Beispiel #1
0
        /// <summary>
        /// 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.
        /// </summary>
        protected override void Initialize()
        {
            // TODO: Add your initialization logic here
            UserData.RegisterType <Guid>();
            gauge    = new Script();
            store    = new SpriteStore(graphics.GraphicsDevice, gauge);
            kvStore  = new KeyValueStore();
            network  = new Network(12800);
            protocol = new Protocol(kvStore, store, network);


            gauge.Globals["Test"]              = (System.Action)store.test;
            gauge.Globals["addSprite"]         = (Func <string, int, int, int?, int?, Guid>)store.addSprite;
            gauge.Globals["rotateSprite"]      = (System.Action <Guid, float>)store.rotateSprite;
            gauge.Globals["setSpriteOrigin"]   = (System.Action <Guid, float, float>)store.setSpriteOrigin;
            gauge.Globals["subscribeSprite"]   = (System.Action <object[]>)store.subscribeSprite;
            gauge.Globals["setAircraftType"]   = (System.Action <string>)kvStore.setAircraftType;
            gauge.Globals["setSpriteViewPort"] = (System.Action <Guid, int, int, int, int>)store.spriteViewPort;
            rotation = 0;
            network.MessageReceived += protocol.MessageReceivedHandler;
            network.Start();
            aFile = "C:/Users/whartsell/Documents/ARU-2/resources/Horizon.png";
            using (FileStream fs = File.OpenRead(aFile))
            {
                test = Texture2D.FromStream(graphics.GraphicsDevice, fs);
            }
            base.Initialize();
        }
Beispiel #2
0
 public void update(SpriteStore store)
 {
     foreach (var pair in store.RegisteredCallbacks) // iterate through the registered callbacks
     {
         foreach (var value in pair.Value)           // iterating through the registered keys for the callback
         {
             if (kvDirty.ContainsKey(value))         // if the registered key is in the dirty store a callback needs to be made
             {
                 //build the callback
                 Closure       callback   = pair.Key;
                 List <object> parameters = new List <object>(); // build the parameters based on the registered keys for the call back
                 foreach (string key in pair.Value)
                 {
                     object keyValue;
                     kvStore.TryGetValue(key, out keyValue);  // sometimes a key may not exist yet in the datastore so send nil
                     parameters.Add(keyValue);
                 }
                 callback.Call(parameters.ToArray());
                 break;
             }
         }
     }
     kvDirty.Clear();
 }
Beispiel #3
0
 public Protocol(KeyValueStore store, SpriteStore spriteStore, Network network)
 {
     kvStore          = store;
     this.spriteStore = spriteStore;
     this.network     = network;
 }