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diff --git a/Project06/CS 3505 Project 06/CS 3505 Project 06/Game06.cs b/Project06/CS 3505 Project 06/CS 3505 Project 06/Game06.cs
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+++ b/Project06/CS 3505 Project 06/CS 3505 Project 06/Game06.cs
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+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;
+using CS_3505_Project_06.CS_3505;
+
+namespace CS_3505_Project_06
+{
+ ///
+ /// A game outline for testing network communications
+ ///
+ public class Game06 : Microsoft.Xna.Framework.Game
+ {
+ GraphicsDeviceManager graphics;
+ SpriteBatch spriteBatch;
+ SpriteFont font;
+
+ IDeterministicGame deterministicGame;
+ TimeSpan targetTimeSpan;
+ Object[] playerIdentifiers = { "One", "Two", "Three", "Four" }; // Any objects will do, strings are easy to debug.
+
+ // For debugging
+
+ List lastPressedKeys;
+ bool lastButtonPressed;
+ Object activePlayer;
+ bool paused;
+ long lastAutoPause;
+
+ // Constructor
+
+ public Game06()
+ {
+ graphics = new GraphicsDeviceManager(this);
+ Content.RootDirectory = "Content";
+
+ // Make the game object. The game is currently called 'testHarness'.
+
+ deterministicGame = new TestHarness();
+
+ // Debugging setup
+
+ lastPressedKeys = new List();
+ activePlayer = playerIdentifiers[0];
+ paused = false;
+ }
+
+ ///
+ /// 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()
+ {
+ // Set a fixed time span of 1/60th of a second.
+
+ targetTimeSpan = new TimeSpan(166666); // In 100 nanosecond units = 16 666 600 nanoseconds
+ IsFixedTimeStep = true;
+ TargetElapsedTime = targetTimeSpan;
+
+ // Reset the game - indicate that player #1 (player 0) owns this instance of the game.
+
+ deterministicGame.ResetGame(playerIdentifiers, playerIdentifiers[0]);
+
+ // For debugging - reset the mouse position to the center of the window.
+
+ Mouse.SetPosition(400, 300);
+
+ // Allow the base class to initialize.
+
+ 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);
+
+ // Let the game load its content.
+
+ font = Content.Load("InstructionFont");
+
+ deterministicGame.LoadContent(Content);
+ }
+
+ ///
+ /// UnloadContent will be called once per game and is the place to unload
+ /// all content.
+ ///
+ protected override void UnloadContent()
+ {
+ deterministicGame.UnloadContent();
+ }
+
+ ///
+ /// 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)
+ {
+ // Get user's input state.
+
+ KeyboardState keyState = Keyboard.GetState();
+ MouseState mouseState = Mouse.GetState();
+
+ // Make a list of the keys pressed or released this frame.
+
+ List pressedKeys = new List();
+ List releasedKeys = new List();
+
+ Keys[] pressedKeysArray = keyState.GetPressedKeys();
+ foreach (Keys k in pressedKeysArray)
+ if (!lastPressedKeys.Contains(k))
+ pressedKeys.Add(k);
+ else
+ lastPressedKeys.Remove(k);
+
+ releasedKeys = lastPressedKeys;
+ lastPressedKeys = new List(pressedKeysArray);
+
+ // Get mouse button state.
+
+ bool buttonPressed = mouseState.LeftButton == ButtonState.Pressed;
+
+ /***** Begining of game logic. *****/
+
+ // Debug - allow user to exit.
+
+ if (pressedKeys.Contains(Keys.Escape))
+ this.Exit();
+
+ // Debug - allow user on this machine to direct input to any player's state in the game.
+
+ if (pressedKeys.Contains(Keys.F1)) activePlayer = playerIdentifiers[0];
+ if (pressedKeys.Contains(Keys.F2)) activePlayer = playerIdentifiers[1];
+ if (pressedKeys.Contains(Keys.F3)) activePlayer = playerIdentifiers[2];
+ if (pressedKeys.Contains(Keys.F4)) activePlayer = playerIdentifiers[3];
+
+ // Debug - allow user on this machine to pause/resume game state advances.
+
+ if (pressedKeys.Contains(Keys.F12) ||
+ pressedKeys.Contains(Keys.P) && (keyState.IsKeyDown(Keys.LeftControl) || keyState.IsKeyDown(Keys.RightControl)))
+ {
+ paused = !paused;
+ return; // Don't update on pause start or stop
+ }
+
+ // Debug - automatically pause every 1000 frames.
+
+ if (deterministicGame.CurrentFrameNumber % 1000 == 0 && deterministicGame.CurrentFrameNumber != lastAutoPause)
+ {
+ paused = true;
+ lastAutoPause = deterministicGame.CurrentFrameNumber;
+ }
+
+ // Game update
+
+ // Direct inputs to the game engine - only report changes.
+
+ foreach (Keys k in pressedKeys)
+ deterministicGame.ApplyKeyInput(activePlayer, k, true);
+
+ foreach (Keys k in releasedKeys)
+ deterministicGame.ApplyKeyInput(activePlayer, k, false);
+
+ deterministicGame.ApplyMouseLocationInput(activePlayer, mouseState.X, mouseState.Y);
+
+ if (lastButtonPressed != buttonPressed)
+ deterministicGame.ApplyMouseButtonInput(activePlayer, buttonPressed);
+
+ lastButtonPressed = buttonPressed;
+
+ if (!paused)
+ {
+ // Advance the game engine.
+
+ deterministicGame.Update(targetTimeSpan);
+ }
+
+ /***** End of game logic. *****/
+
+ // Allow the superclass to do any needed updates (unknown purpose).
+
+ 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(new Color(16, 16, 16, 255)); // Needed by the test harness, should be removed for the real game.
+
+ spriteBatch.Begin();
+
+ // Draw a few instructions.
+
+ if (paused && gameTime.TotalRealTime.Milliseconds < 500)
+ spriteBatch.DrawString(font, "-=> Paused <=-", new Vector2(10, 130), Color.White);
+
+ spriteBatch.DrawString(font, "Press [F1]...[F4] to simulate input for each player. Click X's to end game or terminate player.", new Vector2(10, 540), Color.White);
+ spriteBatch.DrawString(font, "Press [ESC] to exit and [F12] to pause/unpause. Game auto-pauses every 1000 frames.", new Vector2(10, 570), Color.White);
+
+ // Let the game draw itself.
+
+ deterministicGame.Draw(spriteBatch);
+
+
+ spriteBatch.End();
+
+ base.Draw(gameTime);
+ }
+ }
+}