]> Dogcows Code - chaz/carfire/blob - Project06/CS 3505 Project 06/CS 3505 Project 06/Game06.cs
Switched to using the asynchronous NetworkSession calls per request.
[chaz/carfire] / Project06 / CS 3505 Project 06 / CS 3505 Project 06 / Game06.cs
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 using CS_3505_Project_06.CS_3505;
14
15 namespace CS_3505_Project_06
16 {
17 /// <summary>
18 /// A game outline for testing network communications
19 /// </summary>
20 public class Game06 : Microsoft.Xna.Framework.Game
21 {
22 GraphicsDeviceManager graphics;
23 SpriteBatch spriteBatch;
24
25 NetworkGame networkGame;
26
27 ILobby lobby;
28 IDeterministicGame deterministicGame;
29
30
31 // Constructor
32
33 public Game06()
34 {
35 graphics = new GraphicsDeviceManager(this);
36 Content.RootDirectory = "Content";
37
38 Components.Add(new GamerServicesComponent(this));
39
40 lobby = new lobbyGUI();
41 deterministicGame = new TestHarness();
42 networkGame = new NetworkGame(lobby, deterministicGame);
43 }
44
45 /// <summary>
46 /// Allows the game to perform any initialization it needs to before starting to run.
47 /// This is where it can query for any required services and load any non-graphic
48 /// related content. Calling base.Initialize will enumerate through any components
49 /// and initialize them as well.
50 /// </summary>
51 protected override void Initialize()
52 {
53 // Set a fixed time span of 1/60th of a second.
54
55 IsFixedTimeStep = true;
56 TargetElapsedTime = networkGame.TargetTimeSpan;
57
58 // DEBUG: This is for the test harness.
59 Mouse.SetPosition(400, 300);
60
61 // Allow the base class to initialize.
62
63 base.Initialize();
64 }
65
66 /// <summary>
67 /// LoadContent will be called once per game and is the place to load
68 /// all of your content.
69 /// </summary>
70 protected override void LoadContent()
71 {
72 // Create a new SpriteBatch, which can be used to draw textures.
73
74 spriteBatch = new SpriteBatch(GraphicsDevice);
75
76 lobby.LoadContent(Content, graphics);
77 deterministicGame.LoadContent(Content);
78 }
79
80 /// <summary>
81 /// UnloadContent will be called once per game and is the place to unload
82 /// all content.
83 /// </summary>
84 protected override void UnloadContent()
85 {
86 lobby.UnloadContent();
87 deterministicGame.UnloadContent();
88 }
89
90 /// <summary>
91 /// Allows the game to run logic such as updating the world,
92 /// checking for collisions, gathering input, and playing audio.
93 /// </summary>
94 /// <param name="gameTime">Provides a snapshot of timing values.</param>
95 protected override void Update(GameTime gameTime)
96 {
97 networkGame.Update(gameTime);
98
99 // Allow the superclass to do any needed updates (unknown purpose).
100 base.Update(gameTime);
101 }
102
103 /// <summary>
104 /// This is called when the game should draw itself.
105 /// </summary>
106 /// <param name="gameTime">Provides a snapshot of timing values.</param>
107 protected override void Draw(GameTime gameTime)
108 {
109 // DEBUG: This is for the test harness.
110 GraphicsDevice.Clear(new Color(16, 16, 16, 255));
111
112 spriteBatch.Begin();
113
114 // Let the game draw itself.
115 networkGame.Draw(gameTime, spriteBatch);
116
117 spriteBatch.End();
118
119 base.Draw(gameTime);
120 }
121 }
122 }
This page took 0.037488 seconds and 4 git commands to generate.