/// <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; // Initialize the GoblinXNA framework State.InitGoblin(graphics, Content, ""); // Initialize the scene graph scene = new Scene(this); State.EnableNetworking = true; State.IsServer = isServer; // 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 ApacheNetworkObject(); // When a mouse press event is sent from the other side, then call "ShootBox" // function networkObj.CallbackFunc = UpdateApache; //scene.PhysicsEngine = new NewtonPhysics(); if (State.IsServer) { scene.NetworkServer = new LidgrenServer("apache", 14242); } // Add the mouse network object to the scene graph, so it'll be sent over network // whenever ReadyToSend is set to true. scene.AddNetworkObject(networkObj); State.ShowNotifications = true; 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; // Initialize the GoblinXNA framework State.InitGoblin(graphics, Content, ""); // Initialize the scene graph scene = new Scene(this); State.EnableNetworking = true; State.IsServer = isServer; // 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 ApacheNetworkObject(); // When a mouse press event is sent from the other side, then call "ShootBox" // function networkObj.CallbackFunc = UpdateApache; //scene.PhysicsEngine = new NewtonPhysics(); if (State.IsServer) scene.NetworkServer = new LidgrenServer("apache", 14242); // Add the mouse network object to the scene graph, so it'll be sent over network // whenever ReadyToSend is set to true. scene.AddNetworkObject(networkObj); State.ShowNotifications = true; base.Initialize(); }