Beispiel #1
0
        public PropertyBag(InfiniminerGame gameInstance)
        {
            // Initialize our network device.
            NetPeerConfiguration netConfig = new NetPeerConfiguration("InfiniminerPlus");

            netClient = new NetClient(netConfig);
            netConfig.SetMessageTypeEnabled(NetIncomingMessageType.ErrorMessage, true);
            //netClient.SimulatedMinimumLatency = 0.1f;
            //netClient.SimulatedLatencyVariance = 0.05f;
            //netClient.SimulatedLoss = 0.1f;
            //netClient.SimulatedDuplicates = 0.05f;
            netClient.Start();

            // Initialize engines.
            blockEngine     = new BlockEngine(gameInstance);
            interfaceEngine = new InterfaceEngine(gameInstance);
            playerEngine    = new PlayerEngine(gameInstance);
            skyplaneEngine  = new SkyplaneEngine(gameInstance);
            particleEngine  = new ParticleEngine(gameInstance);

            // Create a camera.
            playerCamera = new Camera(gameInstance.GraphicsDevice);
            UpdateCamera();

            // Load sounds.
            if (!gameInstance.NoSound)
            {
                soundList[InfiniminerSound.DigDirt]         = gameInstance.Content.Load <SoundEffect>("sounds/dig-dirt");
                soundList[InfiniminerSound.DigMetal]        = gameInstance.Content.Load <SoundEffect>("sounds/dig-metal");
                soundList[InfiniminerSound.Ping]            = gameInstance.Content.Load <SoundEffect>("sounds/ping");
                soundList[InfiniminerSound.ConstructionGun] = gameInstance.Content.Load <SoundEffect>("sounds/build");
                soundList[InfiniminerSound.Death]           = gameInstance.Content.Load <SoundEffect>("sounds/death");
                soundList[InfiniminerSound.CashDeposit]     = gameInstance.Content.Load <SoundEffect>("sounds/cash");
                soundList[InfiniminerSound.ClickHigh]       = gameInstance.Content.Load <SoundEffect>("sounds/click-loud");
                soundList[InfiniminerSound.ClickLow]        = gameInstance.Content.Load <SoundEffect>("sounds/click-quiet");
                soundList[InfiniminerSound.GroundHit]       = gameInstance.Content.Load <SoundEffect>("sounds/hitground");
                soundList[InfiniminerSound.Teleporter]      = gameInstance.Content.Load <SoundEffect>("sounds/teleport");
                soundList[InfiniminerSound.Jumpblock]       = gameInstance.Content.Load <SoundEffect>("sounds/jumpblock");
                soundList[InfiniminerSound.Explosion]       = gameInstance.Content.Load <SoundEffect>("sounds/explosion");
                soundList[InfiniminerSound.RadarHigh]       = gameInstance.Content.Load <SoundEffect>("sounds/radar-high");
                soundList[InfiniminerSound.RadarLow]        = gameInstance.Content.Load <SoundEffect>("sounds/radar-low");
                soundList[InfiniminerSound.RadarSwitch]     = gameInstance.Content.Load <SoundEffect>("sounds/switch");
            }

            // Create a SINGLE SPRITEBATCH FOR THE F*****G GOD DAMN STATES AND SHIT
            spriteBatch = new SpriteBatch(gameInstance.GraphicsDevice);

            //Generate a SINGLE 1px white texture
            shade = new Texture2D(gameInstance.GraphicsDevice, 1, 1, false, SurfaceFormat.Color);
            shade.SetData(new Color[] { Color.White });
        }
Beispiel #2
0
        public PropertyBag(InfiniminerGame gameInstance)
        {
            // Initialize our network device.
            NetPeerConfiguration netConfig = new NetPeerConfiguration("InfiniminerPlus");

            netClient = new NetClient(netConfig);
            //netClient.SetMessageTypeEnabled(NetMessageType.ConnectionRejected, true);
            netConfig.EnableMessageType(NetIncomingMessageType.WarningMessage);

            //netClient.SimulatedMinimumLatency = 0.1f;
            //netClient.SimulatedLatencyVariance = 0.05f;
            //netClient.SimulatedLoss = 0.1f;
            //netClient.SimulatedDuplicates = 0.05f;
            netClient.Start();

            // Initialize engines.
            blockEngine     = new BlockEngine(gameInstance);
            interfaceEngine = new InterfaceEngine(gameInstance);
            playerEngine    = new PlayerEngine(gameInstance);
            skyplaneEngine  = new SkyplaneEngine(gameInstance);
            particleEngine  = new ParticleEngine(gameInstance);

            // Create a camera.
            playerCamera = new Camera(gameInstance.GraphicsDevice);
            UpdateCamera();

