public SetGraphicsModel ( |
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model | The GraphicsModel object that this class will use | |
Résultat | void |
/// <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 world = new WorldGraphics(); model = new GraphicsModel(); int diameter = 64; int radius = diameter/2; int spriteID = 201; int id = 0; int space = 3; for (int y = 0; y < 3; y++) { for (int x = 0; x < 3; x++) { model.Update(new GraphicsObject(id, (diameter*(x+1))+space*x, (diameter*(y+1))+space*y, radius, 0, spriteID, id)); id++; } } world.SetGraphicsModel(model); base.Initialize(); }
/// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// </summary> protected override void Initialize() { // TODO: Add some name detection from forms. strName = "nicktest"; world = new WorldGraphics(); model = new GraphicsModel(); world.SetGraphicsModel(model); //Setup ships for players 1 & 2 (offscreen to start) //GraphicsObject(int id, float x, float y, float radius, float angle, int spriteID, int colorID) GraphicsObject ship1 = new GraphicsObject(1, 0, 0, 16, 0, 1, 5); model.Update(ship1); shipList.Add(ship1); GraphicsObject ship2 = new GraphicsObject(2, -16, -16, 16, 0, 1, 7); model.Update(ship2); shipList.Add(ship2); //Setup planet GraphicsObject planet = new GraphicsObject(3, 400, 300, 32, 0, 201, 0); model.Update(planet); planetList.Add(planet); //******** Networking Stuff ************* //Using UDP sockets clientSocket = new Socket(AddressFamily.InterNetwork, SocketType.Dgram, ProtocolType.Udp); IPHostEntry ipHostInfo = Dns.Resolve(Dns.GetHostName()); IPAddress ipAddress = ipHostInfo.AddressList[0]; Console.WriteLine(ipAddress); //Server is listening on port 1000 IPEndPoint ipEndPoint = new IPEndPoint(ipAddress, 11000); epServer = (EndPoint)ipEndPoint; //Get message ready Data msgToSend = new Data(); msgToSend.cmdCommand = Command.Login; msgToSend.strMessage = null; msgToSend.strName = strName; byte[] byteData = msgToSend.ToByte(); //Login to the server clientSocket.BeginSendTo(byteData, 0, byteData.Length, SocketFlags.None, epServer, new AsyncCallback(OnSend), null); byteData = new byte[1024]; //Start listening to the data asynchronously clientSocket.BeginReceiveFrom(byteData, 0, byteData.Length, SocketFlags.None, ref epServer, new AsyncCallback(OnReceive), null); //******** End Networking Stuff ************* base.Initialize(); }