public override void OnEnemyShapeChosen(PlayerIndex player, Shapes.Shape shape) { if (player == PlayerIndex.One) { MsgGameEnemyShapeChosen msg = new MsgGameEnemyShapeChosen(); msg.SetShape(shape); Steam_Manager.SendP2PMessage(Steam_Manager.ConnectedPlayer, msg, EP2PSend.k_EP2PSendReliable); } }
public override void OnLinesCompleted(PlayerIndex player, int linesCompleted) { if (player == PlayerIndex.One) { MsgGameLinesCompleted msg = new MsgGameLinesCompleted(); msg.SetLinesCompleted(linesCompleted); Steam_Manager.SendP2PMessage(Steam_Manager.ConnectedPlayer, msg, EP2PSend.k_EP2PSendReliable); } }
public override void OnLose(PlayerIndex player) { if (player == PlayerIndex.One) { MsgGameLose msg = new MsgGameLose(); Steam_Manager.SendP2PMessage(Steam_Manager.ConnectedPlayer, msg, EP2PSend.k_EP2PSendReliable); playerController.EndGame(); base.OnLose(player); } }
protected override void UpdateInGame(GameTime gameTime) { ReceiveNetworkData(); playerController.Update(gameTime); player.Update(gameTime); otherPlayer.Update(gameTime); MsgGameLevelUpdate msg = new MsgGameLevelUpdate(); msg.SetGrid(player.Grid); msg.SetShapeQueueShape(player.shapeQueue[0]); msg.SetFallingShape(player.FallingShape); Steam_Manager.SendP2PMessage(Steam_Manager.ConnectedPlayer, msg, EP2PSend.k_EP2PSendReliable); base.UpdateInGame(gameTime); }
protected override void UpdateLobby(GameTime gameTime) { ReceiveNetworkData(); // Wait for player to be ready and also other player to be ready before if (Input.IsKeyPress(Keys.Space) || Input.IsKeyPress(Keys.Enter)) { isReady = !isReady; if (!isReady) { ResetCountdown(); } // Send message on state of readyness MsgGameReady msg = new MsgGameReady(); msg.SetIsReady(isReady); Console.WriteLine("Sending Ready message: " + msg.GetMessageType()); Steam_Manager.SendP2PMessage(Steam_Manager.ConnectedPlayer, msg, EP2PSend.k_EP2PSendReliable); } // Pressing escape means cancel ready status if (Input.IsKeyPress(Keys.Escape)) { isReady = false; ResetCountdown(); // Send message on state of readyness MsgGameReady msg = new MsgGameReady(); msg.SetIsReady(isReady); Console.WriteLine("Sending Ready message: " + msg.GetMessageType()); Steam_Manager.SendP2PMessage(Steam_Manager.ConnectedPlayer, msg, EP2PSend.k_EP2PSendReliable); } if (isReady && isOtherReady) { gameState = GameState.InGame; } }