/** * This method is called when the game enters this game loop. * This is where you would replace the default frame among other things. */ public function onEnter() { parent::onEnter(); $this->p1UpSprite->setVisible(false); $this->p1UpSprite->setVisible(false); $this->p1UpSprite->setVisible(false); $this->p1UpSprite->setVisible(false); }
public function onFrameUpdate() { $this->frameTimestamp = microtime(true); switch ($this->gameState) { case self::GAMESTATE_INITIALIZING: if (empty($this->initializationTimestamp)) { $this->initializationTimestamp = $this->getCurrentMicrotime(); } else { $this->approxFrameTime = $this->getCurrentMicrotime() - $this->initializationTimestamp; printf("approxFrameTime: %f\n", $this->approxFrameTime); $this->gameState = self::GAMESTATE_WAITING; } break; case self::GAMESTATE_PLAYING: // Move sprites before calling parent foreach (self::$inputDevices as $device => $paddle) { $this->updatePaddlePositionForDevice($device); } $this->updatePaddleSpritePositions(); $this->updateBallPosition(); break; case self::GAMESTATE_WAITING: case self::GAMESTATE_GAMEOVER: default: break; } parent::onFrameUpdate(); }
public function __construct(FrameBuffer $frameBuffer, ContainerInterface $container) { parent::__construct($frameBuffer, $container); $this->background = $this->bitmapLoader->loadBitmap('test_image'); }
public function __construct(FrameBuffer $frameBuffer, ContainerInterface $container) { parent::__construct($frameBuffer, $container); $this->pressStartFrame = $this->bitmapLoader->loadBitmap('press_start')->getPixels(); $this->toPlayFrame = $this->bitmapLoader->loadBitmap('to_play')->getPixels(); }