public MultiplayerBase(string address, int port, PGGI.PGGIProvider provider) { ISpriteBatchService spriteService = Atom.Shared.Globals.Engine.GetService<ISpriteBatchService>(); IInputService inputService = Atom.Shared.Globals.Engine.GetService<IInputService>(); contract = inputService.CreateContract(); contract.Enabled = true; contract.SubscribedTouchEvents = TouchStates.OnDoubleTap | TouchStates.OnDrag | TouchStates.OnTap; contract.TouchEventHandler += contract_TouchEventHandler; spriteBatch = spriteService.SpriteBatch; SelectionState = SelectionState.Selection; GameState = MultiplayerGameState.Connecting; GameCounter = 0; client = new Client(); client.OnConnection += new EventHandler<ConnectionArgs>(ClientOnConnection); client.OnPacketRecieved += new EventHandler<PacketRecievedArgs>(ClientOnPacket); Packet ConnectionPacket = new Packet(); ConnectionPacket.Write(provider.PGGI); ConnectionPacket.Write(provider.Token); client.Connect(new System.Net.DnsEndPoint(address, port), ConnectionPacket); Syncing = false; FramesToSpin = int.MaxValue; Manager = new MultiplayerGameManager(); Content = new ContentManager(Atom.Shared.Globals.Engine, "Content"); Fleet = Content.Load<Texture2D>("Graphics/Fleets/1"); }
public MultiplayerMapState(MultiplayerGameManager manager, int Frame) { Manager = manager; Actions = new List<GameAction>(); Fleets = new List<Fleet>(); Planets = new List<Planet>(); StateFrame = Frame; }