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; namespace CarFire { /// /// This is the main type for your game /// public class XnaGame : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; NetworkManager networkGame; IScreenManager screenManager; IDeterministicGame deterministicGame; public XnaGame() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; Components.Add(new GamerServicesComponent(this)); screenManager = new ScreenManager(); deterministicGame = new Game(); networkGame = new NetworkManager(screenManager, deterministicGame); Vector2 size = deterministicGame.PreferredScreenSize; graphics.PreferredBackBufferWidth = (int)size.X; graphics.PreferredBackBufferHeight = (int)size.Y; graphics.ApplyChanges(); } /// /// 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() { IsFixedTimeStep = true; TargetElapsedTime = networkGame.TargetTimeSpan; 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); screenManager.LoadContent(Content, graphics); deterministicGame.LoadContent(Content); } /// /// UnloadContent will be called once per game and is the place to unload /// all content. /// protected override void UnloadContent() { screenManager.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) { networkGame.Update(gameTime); base.Update(gameTime); } /// /// This is called when the game should draw itself. /// /// Provides a snapshot of timing values. protected override void Draw(GameTime gameTime) { spriteBatch.Begin(); networkGame.Draw(gameTime, spriteBatch); spriteBatch.End(); base.Draw(gameTime); } } }