public override void LoadContent() { ProtoHelper.OnChatRecieve += OnChatRecive; _ = ProtoHelper.JoinToChatAsync(); var camera = new OrthographicCamera(_sceneHandler._graphicsDevice); mouseSystem = new MouseSystem(); MouseSystem.OnMouseLeftClick += mouseClick; spriteBatch = new SpriteBatch(_sceneHandler._graphicsDevice); world = new WorldBuilder() .AddSystem(new RenderSystem(spriteBatch, camera)) .AddSystem(mouseSystem) .Build(); _sceneHandler._gameComponents.Add(world); entityFactory = new EntityFactory(world, _sceneHandler._content, _sceneHandler._graphicsDevice); text = entityFactory.CreateText(new Vector2(100, 100), ProtoHelper.nickname, 100); playerReadyButtom = entityFactory.CreateReadySign(new Vector2(500, 110)); readyText = entityFactory.CreateText(new Vector2(530, 102), "Not ready", 0); enemyText = entityFactory.CreateText(new Vector2(100, 200), "", 100); enemyReadyButtom = entityFactory.CreateReadySign(new Vector2(500, 210)); enemyReadyText = entityFactory.CreateText(new Vector2(530, 202), "Not ready", 0); LoadGui(); while (!ProtoHelper.IsChatLive) { Thread.Sleep(10); } Thread.Sleep(500); ProtoHelper.WriteToChat("!live"); while (live == null) { Thread.Sleep(10); } if ((bool)live == true) { ChangeStateToGame(); } var player = _sceneHandler._content.Load <Texture2D>("MiniHead1"); var upArrow = _sceneHandler._content.Load <Texture2D>("MiniHead1"); playerSprite = new Sprite(player); enemySprite = new Sprite(player); upArrowSprite = new Sprite(_sceneHandler._content.Load <Texture2D>("upArrow")); downArrowSprite = new Sprite(_sceneHandler._content.Load <Texture2D>("downArrow")); }
internal override void UpdateScene(GameTime gameTime) { var keyboardState = KeyboardExtended.GetState(); if (keyboardState.IsKeyDown(Microsoft.Xna.Framework.Input.Keys.Enter)) { ProtoHelper.WriteToChat(chatText.Text); var t = text.Get <Text>(); t.text = $"{ProtoHelper.nickname}: {chatText.Text}"; } _guiSystem.Update(gameTime); }
internal override void UpdateScene(GameTime gameTime) { if (IsLoaded) { if (b2DWorld != null) { const float TimeStep = 1.0f / 60; const int VelocityIterations = 6; const int PositionIterations = 2; b2DWorld.Step(TimeStep, VelocityIterations, PositionIterations); } var keyboardState = KeyboardExtended.GetState(); var input = Input.none; if (keyboardState.IsKeyDown(Keys.Right)) { input |= Input.right; } if (keyboardState.IsKeyDown(Keys.Left)) { input |= Input.left; } if (keyboardState.IsKeyDown(Keys.Up)) { input |= Input.up; } if (keyboardState.IsKeyDown(Keys.Space)) { input |= Input.kick; } if (keyboardState.IsKeyUp(Keys.Space)) { input |= Input.kickUp; } if (keyboardState.IsKeyDown(Keys.Escape)) { world.Dispose(); ProtoHelper.WriteToChat("!disconnect"); _sceneHandler.ChangeScene(new MenuScene()); } if (Enemy) { input |= Input.enemy; } inputClient.Send((byte)input, inputEndPoint); } }
private void mouseClick() { if (mouseSystem.Clicked(new Vector2(500, 110), new Vector2(16, 16))) { var _playerReadyButtom = playerReadyButtom.Get <AnimatedSprite>(); if (!ready) { _playerReadyButtom.Play("Ready"); ProtoHelper.WriteToChat("!Ready"); var _ReadyText = readyText.Get <Text>(); _ReadyText.text = "Ready"; } else { _playerReadyButtom.Play("NotReady"); ProtoHelper.WriteToChat("!NotReady"); var _ReadyText = readyText.Get <Text>(); _ReadyText.text = "Not ready"; } ready = !ready; } if (mouseSystem.Clicked(new Vector2(690, 80), new Vector2(16, 16))) { var s = playerSkin + 1; playerSkin = s <= (skin)Enum.GetValues(typeof(skin)).Length - 1 ? s : 0; playerSprite = new Sprite(_sceneHandler._content.Load <Texture2D>(playerSkin.ToString())); ProtoHelper.WriteToChat($"!SkinChange,{(int)playerSkin}"); } if (mouseSystem.Clicked(new Vector2(690, 120), new Vector2(16, 16))) { var s = playerSkin - 1; playerSkin = s < 0 ? (skin)Enum.GetValues(typeof(skin)).Length - 1 : s; playerSprite = new Sprite(_sceneHandler._content.Load <Texture2D>(playerSkin.ToString())); ProtoHelper.WriteToChat($"!SkinChange,{(int)playerSkin}"); } }
private void OnJoinButtonClick(object sender, EventArgs e) { ProtoHelper.WriteToChat("!Start"); }