/// <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() { this.IsMouseVisible = true; response = ""; // Initialize the GoblinXNA framework State.InitGoblin(graphics, Content, ""); // Initialize the scene graph scene = new Scene(this); State.EnableNetworking = true; State.IsServer = false; // Set up the lights used in the scene CreateLights(); // Set up the camera, which defines the eye location and viewing frustum CreateCamera(); // Create 3D objects CreateObject(); // Use per pixel lighting for better quality (If you using non NVidia graphics card, // setting this to true may reduce the performance significantly) scene.PreferPerPixelLighting = true; // Create a network object that contains mouse press information to be // transmitted over network networkObj = new MessageNetworkObject(); // When a mouse press event is sent from the other side, then call "ShootBox" // function networkObj.CallbackFunc = UpdateMessage; // Create a network handler for handling the network transfers NetworkHandler networkHandler = new NetworkHandler(); if (3==4) networkHandler.NetworkServer = new LidgrenServer("InfoOverload", 14242); else { // Create a client that connects to the local machine assuming that both // the server and client will be running on the same machine. In order to // connect to a remote machine, you need to either pass the host name or // the IP address of the remote machine in the 3rd parameter. client = new LidgrenClient("InfoOverload", 14242, "Localhost"); // If the server is not running when client is started, then wait for the // server to start up. client.WaitForServer = true; networkHandler.NetworkClient = client; } scene.BackgroundColor = Color.Black; // Assign the network handler used for this scene scene.NetworkHandler = networkHandler; // Add the mouse network object to the scene graph, so it'll be sent over network // whenever ReadyToSend is set to true. scene.NetworkHandler.AddNetworkObject(networkObj); //scene.PhysicsEngine = new NewtonPhysics(); //Set to false for window graphics.IsFullScreen = fullScreen; graphics.ApplyChanges(); // Add a keyboard press handler for user input KeyboardInput.Instance.KeyPressEvent += new HandleKeyPress(KeyPressHandler); State.ShowNotifications = false; base.Initialize(); }
/// <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() { this.IsMouseVisible = true; response = ""; // Initialize the GoblinXNA framework State.InitGoblin(graphics, Content, ""); // Initialize the scene graph scene = new Scene(this); State.EnableNetworking = true; State.IsServer = false; // Set up the lights used in the scene CreateLights(); // Set up the camera, which defines the eye location and viewing frustum CreateCamera(); // Create 3D objects CreateObject(); // Use per pixel lighting for better quality (If you using non NVidia graphics card, // setting this to true may reduce the performance significantly) scene.PreferPerPixelLighting = true; // Create a network object that contains mouse press information to be // transmitted over network networkObj = new MessageNetworkObject(); // When a mouse press event is sent from the other side, then call "ShootBox" // function networkObj.CallbackFunc = UpdateMessage; // Create a network handler for handling the network transfers NetworkHandler networkHandler = new NetworkHandler(); if (3 == 4) { networkHandler.NetworkServer = new LidgrenServer("InfoOverload", 14242); } else { // Create a client that connects to the local machine assuming that both // the server and client will be running on the same machine. In order to // connect to a remote machine, you need to either pass the host name or // the IP address of the remote machine in the 3rd parameter. client = new LidgrenClient("InfoOverload", 14242, "Localhost"); // If the server is not running when client is started, then wait for the // server to start up. client.WaitForServer = true; networkHandler.NetworkClient = client; } scene.BackgroundColor = Color.Black; // Assign the network handler used for this scene scene.NetworkHandler = networkHandler; // Add the mouse network object to the scene graph, so it'll be sent over network // whenever ReadyToSend is set to true. scene.NetworkHandler.AddNetworkObject(networkObj); //scene.PhysicsEngine = new NewtonPhysics(); //Set to false for window graphics.IsFullScreen = fullScreen; graphics.ApplyChanges(); // Add a keyboard press handler for user input KeyboardInput.Instance.KeyPressEvent += new HandleKeyPress(KeyPressHandler); State.ShowNotifications = false; base.Initialize(); }