| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112 |
- //-----------------------------------------------------------------------------
- // Game.cs
- //
- // Microsoft XNA Community Game Platform
- // Copyright (C) Microsoft Corporation. All rights reserved.
- //-----------------------------------------------------------------------------
- using System;
- using Microsoft.Xna.Framework;
- using Microsoft.Xna.Framework.Graphics;
- using Microsoft.Xna.Framework.GamerServices;
- using Microsoft.Xna.Framework.Net;
- namespace NetworkStateManagement
- {
- /// <summary>
- /// Sample showing how to manage the different game states involved in
- /// implementing a networked game, with menus for creating, searching,
- /// and joining sessions, a lobby screen, and the game itself. This main
- /// game class is extremely simple: all the interesting stuff happens
- /// in the ScreenManager component.
- /// </summary>
- public class NetworkStateManagementGame : Game
- {
- GraphicsDeviceManager graphicsDeviceManager;
- ScreenManager screenManager;
- public ScreenManager ScreenManager { get => screenManager; set => screenManager = value; }
- // By preloading any assets used by UI rendering, we avoid framerate glitches
- // when they suddenly need to be loaded in the middle of a menu transition.
- static readonly string[] preloadAssets =
- {
- "gradient",
- "cat",
- "chat_ready",
- "chat_able",
- "chat_talking",
- "chat_mute",
- };
- /// <summary>
- /// The main game constructor.
- /// </summary>
- public NetworkStateManagementGame()
- {
- Content.RootDirectory = "Content";
- graphicsDeviceManager = new GraphicsDeviceManager(this);
- graphicsDeviceManager.PreferredBackBufferWidth = ScreenManager.BASE_BUFFER_WIDTH;
- graphicsDeviceManager.PreferredBackBufferHeight = ScreenManager.BASE_BUFFER_HEIGHT;
- if (UIUtility.IsMobile)
- {
- graphicsDeviceManager.IsFullScreen = true;
- IsMouseVisible = false;
- }
- else if (UIUtility.IsDesktop)
- {
- graphicsDeviceManager.IsFullScreen = false;
- IsMouseVisible = true;
- }
- else
- {
- throw new PlatformNotSupportedException();
- }
- // Create components.
- screenManager = new ScreenManager(this);
- Components.Add(screenManager);
- Components.Add(new MessageDisplayComponent(this));
- Components.Add(new GamerServicesComponent(this));
- // Activate the first screens.
- screenManager.AddScreen(new BackgroundScreen(), null);
- screenManager.AddScreen(new MainMenuScreen(), null);
- // Listen for invite notification events.
- NetworkSession.InviteAccepted += (sender, e) => NetworkSessionComponent.InviteAccepted(screenManager, e);
- // To test the trial mode behavior while developing your game,
- // uncomment this line:
- // Guide.SimulateTrialMode = true;
- }
- /// <summary>
- /// Loads graphics content.
- /// </summary>
- protected override void LoadContent()
- {
- foreach (string asset in preloadAssets)
- {
- Content.Load<object>(asset);
- }
- }
- /// <summary>
- /// This is called when the game should draw itself.
- /// </summary>
- protected override void Draw(GameTime gameTime)
- {
- graphicsDeviceManager.GraphicsDevice.Clear(Color.Black);
- // The real drawing happens inside the screen manager component.
- base.Draw(gameTime);
- }
- }
- }
|