v0.1
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using System;
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using System.Diagnostics;
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using System.Reflection;
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using FarseerPhysics;
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using FarseerPhysics.Dynamics;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using Subsurface.Networking;
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using Subsurface.Particles;
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using System.Collections;
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using System.Collections.Generic;
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using Microsoft.Xna.Framework.Input;
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namespace Subsurface
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{
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class Game1 : Game
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{
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public static GraphicsDeviceManager Graphics;
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static int graphicsWidth, graphicsHeight;
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static SpriteBatch spriteBatch;
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public static bool DebugDraw;
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public static GraphicsDevice CurrGraphicsDevice;
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public static FrameCounter FrameCounter;
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public static readonly Version Version = Assembly.GetEntryAssembly().GetName().Version;
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public static GameScreen GameScreen;
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public static MainMenuScreen MainMenuScreen;
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public static LobbyScreen LobbyScreen;
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public static NetLobbyScreen NetLobbyScreen;
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public static EditMapScreen EditMapScreen;
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public static EditCharacterScreen EditCharacterScreen;
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public static Lights.LightManager LightManager;
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public static ContentPackage SelectedPackage
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{
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get { return Config.SelectedContentPackage; }
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}
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public static Level Level;
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public static GameSession GameSession;
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public static NetworkMember NetworkMember;
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public static ParticleManager ParticleManager;
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public static TextureLoader TextureLoader;
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public static World World;
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public static TitleScreen TitleScreen;
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private bool titleScreenOpen;
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public static GameSettings Config;
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//public static Random localRandom;
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//public static Random random;
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//private Stopwatch renderTimer;
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//public static int renderTimeElapsed;
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public Camera Cam
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{
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get { return GameScreen.Cam; }
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}
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public static int GraphicsWidth
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{
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get { return graphicsWidth; }
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}
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public static int GraphicsHeight
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{
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get { return graphicsHeight; }
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}
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public static GameServer Server
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{
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get { return NetworkMember as GameServer; }
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}
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public static GameClient Client
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{
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get { return NetworkMember as GameClient; }
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}
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public Game1()
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{
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Graphics = new GraphicsDeviceManager(this);
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Config = new GameSettings("config.xml");
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graphicsWidth = Config.GraphicsWidth;
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graphicsHeight = Config.GraphicsHeight;
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Graphics.IsFullScreen = Config.FullScreenEnabled;
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Graphics.PreferredBackBufferWidth = graphicsWidth;
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Graphics.PreferredBackBufferHeight = graphicsHeight;
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Content.RootDirectory = "Content";
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//graphics.SynchronizeWithVerticalRetrace = false;
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//graphics.ApplyChanges();
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FrameCounter = new FrameCounter();
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//renderTimer = new Stopwatch();
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IsMouseVisible = true;
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IsFixedTimeStep = false;
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//TargetElapsedTime = new TimeSpan(0, 0, 0, 0, 55);
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World = new World(new Vector2(0, -9.82f));
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Settings.VelocityIterations = 2;
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Settings.PositionIterations = 1;
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}
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/// <summary>
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/// Allows the game to perform any initialization it needs to before starting to run.
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/// This is where it can query for any required services and load any non-graphic
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/// related content. Calling base.Initialize will enumerate through any components
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/// and initialize them as well.
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/// </summary>
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protected override void Initialize()
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{
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base.Initialize();
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CurrGraphicsDevice = GraphicsDevice;
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//Event.Init("Content/randomevents.xml");
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}
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/// <summary>
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/// LoadContent will be called once per game and is the place to load
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/// all of your content.
