自定义游戏屏幕刷新时间,默认情况下XNA开发框架的屏幕刷频率为60次。在默写时候,通常需要改变屏幕的刷新次数。可以通过Game类的TargetElapsedTime自定义设置即设置TargetElapsedTime间隔时间。
代码
运行如图:

1 using System;
2 using System.Collections.Generic;
3 using System.Linq;
4 using Microsoft.Xna.Framework;
5 using Microsoft.Xna.Framework.Audio;
6 using Microsoft.Xna.Framework.Content;
7 using Microsoft.Xna.Framework.GamerServices;
8 using Microsoft.Xna.Framework.Graphics;
9 using Microsoft.Xna.Framework.Input;
10 using Microsoft.Xna.Framework.Media;
11 using Microsoft.Xna.Framework.Net;
12 using Microsoft.Xna.Framework.Storage;
13
14 namespace Alex
15 {
16 /// <summary>
17 /// This is the main type for your game
18 /// </summary>
19 public class AlexGame : Microsoft.Xna.Framework.Game
20 {
21 GraphicsDeviceManager graphics;
22 SpriteBatch spriteBatch;
2 using System.Collections.Generic;
3 using System.Linq;
4 using Microsoft.Xna.Framework;
5 using Microsoft.Xna.Framework.Audio;
6 using Microsoft.Xna.Framework.Content;
7 using Microsoft.Xna.Framework.GamerServices;
8 using Microsoft.Xna.Framework.Graphics;
9 using Microsoft.Xna.Framework.Input;
10 using Microsoft.Xna.Framework.Media;
11 using Microsoft.Xna.Framework.Net;
12 using Microsoft.Xna.Framework.Storage;
13
14 namespace Alex
15 {
16 /// <summary>
17 /// This is the main type for your game
18 /// </summary>
19 public class AlexGame : Microsoft.Xna.Framework.Game
20 {
21 GraphicsDeviceManager graphics;
22 SpriteBatch spriteBatch;
//初始化记录次数0
23 int updateCount = 0;
24 public AlexGame()
25 {
26 graphics = new GraphicsDeviceManager(this);
27 Content.RootDirectory = "Content";
28 }
29
30 /// <summary>
31 /// Allows the game to perform any initialization it needs to before starting to run.
32 /// This is where it can query for any required services and load any non-graphic
33 /// related content. Calling base.Initialize will enumerate through any components
34 /// and initialize them as well.
35 /// </summary>
36 protected override void Initialize()
37 {
38 // TODO: Add your initialization logic here
23 int updateCount = 0;
24 public AlexGame()
25 {
26 graphics = new GraphicsDeviceManager(this);
27 Content.RootDirectory = "Content";
28 }
29
30 /// <summary>
31 /// Allows the game to perform any initialization it needs to before starting to run.
32 /// This is where it can query for any required services and load any non-graphic
33 /// related content. Calling base.Initialize will enumerate through any components
34 /// and initialize them as well.
35 /// </summary>
36 protected override void Initialize()
37 {
38 // TODO: Add your initialization logic here
//每秒调用Update1500次
39 this.TargetElapsedTime = TimeSpan.FromSeconds(1.0f / 1500.0f);
40
41 base.Initialize();
42 }
43
44 /// <summary>
45 /// LoadContent will be called once per game and is the place to load
46 /// all of your content.
47 /// </summary>
48 protected override void LoadContent()
49 {
50 // Create a new SpriteBatch, which can be used to draw textures.
51 spriteBatch = new SpriteBatch(GraphicsDevice);
52
53 // TODO: use this.Content to load your game content here
54 }
55
56 /// <summary>
57 /// UnloadContent will be called once per game and is the place to unload
58 /// all content.
59 /// </summary>
60 protected override void UnloadContent()
61 {
62 // TODO: Unload any non ContentManager content here
63 }
64
65 /// <summary>
66 /// Allows the game to run logic such as updating the world,
67 /// checking for collisions, gathering input, and playing audio.
68 /// </summary>
69 /// <param name="gameTime">Provides a snapshot of timing values.</param>
70 protected override void Update(GameTime gameTime)
71 {
72 // Allows the game to exit
73 if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
74 {
75 this.Exit();
76 }
39 this.TargetElapsedTime = TimeSpan.FromSeconds(1.0f / 1500.0f);
40
41 base.Initialize();
42 }
43
44 /// <summary>
45 /// LoadContent will be called once per game and is the place to load
46 /// all of your content.
47 /// </summary>
48 protected override void LoadContent()
49 {
50 // Create a new SpriteBatch, which can be used to draw textures.
51 spriteBatch = new SpriteBatch(GraphicsDevice);
52
53 // TODO: use this.Content to load your game content here
54 }
55
56 /// <summary>
57 /// UnloadContent will be called once per game and is the place to unload
58 /// all content.
59 /// </summary>
60 protected override void UnloadContent()
61 {
62 // TODO: Unload any non ContentManager content here
63 }
64
65 /// <summary>
66 /// Allows the game to run logic such as updating the world,
67 /// checking for collisions, gathering input, and playing audio.
68 /// </summary>
69 /// <param name="gameTime">Provides a snapshot of timing values.</param>
70 protected override void Update(GameTime gameTime)
71 {
72 // Allows the game to exit
73 if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
74 {
75 this.Exit();
76 }
//每次调用加1
81 updateCount=updateCount+1;
81 updateCount=updateCount+1;
//在游戏窗口标题显示
82 this.Window.Title =updateCount.ToString();
83
84 // TODO: Add your update logic here
85
86 base.Update(gameTime);
87 }
88
89 /// <summary>
90 /// This is called when the game should draw itself.
91 /// </summary>
92 /// <param name="gameTime">Provides a snapshot of timing values.</param>
93 protected override void Draw(GameTime gameTime)
94 {
95 GraphicsDevice.Clear(Color.CornflowerBlue);
96
97 // TODO: Add your drawing code here
98
99 base.Draw(gameTime);
100 }
101 }
102 }
82 this.Window.Title =updateCount.ToString();
83
84 // TODO: Add your update logic here
85
86 base.Update(gameTime);
87 }
88
89 /// <summary>
90 /// This is called when the game should draw itself.
91 /// </summary>
92 /// <param name="gameTime">Provides a snapshot of timing values.</param>
93 protected override void Draw(GameTime gameTime)
94 {
95 GraphicsDevice.Clear(Color.CornflowerBlue);
96
97 // TODO: Add your drawing code here
98
99 base.Draw(gameTime);
100 }
101 }
102 }

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