Example #1
0
 void youwinMessageBoxCancelled(object sender, PlayerIndexEventArgs e)
 {
     LoadingScreen.Load(ScreenManager, true, e.PlayerIndex,
                        new AAgameplayScreen(null));
 }
Example #2
0
 void youwinMessageBoxAccepted(object sender, PlayerIndexEventArgs e)
 {
     LoadingScreen.Load(ScreenManager, false, null, new BackgroundScreen(),
                        new MainMenuScreen());
 }
Example #3
0
        public override void Update(GameTime gameTime)
        {
            // Read the keyboard and gamepad.
            input.Update();

            if (Global_Variables.shouldLoadMainMenu)
            {
                Global_Variables.shouldLoadMainMenu = false;

                LoadingScreen.Load(this, false, null, new BackgroundScreen(),
                                   new MainMenuScreen());
            }

            // Make a copy of the master screen list, to avoid confusion if
            // the process of updating one screen adds or removes others.
            screensToUpdate.Clear();

            if (shouldPlayIntroVideo)
            {
                if (intromoviepassed)
                {
                    intromovieJUSTpassedTimer += gameTime.ElapsedGameTime.Milliseconds;
                }
            }
            foreach (GameScreen screen in screens)
            {
                screensToUpdate.Add(screen);
            }

            bool otherScreenHasFocus  = !Game.IsActive;
            bool coveredByOtherScreen = false;

            // Loop as long as there are screens waiting to be updated.
            while (screensToUpdate.Count > 0)
            {
                // Pop the topmost screen off the waiting list.
                GameScreen screen = screensToUpdate[screensToUpdate.Count - 1];

                screensToUpdate.RemoveAt(screensToUpdate.Count - 1);

                // Update the screen.
                screen.Update(gameTime, otherScreenHasFocus, coveredByOtherScreen);

                if (screen.ScreenState == ScreenState.TransitionOn ||
                    screen.ScreenState == ScreenState.Active)
                {
                    // If this is the first active screen we came across,
                    // give it a chance to handle input.
                    if (!otherScreenHasFocus)
                    {
                        screen.HandleInput(input);

                        otherScreenHasFocus = true;
                    }

                    // If this is an active non-popup, inform any subsequent
                    // screens that they are covered by it.
                    if (!screen.IsPopup)
                    {
                        coveredByOtherScreen = true;
                    }
                }
            }

            // Print debug trace?
            if (traceEnabled)
            {
                TraceScreens();
            }
        }
Example #4
0
 void youwinMessageBoxCancelled(object sender, PlayerIndexEventArgs e)
 {
     LoadingScreen.Load(ScreenManager, true, e.PlayerIndex,
                        new HowToPlay());
 }
Example #5
0
        /// <summary>
        /// Internal method for leaving the network session. This disposes the
        /// session, removes the NetworkSessionComponent, and returns the user
        /// to the main menu screen.
        /// </summary>
        void LeaveSession()
        {
            // Destroy this NetworkSessionComponent.
            Dispose();

            // 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 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
            // intermediate screens, returning them to the existing MainMenuScreen
            // instance without bothering to reload everything. 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 MainMenuScreen. 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 via the LoadingScreen.

            GameScreen[] screens = screenManager.GetScreens();

            // Look for the MainMenuScreen.
            for (int i = 0; i < screens.Length; i++)
            {
                if (screens[i] is MainMenuScreen)
                {
                    // 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, null);
                    }

                    return;
                }
            }

            // If we didn't find an existing MainMenuScreen, reload everything.
            // The why-did-the-session-end message box will be displayed after
            // the loading screen has completed.
            LoadingScreen.Load(screenManager, false, null, new BackgroundScreen(),
                               new MainMenuScreen(),
                               messageBox);
        }