]> Dogcows Code - chaz/carfire/blob - Project06/CS 3505 Project 06/CS 3505 Project 06/Game06.cs
Added to functionality of gui. Also added 2 methods I needed in NetworkGame, comments...
[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 // Make the game object. The game is currently called 'testHarness'.
39
40 lobby = new lobbyGUI();
41 deterministicGame = new TestHarness();
42 networkGame = new NetworkGame(lobby, deterministicGame);
43 Components.Add(new GamerServicesComponent(this));
44 }
45
46 /// <summary>
47 /// Allows the game to perform any initialization it needs to before starting to run.
48 /// This is where it can query for any required services and load any non-graphic
49 /// related content. Calling base.Initialize will enumerate through any components
50 /// and initialize them as well.
51 /// </summary>
52 protected override void Initialize()
53 {
54 // Set a fixed time span of 1/60th of a second.
55
56 IsFixedTimeStep = true;
57 TargetElapsedTime = networkGame.TargetTimeSpan;
58
59 // For debugging - reset the mouse position to the center of the window.
60
61 Mouse.SetPosition(400, 300);
62
63 // Allow the base class to initialize.
64
65 base.Initialize();
66 }
67
68 /// <summary>
69 /// LoadContent will be called once per game and is the place to load
70 /// all of your content.
71 /// </summary>
72 protected override void LoadContent()
73 {
74 // Create a new SpriteBatch, which can be used to draw textures.
75
76 spriteBatch = new SpriteBatch(GraphicsDevice);
77
78 networkGame.font = Content.Load<SpriteFont>("InstructionFont");
79
80 lobby.LoadContent(Content, graphics);
81 deterministicGame.LoadContent(Content);
82 }
83
84 /// <summary>
85 /// UnloadContent will be called once per game and is the place to unload
86 /// all content.
87 /// </summary>
88 protected override void UnloadContent()
89 {
90 lobby.UnloadContent();
91 deterministicGame.UnloadContent();
92 }
93
94 /// <summary>
95 /// Allows the game to run logic such as updating the world,
96 /// checking for collisions, gathering input, and playing audio.
97 /// </summary>
98 /// <param name="gameTime">Provides a snapshot of timing values.</param>
99 protected override void Update(GameTime gameTime)
100 {
101 networkGame.Update(gameTime);
102
103 // Allow the superclass to do any needed updates (unknown purpose).
104 base.Update(gameTime);
105 }
106
107 /// <summary>
108 /// This is called when the game should draw itself.
109 /// </summary>
110 /// <param name="gameTime">Provides a snapshot of timing values.</param>
111 protected override void Draw(GameTime gameTime)
112 {
113 GraphicsDevice.Clear(new Color(16, 16, 16, 255)); // Needed by the test harness, should be removed for the real game.
114
115 spriteBatch.Begin();
116
117 // Let the game draw itself.
118 networkGame.Draw(gameTime, spriteBatch);
119
120 spriteBatch.End();
121
122 base.Draw(gameTime);
123 }
124 }
125 }
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