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; NetworkGame networkGame; ILobby lobby; IDeterministicGame deterministicGame; // Constructor public Game06() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; // Make the game object. The game is currently called 'testHarness'. lobby = new lobbyGUI(); deterministicGame = new TestHarness(); networkGame = new NetworkGame(lobby, deterministicGame); } /// /// 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. IsFixedTimeStep = true; TargetElapsedTime = networkGame.TargetTimeSpan; // 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); networkGame.font = Content.Load("InstructionFont"); lobby.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() { lobby.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); // 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(); // Let the game draw itself. networkGame.Draw(gameTime, spriteBatch); spriteBatch.End(); base.Draw(gameTime); } } }