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/// </summary>
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protected override void LoadContent()
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{
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graphicsWidth = GraphicsDevice.Viewport.Width;
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graphicsHeight = GraphicsDevice.Viewport.Height;
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Sound.Init();
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ConvertUnits.SetDisplayUnitToSimUnitRatio(Physics.DisplayToSimRation);
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spriteBatch = new SpriteBatch(GraphicsDevice);
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TextureLoader = new TextureLoader(GraphicsDevice);
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titleScreenOpen = true;
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TitleScreen = new TitleScreen(GraphicsDevice);
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CoroutineManager.StartCoroutine(Load());
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}
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private float loadState = 0.0f;
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private IEnumerable<Status> Load()
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{
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GUI.Font = ToolBox.TryLoadFont("SpriteFont1", Content);
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GUI.SmallFont = ToolBox.TryLoadFont("SmallFont", Content);
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sw = new Stopwatch();
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LightManager = new Lights.LightManager(GraphicsDevice);
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Hull.renderer = new WaterRenderer(GraphicsDevice);
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loadState = 1.0f;
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yield return Status.Running;
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GUI.LoadContent(GraphicsDevice);
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loadState = 2.0f;
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yield return Status.Running;
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MapEntityPrefab.Init();
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loadState = 10.0f;
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yield return Status.Running;
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JobPrefab.LoadAll(SelectedPackage.GetFilesOfType(ContentType.Jobs));
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loadState = 15.0f;
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yield return Status.Running;
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StructurePrefab.LoadAll(SelectedPackage.GetFilesOfType(ContentType.Structure));
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loadState = 25.0f;
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yield return Status.Running;
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ItemPrefab.LoadAll(SelectedPackage.GetFilesOfType(ContentType.Item));
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loadState = 40.0f;
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yield return Status.Running;
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Debug.WriteLine("sounds");
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CoroutineManager.StartCoroutine(AmbientSoundManager.Init());
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loadState = 70.0f;
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yield return Status.Running;
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GameMode.Init();
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Submarine.Preload("Content/SavedMaps");
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loadState = 80.0f;
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yield return Status.Running;
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GameScreen = new GameScreen(Graphics.GraphicsDevice);
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loadState = 90.0f;
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yield return Status.Running;
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MainMenuScreen = new MainMenuScreen(this);
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LobbyScreen = new LobbyScreen();
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NetLobbyScreen = new NetLobbyScreen();
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EditMapScreen = new EditMapScreen();
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EditCharacterScreen = new EditCharacterScreen();
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yield return Status.Running;
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ParticleManager = new ParticleManager("Content/Particles/prefabs.xml", Cam);
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yield return Status.Running;
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GUIComponent.Init(Window);
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DebugConsole.Init(Window);
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yield return Status.Running;
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LocationType.Init("Content/Map/locationTypes.xml");
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MainMenuScreen.Select();
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yield return Status.Running;
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loadState = 100.0f;
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yield return Status.Success;
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}
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/// <summary>
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/// UnloadContent will be called once per game and is the place to unload
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/// all content.
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/// </summary>
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protected override void UnloadContent()
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{
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Sound.Dispose();
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}
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/// <summary>
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/// Allows the game to run logic such as updating the world,
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/// checking for collisions, gathering input, and playing audio.
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/// </summary>
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/// <param name="gameTime">Provides a snapshot of timing values.</param>
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protected override void Update(GameTime gameTime)
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{
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base.Update(gameTime);
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double deltaTime = gameTime.ElapsedGameTime.TotalSeconds;
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PlayerInput.Update(deltaTime);
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if (loadState >= 100.0f && !titleScreenOpen)
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{
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if (PlayerInput.KeyHit(Keys.Escape)) GUI.TogglePauseMenu();
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DebugConsole.Update(this, (float)deltaTime);
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if ((!DebugConsole.IsOpen && !GUI.PauseMenuOpen) || NetworkMember != null) Screen.Selected.Update(deltaTime);
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GUI.Update((float)deltaTime);
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if (NetworkMember != null)
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{
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NetworkMember.Update();
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}
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else
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{
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NetworkEvent.events.Clear();
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}
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}
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CoroutineManager.Update();
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}
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/// <summary>
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/// This is called when the game should draw itself.
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/// </summary>
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protected override void Draw(GameTime gameTime)
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{
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//renderTimer.Restart();
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double deltaTime = gameTime.ElapsedGameTime.TotalSeconds;
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FrameCounter.Update(deltaTime);
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if (titleScreenOpen)
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{
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TitleScreen.Draw(spriteBatch, GraphicsDevice, loadState, (float)deltaTime);
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if (loadState>=100.0f && (PlayerInput.GetKeyboardState.GetPressedKeys().Length>0 || PlayerInput.LeftButtonClicked()))
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{
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titleScreenOpen = false;
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}
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}
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else if (loadState >= 100.0f)
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{
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Screen.Selected.Draw(deltaTime, GraphicsDevice, spriteBatch);
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}
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//renderTimeElapsed = (int)renderTimer.Elapsed.Ticks;
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//renderTimer.Stop();
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if (sw.Elapsed.TotalSeconds < Physics.step)
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{
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System.Threading.Thread.Sleep((int)((Physics.step - sw.Elapsed.TotalSeconds)*1000.0));
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}
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sw.Restart();
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}
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Stopwatch sw;
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protected override void OnExiting(object sender, EventArgs args)
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{
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if (NetworkMember != null) NetworkMember.Disconnect();
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base.OnExiting(sender, args);
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}
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}
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}
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