public MultiplayerHostPanel(MultiplayerConnectionType t) { RelativePosition = FPoint.Zero; Size = new FSize(WIDTH, HEIGHT); Alignment = HUDAlignment.CENTER; Background = FlatColors.BackgroundHUD; _server = new GDMultiplayerServer(t); }
public MultiplayerRehostPanel(GDMultiplayerServer s) { RelativePosition = FPoint.Zero; Size = new FSize(WIDTH, HEIGHT); Alignment = HUDAlignment.CENTER; Background = FlatColors.BackgroundHUD; _server = s; }
public HUDMultiplayerScorePanel(LevelBlueprint lvl, PlayerProfile playerprofile, bool playerHasWon, int addPoints, GDMultiplayerCommon srv, Action preventStopOnRem) { successScreen = playerHasWon; profile = playerprofile; Level = lvl; _server = srv; _serverHost = srv as GDMultiplayerServer; _preventStopOnRem = preventStopOnRem; _deltaPoints = addPoints; RelativePosition = FPoint.Zero; Size = new FSize(WIDTH, HEIGHT); Alignment = HUDAlignment.CENTER; Background = FlatColors.BackgroundHUD; }
public GDGameScreen_MPServer(MainGame game, GraphicsDeviceManager gdm, LevelBlueprint bp, GameSpeedModes speed, int music, GDMultiplayerServer server) : base(game, gdm, bp, FractionDifficulty.DIFF_3, false, true, false) { musicIdx = music; GameSpeedMode = speed; _server = server; CanPause = false; _server.Screen = this; _localPlayerFraction = GetFractionByID(1); foreach (var c in GetEntities <Cannon>()) { c.ForceUpdateController(); } GameHUD = new GDMultiplayerGameHUD(this, server); #if DEBUG _server.AddDebugLine(this); #endif }
public void SetMultiplayerServerLevelScreen(LevelBlueprint level, GameSpeedModes speed, int music, GDMultiplayerServer server) { var scrn = new GDGameScreen_MPServer(this, Graphics, level, speed, music, server); SetCurrentScreen(scrn); }