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";
Components.Add(new GamerServicesComponent(this));
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;
// DEBUG: This is for the test harness.
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);
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)
{
// DEBUG: This is for the test harness.
GraphicsDevice.Clear(new Color(16, 16, 16, 255));
spriteBatch.Begin();
// Let the game draw itself.
networkGame.Draw(gameTime, spriteBatch);
spriteBatch.End();
base.Draw(gameTime);
}
}
}