protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); // TODO: use this.Content to load your game content here AssetsManager.LoadContent(Content); connection.Start(); System.Diagnostics.Debug.WriteLine("Sent Init"); Random rand = new Random(); Vector2 vec = new Vector2(rand.Next(800), 300); lock (Players) { Players.Add(connection.peerID, (myPlayer = new Player(connection.peerID, vec))); } Message msg = new Message(); msg.msgCode = Message.INIT; msg.playerPos0 = vec; msg.PeerID = connection.peerID; msg.playerTexture = myPlayer.getPlayerTextureNumber(); connection.SendBroadCastMessage(msg.Construct()); myPlayer.setIsCurrentPlayer(true); System.Diagnostics.Debug.WriteLine("Sent Init"); if (IsCreator) { WhoseTurn = connection.peerID; myPlayer.setFire(false); } }
protected override void Initialize() { // TODO: Add your initialization logic here AssetsManager.Initialize(); graphics.PreferredBackBufferWidth = 900; graphics.PreferredBackBufferHeight = 540; base.Initialize(); }