            // Load sounds.
            if (!gameInstance.NoSound)
            {
                soundList[InfiniminerSound.DigDirt]         = gameInstance.Content.Load <SoundEffect>("sounds/dig-dirt");
                soundList[InfiniminerSound.DigMetal]        = gameInstance.Content.Load <SoundEffect>("sounds/dig-metal");
                soundList[InfiniminerSound.Ping]            = gameInstance.Content.Load <SoundEffect>("sounds/ping");
                soundList[InfiniminerSound.ConstructionGun] = gameInstance.Content.Load <SoundEffect>("sounds/build");
                soundList[InfiniminerSound.Death]           = gameInstance.Content.Load <SoundEffect>("sounds/death");
                soundList[InfiniminerSound.CashDeposit]     = gameInstance.Content.Load <SoundEffect>("sounds/cash");
                soundList[InfiniminerSound.ClickHigh]       = gameInstance.Content.Load <SoundEffect>("sounds/click-loud");
                soundList[InfiniminerSound.ClickLow]        = gameInstance.Content.Load <SoundEffect>("sounds/click-quiet");
                soundList[InfiniminerSound.GroundHit]       = gameInstance.Content.Load <SoundEffect>("sounds/hitground");
                soundList[InfiniminerSound.Teleporter]      = gameInstance.Content.Load <SoundEffect>("sounds/teleport");
                soundList[InfiniminerSound.Jumpblock]       = gameInstance.Content.Load <SoundEffect>("sounds/jumpblock");
                soundList[InfiniminerSound.Explosion]       = gameInstance.Content.Load <SoundEffect>("sounds/explosion");
                soundList[InfiniminerSound.RadarHigh]       = gameInstance.Content.Load <SoundEffect>("sounds/radar-high");
                soundList[InfiniminerSound.RadarLow]        = gameInstance.Content.Load <SoundEffect>("sounds/radar-low");
                soundList[InfiniminerSound.RadarSwitch]     = gameInstance.Content.Load <SoundEffect>("sounds/switch");
            }
        }
Beispiel #3
0
        bool colorDirection = true; //increases when true

        #endregion Fields

        #region Constructors

        public PropertyBag(InfiniminerGame gameInstance)
        {
            // Initialize our network device.
            NetConfiguration netConfig = new NetConfiguration("InfiniminerPlus");

            netClient = new NetClient(netConfig);
            netClient.SetMessageTypeEnabled(NetMessageType.ConnectionRejected, true);

            //netClient.SimulatedMinimumLatency = 0.5f;
            //netClient.SimulatedLatencyVariance = 0.1f;
            //netClient.SimulatedLoss = 0.2f;
            //netClient.SimulatedDuplicates = 0.1f;
            for (int a = 0; a < 50; a++)
            {
                Content[a] = 0;
            }
            artifactActive = new int[3, 20];

            netClient.Start();

            // Initialize engines.
            blockEngine = new BlockEngine(gameInstance);
            interfaceEngine = new InterfaceEngine(gameInstance);
            playerEngine = new PlayerEngine(gameInstance);
            skyplaneEngine = new SkyplaneEngine(gameInstance);
            particleEngine = new ParticleEngine(gameInstance);
            // Create a camera.
            playerCamera = new Camera(gameInstance.GraphicsDevice);

            UpdateCamera();

            // Load sounds.
            if (!gameInstance.NoSound)
            {
                soundList[InfiniminerSound.DigDirt] = gameInstance.Content.Load<SoundEffect>("sounds/dig-dirt");
                soundList[InfiniminerSound.DigMetal] = gameInstance.Content.Load<SoundEffect>("sounds/dig-metal");
                soundList[InfiniminerSound.Ping] = gameInstance.Content.Load<SoundEffect>("sounds/ping");
                soundList[InfiniminerSound.ConstructionGun] = gameInstance.Content.Load<SoundEffect>("sounds/build");
                soundList[InfiniminerSound.Death] = gameInstance.Content.Load<SoundEffect>("sounds/death");
                soundList[InfiniminerSound.CashDeposit] = gameInstance.Content.Load<SoundEffect>("sounds/cash");
                soundList[InfiniminerSound.ClickHigh] = gameInstance.Content.Load<SoundEffect>("sounds/click-loud");
                soundList[InfiniminerSound.ClickLow] = gameInstance.Content.Load<SoundEffect>("sounds/click-quiet");
                soundList[InfiniminerSound.GroundHit] = gameInstance.Content.Load<SoundEffect>("sounds/hitground");
                soundList[InfiniminerSound.Teleporter] = gameInstance.Content.Load<SoundEffect>("sounds/teleport");
                soundList[InfiniminerSound.Jumpblock] = gameInstance.Content.Load<SoundEffect>("sounds/jumpblock");
                soundList[InfiniminerSound.Explosion] = gameInstance.Content.Load<SoundEffect>("sounds/explosion");
                soundList[InfiniminerSound.RadarHigh] = gameInstance.Content.Load<SoundEffect>("sounds/radar-high");
                soundList[InfiniminerSound.RadarLow] = gameInstance.Content.Load<SoundEffect>("sounds/radar-low");
                soundList[InfiniminerSound.RadarSwitch] = gameInstance.Content.Load<SoundEffect>("sounds/switch");
                soundList[InfiniminerSound.RockFall] = gameInstance.Content.Load<SoundEffect>("sounds/rockfall");
            }
        }