// DEBUG: for map testing
//#define MAP_TESTING
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;
#if MAP_TESTING
Map map;
#endif
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);
#if MAP_TESTING
map = Content.Load