Beispiel #1
0
        /// <summary>
        /// Activates the loading screen.
        /// </summary>
        public static void Load(ScreenManager screenManager, bool loadingIsSlow,
                                params GameScreen[] screensToLoad)
        {
            // Tell all the current screens to transition off.
            foreach (GameScreen screen in screenManager.GetScreens())
            {
                screen.ExitScreen();
            }

            // Create and activate the loading screen.
            LoadingScreen loadingScreen = new LoadingScreen(screenManager,
                                                            loadingIsSlow,
                                                            screensToLoad);

            screenManager.AddScreen(loadingScreen);
        }
Beispiel #2
0
        /// <summary>
        /// Draws the loading screen.
        /// </summary>
        public override void Draw(GameTime gameTime)
        {
            // If we are the only active screen, that means all the previous screens
            // must have finished transitioning off. We check for this in the Draw
            // method, rather than in Update, because it isn't enough just for the
            // screens to be gone: in order for the transition to look good we must
            // have actually drawn a frame without them before we perform the load.
            if ((ScreenState == ScreenState.Active) &&
                (ScreenManager.GetScreens().Length == 1))
            {
                otherScreensAreGone = true;
            }

            // The gameplay screen takes a while to load, so we display a loading
            // message while that is going on, but the menus load very quickly, and
            // it would look silly if we flashed this up for just a fraction of a
            // second while returning from the game to the menus. This parameter
            // tells us how long the loading is going to take, so we know whether
            // to bother drawing the message.
            if (loadingIsSlow)
            {
                SpriteBatch spriteBatch = ScreenManager.SpriteBatch;
                SpriteFont  font        = ScreenManager.Font;

                string message = Resources.Loading;

                // Center the text in the viewport.
                Viewport viewport     = ScreenManager.GraphicsDevice.Viewport;
                Vector2  viewportSize = new Vector2(viewport.Width, viewport.Height);
                Vector2  textSize     = font.MeasureString(message);
                Vector2  textPosition = (viewportSize - textSize) / 2;

                Color color = new Color(255, 255, 255, TransitionAlpha);

                // Animate the number of dots after our "Loading..." message.
                loadAnimationTimer += gameTime.ElapsedGameTime;

                int dotCount = (int)(loadAnimationTimer.TotalSeconds * 5) % 10;

                message += new string('.', dotCount);

                // Draw the text.
                spriteBatch.Begin();
                spriteBatch.DrawString(font, message, textPosition, color);
                spriteBatch.End();
            }
        }
Beispiel #3
0
        /// <summary>
        /// Activates the loading screen.
        /// </summary>
        public static void Load(ScreenManager screenManager, bool loadingIsSlow,
            params GameScreen[] screensToLoad)
        {
            // Tell all the current screens to transition off.
            foreach (GameScreen screen in screenManager.GetScreens())
                screen.ExitScreen();

            // Create and activate the loading screen.
            LoadingScreen loadingScreen = new LoadingScreen(screenManager,
                                                            loadingIsSlow,
                                                            screensToLoad);

            screenManager.AddScreen(loadingScreen);
        }
        void LeaveSessionFromGame(AudioManager audioManager)//Audio audioHelper)
        {
            // Remove the NetworkSessionComponent.
            Game.Components.Remove(this);

            // Remove the NetworkSession service.
            Game.Services.RemoveService(typeof(NetworkSession));

            // Dispose the NetworkSession.
            networkSession.Dispose();
            networkSession = null;

            // If we have a sessionEndMessage string explaining why the session has
            // ended (maybe this was a network disconnect, or perhaps the host kicked
            // us out?) create a message box to display this reason to the user.
            MessageBoxScreen messageBox;

            if (!string.IsNullOrEmpty(sessionEndMessage))
            {
                messageBox = new MessageBoxScreen(sessionEndMessage, false);
            }
            else
            {
                messageBox = null;
            }

            // At this point we normally want to return the user all the way to the
            // main menu screen. But what if they just joined a session? In that case
            // they went through this flow of screens:
            //
            //  - MainMenuScreen
            //  - CreateOrFindSessionsScreen
            //  - JoinSessionScreen (if joining, skipped if creating a new session)
            //  - LobbyScreeen
            //
            // If we have these previous screens on the history stack, and the user
            // backs out of the LobbyScreen, the right thing is just to pop off the
            // LobbyScreen and JoinSessionScreen, returning them to the
            // CreateOrFindSessionsScreen (we cannot just back up to the
            // JoinSessionScreen, because it contains search results that will no
            // longer be valid). But if the user is in gameplay, or has been in
            // gameplay and then returned to the lobby, the screen stack will have
            // been emptied.
            //
            // To do the right thing in both cases, we scan through the screen history
            // stack looking for a CreateOrFindSessionScreen. If we find one, we pop
            // any subsequent screens so as to return back to it, while if we don't
            // find it, we just reset everything and go back to the main menu.

            GameScreen[] screens = screenManager.GetScreens();

            // Look for the CreateOrFindSessionsScreen.
            for (int i = 0; i < screens.Length; i++)
            {
                if (screens[i] is CreateOrFindSessionScreen)
                {
                    // If we found one, pop everything since then to return back to it.
                    for (int j = i + 1; j < screens.Length; j++)
                    {
                        screens[j].ExitScreen();
                    }

                    // Display the why-did-the-session-end message box.
                    if (messageBox != null)
                    {
                        screenManager.AddScreen(messageBox);
                    }

                    return;
                }
            }

            // If we didn't find a CreateOrFindSessionsScreen, reset everything and
            // go back to the main menu. The why-did-the-session-end message box
            // will be displayed after the loading screen has completed.
            LoadingScreen.Load(screenManager, false, new BackgroundScreen(NetworkSessionComponent.Level.shipMap),
                               new MainMenuScreen(),
                               messageBox);
        }