XNA游戏开发之(二)——IsFixedTimeStep

默认情况下Update方法每秒调用60次,或者说每隔16.667毫秒更新一次。可以通过改变TargetElapsedTime变量改变更新频率: this.TargetElapsedTime = TimeSpan.FromSeconds(1.0f / 1500.0f); 当调用到这行代码时,XNA会以每秒1500次的频率调用Update方法。

可以让XNA不按固定时间间隔调用Update方法,要做到这点,需要将Is FixedTimeStep变量设置为false。

代码

using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;
using Microsoft.Xna.Framework.Net;
using Microsoft.Xna.Framework.Storage;
namespace Alex
{
///
/// This is the main type for your game
///
public class AlexGame : Microsoft.Xna.Framework.Game
    {
        GraphicsDeviceManager graphics;
        SpriteBatch spriteBatch;
int updateCount = 0;
public AlexGame()
        {
            graphics = new GraphicsDeviceManager(this);
            Content.RootDirectory = "Content";
        }
///
/// 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.
///
protected override void Initialize()
        {
// TODO: Add your initialization logic here
//设置刷新次数
this.TargetElapsedTime = TimeSpan.FromSeconds(1.0f / 1500.0f);
//调用该方法刷新次数失效
this.IsFixedTimeStep = false;
base.Initialize();
        }
///
/// LoadContent will be called once per game and is the place to load
/// all of your content.
///
protected override void LoadContent()
        {
// Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);
// TODO: use this.Content to load your game content here
        }
///
/// UnloadContent will be called once per game and is the place to unload
/// all content.
///
protected override void UnloadContent()
        {
// TODO: Unload any non ContentManager content here
        }
///
/// Allows the game to run logic such as updating the world,
/// checking for collisions, gathering input, and playing audio.
///
///

Provides a snapshot of timing values.
protected override void Update(GameTime gameTime)
        {
// Allows the game to exit
if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
            {
this.Exit();
            }
if (Keyboard.GetState().IsKeyDown(Keys.Escape))
            {
this.Exit();
            }
            updateCount=updateCount+1;
this.Window.Title =updateCount.ToString();
// TODO: Add your update logic here
base.Update(gameTime);
        }
///
/// This is called when the game should draw itself.
///
/// Provides a snapshot of timing values.
protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.CornflowerBlue);
// TODO: Add your drawing code here
base.Draw(gameTime);
        }
    }
}

 

运行结果:

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