]> Dogcows Code - chaz/carfire/blob - Project06/CS 3505 Project 06/CS 3505 Project 06/Game06.cs
Event packets implemented with complete latency readjusting.
[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 IsFixedTimeStep = true;
55 TargetElapsedTime = networkGame.TargetTimeSpan;
56
57 // DEBUG: This is for the test harness.
58 Mouse.SetPosition(400, 300);
59
60 // Allow the base class to initialize.
61 base.Initialize();
62 }
63
64 /// <summary>
65 /// LoadContent will be called once per game and is the place to load
66 /// all of your content.
67 /// </summary>
68 protected override void LoadContent()
69 {
70 // Create a new SpriteBatch, which can be used to draw textures.
71
72 spriteBatch = new SpriteBatch(GraphicsDevice);
73
74 lobby.LoadContent(Content, graphics);
75 deterministicGame.LoadContent(Content);
76 }
77
78 /// <summary>
79 /// UnloadContent will be called once per game and is the place to unload
80 /// all content.
81 /// </summary>
82 protected override void UnloadContent()
83 {
84 lobby.UnloadContent();
85 deterministicGame.UnloadContent();
86 }
87
88 /// <summary>
89 /// Allows the game to run logic such as updating the world,
90 /// checking for collisions, gathering input, and playing audio.
91 /// </summary>
92 /// <param name="gameTime">Provides a snapshot of timing values.</param>
93 protected override void Update(GameTime gameTime)
94 {
95 networkGame.Update(gameTime);
96
97 // Allow the superclass to do any needed updates (unknown purpose).
98 base.Update(gameTime);
99 }
100
101 /// <summary>
102 /// This is called when the game should draw itself.
103 /// </summary>
104 /// <param name="gameTime">Provides a snapshot of timing values.</param>
105 protected override void Draw(GameTime gameTime)
106 {
107 // DEBUG: This is for the test harness.
108 GraphicsDevice.Clear(new Color(16, 16, 16, 255));
109
110 spriteBatch.Begin();
111
112 // Let the game draw itself.
113 networkGame.Draw(gameTime, spriteBatch);
114
115 spriteBatch.End();
116
117 base.Draw(gameTime);
118 }
119 }
120 }
This page took 0.041667 seconds and 4 git commands to generate.