Example #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()
        {
            // Initialize fonts
            Globals.Font14 = Content.Load <SpriteFont>("GeonBit.UI/themes/classic/fonts/Size14");
            Globals.Font12 = Content.Load <SpriteFont>("GeonBit.UI/themes/classic/fonts/Size12");
            Globals.Font10 = Content.Load <SpriteFont>("GeonBit.UI/themes/classic/fonts/Size10");
            Globals.Font8  = Content.Load <SpriteFont>("GeonBit.UI/themes/classic/fonts/Size8");

            for (var n = 0; n < Constants.MAX_PLAYERS; n++)
            {
                Types.Player[n] = new User();
            }
            ctcp         = new ClientTCP();
            chd          = new ClientData();
            renderTarget = new RenderTarget2D(GraphicsDevice, GraphicsDevice.PresentationParameters.BackBufferWidth, GraphicsDevice.PresentationParameters.BackBufferHeight, false, GraphicsDevice.PresentationParameters.BackBufferFormat, DepthFormat.Depth24);
            Camera       = new OrthographicCamera(new BoxingViewportAdapter(Window, GraphicsDevice, Globals.PreferredBackBufferWidth, Globals.PreferredBackBufferHeight))
            {
                Position = new Vector2(-1000, -1000)
            };
            chd.InitializeMessages();
            ctcp.ConnectToServer();
            Graphics.InitializeGraphics(Content);
            UserInterface.Initialize(Content, "classic");
            UserInterface.Active.UseRenderTarget = true;
            IGUI.InitializeGUI(Content);
            MenuManager.ChangeMenu(MenuManager.Menu.Login);
            base.Initialize();
        }
Example #2
0
 public void InitializeMessages()
 {
     ctcp    = new ClientTCP();
     packets = new Dictionary <int, Packet_>
     {
         { (int)SMessage, HandleMessage },
         { (int)SPlayerData, DownloadData },
         { (int)SAckRegister, GoodRegister },
         { (int)SPulse, HandleServerPulse },
         { (int)SFullData, GetStaticPulse },
         { (int)SGalaxy, HandleGalaxy },
         { (int)SItems, HandleItems },
         { (int)SInventory, HandleInventory },
         { (int)SPlayerUpdate, UpdateData },
         { (int)SLevelUp, HandleExperience },
         { (int)SNebulae, HandleNebulae }
     };
 }