Esempio n. 1
0
        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            // Allows the game to exit
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
            {
                Exit();
            }
            if (InputManager.InputManager.KeyJustPressed(Keys.Escape))
            {
                LocalClient.Disconnect();
            }

            // TODO: Add your update logic here
            InputManager.InputManager.Update(Keyboard.GetState(), Mouse.GetState(), IsActive);
            TimeManager.Update(gameTime);
            BackgroundWall.Update();

            if (Program.Hosting)
            {
                Server.Update();
            }

            LocalClient.Update();
            PlatformWorld.Update();

            base.Update(gameTime);
        }
Esempio n. 2
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()
        {
            IsMouseVisible    = true;
            TargetElapsedTime = new TimeSpan(0, 0, 0, 0, 1000 / 120);
            InactiveSleepTime = TargetElapsedTime;

            Window.Title = "XNA Multiplayer Game - ";
            if (Program.Hosting)
            {
                Window.Title += "Listen server, hosting on port 5555.";
            }
            else
            {
                Window.Title += "Client, joined at " + Program.Ip + ":5555.";
            }

            // Initialize classes & members.
            sb = new SpriteBatch(GraphicsDevice);
            Helper.Initialize(this);
            ResourceHelper.Initialize(Content);

            // Load content.
            _backgroundWallTexture = ResourceHelper.LoadTexture("Backgrounds\\Veins");
            _platformTexture       = ResourceHelper.LoadTexture("Objects\\Platform");
            _vignette        = ResourceHelper.LoadTexture("Gui\\Vignette");
            Platform.Texture = ResourceHelper.LoadTexture("Objects\\Platform");
            Player.Texture   = ResourceHelper.LoadTexture("Objects\\Player");

            // TODO: Add your initialization logic here
            Helper.Initialize(this);

            _graphics.PreferredBackBufferWidth       = 768;
            _graphics.PreferredBackBufferHeight      = 768;
            _graphics.PreferMultiSampling            = true;
            _graphics.SynchronizeWithVerticalRetrace = false;
            _graphics.ApplyChanges();
            IsFixedTimeStep = true;

            BackgroundWall = new BackgroundWall(_backgroundWallTexture, DefaultScrollSpeed);

            if (Program.Hosting)
            {
                Server.Initialize();
            }

            PlatformWorld.Initialize(DefaultScrollSpeed);
            LocalClient.Initialize();

            base.Initialize();
        }
Esempio n. 3
0
        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(_clearColor);

            // TODO: Add your drawing code here

            sb.Begin();
            BackgroundWall.Draw(sb);
            PlatformWorld.Draw(sb);
            LocalClient.Draw(sb);
            DrawVignette();
            sb.End();

            base.Draw(gameTime);
        }