Xna pause update




















However, if your game is a bit more complex, you might want to take a look at the Game State Management code sample , that demonstrates multiple screens, transitions and a pause menu.

Sign up to join this community. The best answers are voted up and rise to the top. Stack Overflow for Teams — Collaborate and share knowledge with a private group. Create a free Team What is Teams? Learn more. How do I pause an XNA game? Ask Question. Asked 10 years, 8 months ago. Active 7 years, 2 months ago. Viewed 6k times. The tutorial recommends essentially this as the implementation: if!

What does Simulate mean here? Improve this question. If you're in Belgium feel free to drop by if we're doing an event. Next step is adding some global variables that will contain textures. Global variables are declared right after the opening bracket of the class, before the constructor.

So as a workaround we create images that look like buttons and make them do something. All right, next step is declaring some vectors. Add the following lines of code under the textures:. If the user presses the guide button on their controller, for example, the guide will pop-up and intercept all user inputs. This is a design feature which primarily makes sense on the Xbox where the guide provides access to the Dashboard.

What this means to your code is: 1 Your game display will be dimmed and the guide will overlay on top. The end result is when the guide pops up, your code needs to stop what it's doing and wait until the guide goes away. If you are in a gameplay loop, your game needs to pause so your player doesn't die, for example.

If you are in the middle of a complicated animation or cut-scene, perhaps your animation or cut-scene should be paused until the game gets focus again. XNA provides a way to determine whether the guide is active or not in the Gamer Services class Guide.

Specifically, the member Guide. IsVisible tells you whether or not the guide is visible active. This means you can simply poll Guide. IsVisible every Update.. Sounds simple enough, right? So coupling Guide. IsVisible with other pause-code seems logical. In this article, they suggest using the following segment of code inside your Update.. As an example, the following code will only call the Draw function once.

Your numbers may vary. Note that SupressDraw only suppresses one Draw call. To prevent more calls to Draw , you have to continually call SupressDraw in Update. Hopefully that makes sense. As the accepted answer says, you can use SuppressDraw to avoid drawing an unchanged frame. Your Update-method will run regardless, however, which is why it still uses more CPU than you expect. To avoid using as much CPU, you need to somehow avoid updating things you know haven't changed since the last frame.

I assume you would know this the same way as you know when to suppress draw, so what you need to do is rearrange your Update-method like this:. As a final note; I have never had to use this in any game I have ever made. Which I feel suggests you may have some other, underlying problem with performance. Ask about this in comment if you want to know more. Stack Overflow for Teams — Collaborate and share knowledge with a private group. Create a free Team What is Teams?

Collectives on Stack Overflow. Learn more. How do I pause the redraw in XNA?



0コメント

  • 1000 / 1000