/// <summary> /// Updates the state of the game. /// </summary> public override void Update(GameTime gameTime, bool otherScreenHasFocus, bool coveredByOtherScreen) { base.Update(gameTime, otherScreenHasFocus, coveredByOtherScreen); switch (gameMode) { case NetworkSessionComponent.GameMode.DeathMatch: UpdateDeathMatch(); break; case NetworkSessionComponent.GameMode.TeamDeathmatch: UpdateTeamDeathMatch(); break; case NetworkSessionComponent.GameMode.CaptureTheFlag: UpdateCTF(); break; default: break; } if (IsActive) { localPlayer.Update(gameTime, mouseState, keyBoardState); camera.Position = localPlayer.Position + avatarOffset; camera.Update(localPlayer.Rotation, mouseState); // If we are in a network session, update it. if (networkSession.SessionType != NetworkSessionType.Local) { UpdateNetworkSession(); } } for (int i = 0; i < hud.messageList.Count; i++) { HUD.message currentMessage = hud.messageList[i]; if (currentMessage.title == "b") { currentMessage.text = "Pistol :" + bulletAmount + "/" + maxBullets; } else if (currentMessage.title == "p") { currentMessage.text = "Player Score :" + PlayerScore.ToString(); } else if (currentMessage.title == "e") { currentMessage.text = "Enemy Score :" + enemyScore.ToString(); } hud.messageList[i] = currentMessage; } // If we are in a network game, check if we should return to the lobby. if ((networkSession != null) && !IsExiting) { if (networkSession.SessionState == NetworkSessionState.Lobby) { LoadingScreen.Load(ScreenManager, true, new BackgroundScreen(NetworkSessionComponent.Level.shipMap), new LobbyScreen(networkSession)); } } }
/// <summary> /// /// </summary> void BackMenuEntrySelected(object sender, EventArgs e) { LoadingScreen.Load(ScreenManager, false, new BackgroundScreen(NetworkSessionComponent.Level.shipMap), new MainMenuScreen()); }
/// <summary> /// Event handler for when the user selects ok on the "are you sure /// you want to quit" message box. This uses the loading screen to /// transition from the game back to the main menu screen. /// </summary> void ConfirmQuitMessageBoxAccepted(object sender, EventArgs e) { LoadingScreen.Load(ScreenManager, false, new BackgroundScreen(NetworkSessionComponent.Level.shipMap), new MainMenuScreen()); }
/// <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() { // Remove the NetworkSessionComponent. Game.Components.Remove(this); // Remove the NetworkSession service. Game.Services.RemoveService(typeof(NetworkSession)); // Dispose the NetworkSession. networkSession.Dispose(); networkSession = null; // 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 normally 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 // LobbyScreen and JoinSessionScreen, returning them to the // CreateOrFindSessionsScreen (we cannot just back up to the // JoinSessionScreen, because it contains search results that will no // longer be valid). 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 CreateOrFindSessionScreen. 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 and go back to the main menu. GameScreen[] screens = screenManager.GetScreens(); // Look for the CreateOrFindSessionsScreen. for (int i = 0; i < screens.Length; i++) { if (screens[i] is CreateOrFindSessionScreen) { // 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); } return; } } // If we didn't find a CreateOrFindSessionsScreen, reset everything and // go back to the main menu. The why-did-the-session-end message box // will be displayed after the loading screen has completed. LoadingScreen.Load(screenManager, false, new BackgroundScreen(NetworkSessionComponent.Level.shipMap), new MainMenuScreen(), messageBox); }