public AngryTanks() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; // increase update rate to 120 Hz IsFixedTimeStep = true; TargetElapsedTime = new TimeSpan(0, 0, 0, 0, (int)(1000 / 120)); // instantiate server link serverLink = new ServerLink(); // get GameStateManager up and running gameStateManager = new GameStateManager(Services); Components.Add(gameStateManager); gameStateManager.UpdateOrder = 200; gameStateManager.DrawOrder = 200; // down with xna's input! input = new InputManager(Services, Window.Handle); Components.Add(input); input.UpdateOrder = 100; input.GetKeyboard().KeyPressed += HandleKeyPress; // instantiate world world = new World(Services, serverLink); world.UpdateOrder = 500; world.DrawOrder = 500; Components.Add(world); // instantiate game console gameConsole = new GameConsole(this, new Vector2(0, 400), new Vector2(800, 200), new Vector2(10, 10), new Vector2(10, 10), new Color(255, 255, 255, 100)); Components.Add(gameConsole); gameConsole.UpdateOrder = 1000; gameConsole.DrawOrder = 1000; gameConsole.PromptReceivedInput += HandlePromptInput; // instantiate AudioManager audioManager = new AudioManager(this); }
public AngryTanks() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; // increase update rate to 120 Hz IsFixedTimeStep = true; TargetElapsedTime = new TimeSpan(0, 0, 0, 0, (int)(1000 / 120)); // instantiate server link serverLink = new ServerLink(); // down with xna's input! Input = new InputManager(Services, Window.Handle); Services.AddService(typeof(InputManager), Input); Components.Add(Input); Input.UpdateOrder = 100; gameServices = new GameServiceContainer(); gui = new GuiManager(gameServices, graphics, Input); Services.AddService(typeof(GuiManager), gui); Components.Add(gui); IsMouseVisible = true; //Input.GetKeyboard().KeyPressed += HandleKeyPress; // instantiate game console //gameConsole = new GameConsole(this, new Vector2(0, 400), new Vector2(800, 200), // new Vector2(10, 10), new Vector2(10, 10), new Color(255, 255, 255, 100)); //Components.Add(gameConsole); //gameConsole.UpdateOrder = 1000; //gameConsole.DrawOrder = 1000; //gameConsole.PromptReceivedInput += HandlePromptInput; // instantiate the world /* disabling for testing world = new World(this, serverLink); Components.Add(world); world.UpdateOrder = 100; world.DrawOrder = 100; */ }
private Vector2 lastPlayerPosition; // TODO we shouldn't store this here public World(IServiceProvider iservice, ServerLink serverLink) : base(iservice) { this.IService = iservice; this.serverLink = serverLink; this.tiled = new List<Sprite>(); this.stretched = new List<Sprite>(); // initialize variable database // TODO need to get variables from server and stick them in this structure this.varDB = new VariableDatabase(); // initialize player manager this.playerManager = new PlayerManager(this); // initialize score HUD this.scoreHUD = new ScoreHUD(this.playerManager); ServerLink.MessageReceivedEvent += HandleReceivedMessage; }
private Vector2 lastPlayerPosition; // TODO we shouldn't store this here public World(Game game, ServerLink serverLink) : base(game) { this.serverLink = serverLink; this.tiled = new List<Sprite>(); this.stretched = new List<Sprite>(); // initialize variable database // TODO need to get variables from server and stick them in this structure this.varDB = new VariableDatabase(); // initialize player manager this.playerManager = new PlayerManager(this); }