /TR c:\windows\system32\
); break; default: }; }; // t倒计时完成,f未完成倒计时 boolean gameTime...e.printStackTrace(); }; }; }; // 下一关 public void nextLevel() { if (bg.gameTime
} // get } // XnaUserDevice 在XNA4.0中,Game类的LoadGraphicsContent方法被LoadContent替代. 3.0 中GameTime...arguments The name ‘ShaderProfile‘ does not exist in the current context ‘Microsoft.Xna.Framework.GameTime...ShaderProfile.VS_3_0;//any VS number… // XNA 4.0 // 不再需要该语句 // XNA 3.1 float myTime = (float)gameTime.TotalRealTime.TotalSeconds...* 0.2f; // XNA 4.0 float myTime = (float)gameTime.TotalGameTime.TotalSeconds * 0.2f; // XNA
return callback here yield TaskSetExitCallback(finish_func) # ... some code ignore here from common.gametime...import GameTime init_time = GameTime.now_time for skill_step in step_list: step_start_time = GameTime.now_time...skill_step.missle_info.get_start_position(user, target_id, target_pos) is_reach_target = False from common.gametime...import GameTime init_time = GameTime.now_time while True: # ... some code ignore here fly_distance...= skill_step.missle_info.fly_speed*GameTime.elapse_time if fly_distance < total_distance: start_pos
callback here yield TaskSetExitCallback(finish_func) # ... some code ignore here from common.gametime...import GameTime init_time = GameTime.now_time for skill_step in step_list: step_start_time...= GameTime.now_time # ... some code ignore here ### 1. period task handle if...import GameTime init_time = GameTime.now_time while True: # ... some code ignore here...fly_distance = skill_step.missle_info.fly_speed*GameTime.elapse_time if fly_distance
callback here yield TaskSetExitCallback(finish_func) # ... some code ignore here from common.gametime... import GameTime init_time = GameTime.now_time for skill_step in step_list: step_start_time = GameTime.now_time...skill_step.missle_info.get_start_position(user, target_id, target_pos) is_reach_target = False from common.gametime... import GameTime init_time = GameTime.now_time while True: # ... some code ignore here fly_distance... = skill_step.missle_info.fly_speed*GameTime.elapse_time if fly_distance < total_distance: start_pos
建立指定时间的计划: schtasks /create /TN test /TR C:\bat.bat /SC daily /ST 10:56 #成功: 成功创建计划任务 "test" # 创建计划任务"gametime...",在每月的第一个星期天运行“空当接龙” SCHTASKS /Create /SC MONTHLY /MO first /D SUN /TN gametime /TR c:\windows\system32
Snake.Direction)(_random.Next() % 4)); MakeFood(s, out byte foodX, out byte foodY); long gameTime...; } fb.SetPixel(foodX, foodY, '*'); fb.Render(); gameTime...+= 100; long delay = gameTime - Environment.TickCount64; if (delay >= 0)...Thread.Sleep((int)delay); else gameTime = Environment.TickCount64;
我们需要链接到游戏时间的动画,该动画是通过在创建视图后调用DirectorUpdateMode.GameTime的SetTimeUpdateMode来配置的。 ?
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