public void StartMultiPlayerRun(MultiplayerType type) { Mode = GameMode.MultiPlayer; MultiplayerMode = type; player2Controller.Clear(); Player2 = null; SetupMultiplayerViewports(); _backgroundP1 = new Background(spriteBatch, Player1Camera, BackgroundType.Overworld); _backgroundP2 = new Background(spriteBatch, Player2Camera, BackgroundType.Overworld); gameGrid.ClearGrid(); SoundPool.Instance.Reset(); foreach (HUD hud in HUDs) { hud.Dispose(); } HUDs.Clear(); level.Grid = gameGrid; level.Create(); MapPlayer2Controller(); Player1Camera.LookAt(Player1.Position); Player2Camera.LookAt(Player2.Position); State = GameState.Playing; }
public ReplayLobby(IPreload preload, IUser lastHost, List <IUser> users, MultiplayerType versusType) { Preload = preload; LastHost = lastHost; _users = users; _ready = new(); _versusType = versusType; _creationTime = DateTime.Now; }
/// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { player1Controller = new KeyboardController(); player2Controller = new KeyboardController(); generalController = new KeyboardController(); //TODO move this somewhere where it can be chosen by menu Mode = GameMode.MultiPlayer; MultiplayerMode = MultiplayerType.Score; if (Mode == GameMode.SinglePlayer) { SetupSingleplayerViewport(); } else { SetupMultiplayerViewports(); } gameGrid = new GameGrid(24, Player1Camera); new EventSounds(); base.Initialize(); }
public async Task AddGamePlayerAsync(string name, string option, int playerCount, MultiplayerType type) { await InsertOrAddAsync("GamesPlayers", Daily, name + (option == null ? "" : "-" + option) + ";" + playerCount.ToString() + ";" + type.ToString()); }
public void setMultiplayerType(MultiplayerType multiplayerType) { this.multiplayerType = multiplayerType; }
public void SetMultiplayerMode(MultiplayerType type) => _multiType = type;
//Set Multiplayer Type (Internet) public void setMultiplayerInternet() { this.multiplayerType = MultiplayerType.Internet; }
//Set Multiplayer Type (LAN) public void setMultiplayerLAN() { this.multiplayerType = MultiplayerType.LAN; }
//Start private void Start() { multiplayerType = MultiplayerType.None; loadingLevel = false; }