2 using System.Collections.Generic;
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;
15 namespace CS_3505_Project_06
18 /// A game outline for testing network communications
20 public class Game06 : Microsoft.Xna.Framework.Game
22 GraphicsDeviceManager graphics;
23 SpriteBatch spriteBatch;
25 NetworkGame networkGame;
28 IDeterministicGame deterministicGame;
35 graphics = new GraphicsDeviceManager(this);
36 Content.RootDirectory = "Content";
38 // Make the game object. The game is currently called 'testHarness'.
40 lobby = new lobbyGUI();
41 deterministicGame = new TestHarness();
42 networkGame = new NetworkGame(lobby, deterministicGame);
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.
51 protected override void Initialize()
53 // Set a fixed time span of 1/60th of a second.
55 IsFixedTimeStep = true;
56 TargetElapsedTime = networkGame.TargetTimeSpan;
58 // For debugging - reset the mouse position to the center of the window.
60 Mouse.SetPosition(400, 300);
62 // Allow the base class to initialize.
68 /// LoadContent will be called once per game and is the place to load
69 /// all of your content.
71 protected override void LoadContent()
73 // Create a new SpriteBatch, which can be used to draw textures.
75 spriteBatch = new SpriteBatch(GraphicsDevice);
77 networkGame.font = Content.Load<SpriteFont>("InstructionFont");
79 lobby.LoadContent(Content, graphics);
80 deterministicGame.LoadContent(Content);
84 /// UnloadContent will be called once per game and is the place to unload
87 protected override void UnloadContent()
89 lobby.UnloadContent();
90 deterministicGame.UnloadContent();
94 /// Allows the game to run logic such as updating the world,
95 /// checking for collisions, gathering input, and playing audio.
97 /// <param name="gameTime">Provides a snapshot of timing values.</param>
98 protected override void Update(GameTime gameTime)
100 networkGame.Update(gameTime);
102 // Allow the superclass to do any needed updates (unknown purpose).
103 base.Update(gameTime);
107 /// This is called when the game should draw itself.
109 /// <param name="gameTime">Provides a snapshot of timing values.</param>
110 protected override void Draw(GameTime gameTime)
112 GraphicsDevice.Clear(new Color(16, 16, 16, 255)); // Needed by the test harness, should be removed for the real game.
116 // Let the game draw itself.
117 networkGame.Draw(gameTime, spriteBatch);