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); } } }