OpenBve.Game.UpdateScoreMessages C# (CSharp) Method

UpdateScoreMessages() static private method

static private UpdateScoreMessages ( double TimeElapsed ) : void
TimeElapsed double
return void
		internal static void UpdateScoreMessages(double TimeElapsed) {
			if (Interface.CurrentOptions.GameMode == Interface.GameMode.Arcade) {
				for (int i = 0; i < ScoreMessages.Length; i++) {
					if (SecondsSinceMidnight >= ScoreMessages[i].Timeout & ScoreMessages[i].RendererAlpha == 0.0) {
						for (int j = i; j < ScoreMessages.Length - 1; j++) {
							ScoreMessages[j] = ScoreMessages[j + 1];
						} Array.Resize<ScoreMessage>(ref ScoreMessages, ScoreMessages.Length - 1);
						i--;
					}
				}
			}
		}

Usage Example

示例#1
0
        protected override void OnUpdateFrame(FrameEventArgs e)
        {
            TimeFactor = MainLoop.TimeFactor;
            // timer
            double RealTimeElapsed;
            double TimeElapsed;

            if (Game.SecondsSinceMidnight >= Game.StartupTime)
            {
                RealTimeElapsed = CPreciseTimer.GetElapsedTime();
                TimeElapsed     = RealTimeElapsed * (double)TimeFactor;
                if (loadComplete && !firstFrame)
                {
                    //Our current in-game time is equal to or greater than the startup time, but the first frame has not yet been processed
                    //Therefore, reset the timer to zero as time consuming texture loads may cause us to be late at the first station
                    RealTimeElapsed = 0.0;
                    TimeElapsed     = 0.0;
                    firstFrame      = true;
                }
            }
            else
            {
                RealTimeElapsed = 0.0;
                TimeElapsed     = Game.StartupTime - Game.SecondsSinceMidnight;
            }

            //We only want to update the simulation if we aren't in a menu
            if (Game.CurrentInterface == Game.InterfaceType.Normal)
            {
#if DEBUG
                //If we're in debug mode and a frame takes greater than a second to render, we can safely assume that VS has hit a breakpoint
                //Check this and the sim no longer barfs because the update time was too great
                if (RealTimeElapsed > 1)
                {
                    RealTimeElapsed = 0.0;
                    TimeElapsed     = 0.0;
                }
#endif
                TotalTimeElapsedForInfo          += TimeElapsed;
                TotalTimeElapsedForSectionUpdate += TimeElapsed;


                if (TotalTimeElapsedForSectionUpdate >= 1.0)
                {
                    if (Game.Sections.Length != 0)
                    {
                        Game.UpdateSection(Game.Sections.Length - 1);
                    }
                    TotalTimeElapsedForSectionUpdate = 0.0;
                }

                // events

                // update simulation in chunks
                {
                    const double chunkTime = 1.0 / 2.0;
                    if (TimeElapsed <= chunkTime)
                    {
                        Game.SecondsSinceMidnight += TimeElapsed;
                        TrainManager.UpdateTrains(TimeElapsed);
                    }
                    else
                    {
                        const int maxChunks = 2;
                        int       chunks    = Math.Min((int)Math.Round(TimeElapsed / chunkTime), maxChunks);
                        double    time      = TimeElapsed / (double)chunks;
                        for (int i = 0; i < chunks; i++)
                        {
                            Game.SecondsSinceMidnight += time;
                            TrainManager.UpdateTrains(time);
                        }
                    }
                }
                Game.CurrentScore.Update(TimeElapsed);
                Game.UpdateMessages();
                Game.UpdateScoreMessages(TimeElapsed);
            }
            RenderTimeElapsed     += TimeElapsed;
            RenderRealTimeElapsed += RealTimeElapsed;
        }