Esempio n. 1
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 /// <summary>
 /// Constructor
 /// </summary>
 /// <param name="parent">A local event handler to send messages to</param>
 /// <param name="network">The network connection to use for handling events</param>
 public NetLogic(IHandleEvent parent, NetPlayer network)
     : base(parent, null, null)
 {
     _network = network;
     network.parent = this;
     _map = new Map();
 }
Esempio n. 2
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        public Lobby(Backend.IHandleEvent parent, SpriteBatch spriteBatch, ContentManager content, Rectangle displayRect, NetPlayer netplayer = null)
            : base(parent, spriteBatch, content, displayRect)
        {
            string myGUID = "";
            if (Properties.Settings.Default.guid != "NONE")
            {
                myGUID = Properties.Settings.Default.guid;
            }
            else
            {
                myGUID = Guid.NewGuid().ToString();
                Properties.Settings.Default.guid = myGUID;
                Properties.Settings.Default.Save();
            }
            AddChild(_ipEntry = new TextInput(this, spriteBatch, content, new Rectangle(_displayRect.Left + 5, _displayRect.Top + 5, _displayRect.Width - 250, 30), "Server:", "localhost", "Enter a server to connect to or localhost to test locally", -1, true));
            AddChild(_playerName = new TextInput(this, spriteBatch, content, new Rectangle(_displayRect.Left + 5, _displayRect.Top + 50, _displayRect.Width - 250, 30), "Computer-ID:", myGUID, "Enter a unique ID for your computer", -1, true));
            AddChild(_listPlayers = new Statusbox(this, spriteBatch, content, new Rectangle(_displayRect.Left + 5, _displayRect.Top + 100, _displayRect.Width - 10, _displayRect.Height - 160), true, true));
            //_ok = new Button(this, spriteBatch, content, new Rectangle(_displayRect.Right - 90, _displayRect.Bottom - 50, 80, 40), "Ok", (int)Backend.Buttons.Close);
            AddChild(_launchServer = new Button(this, spriteBatch, content, new Rectangle(_displayRect.Right - 210, _displayRect.Top + 5, 200, 40), "Launch Server", (int)Backend.Buttons.StartServer));
            AddChild(_cancel = new Button(this, spriteBatch, content, new Rectangle(_displayRect.Left + 10, _displayRect.Bottom - 50, 80, 40), "Cancel", (int)Backend.Buttons.Cancel));
            AddChild(_connect = new Button(this, spriteBatch, content, new Rectangle(_displayRect.Right - 160, _displayRect.Top + 50, 150, 40), "Connect", (int)Backend.Buttons.Connect));
            if (netplayer == null)
            {
                _network = new NetPlayer(this);
                _network.playername = _playerName.text;
            }
            else
            {
                _launchServer.Hide();
                _network = netplayer;
                _network.parent = this;
                _ipEntry.text = _network.server;
                _playerName.text = _network.playername;
                if (netplayer.connected)
                {
                    _connect.label = "Disconnect";
                    _listPlayers.AddLine("Connected.", Color.Green);

                }
                else
                {
                    _connect.label = "Connect";
                    _listPlayers.AddLine("Disconnected.", Color.Red);
                }
            }
            // IP-Entry-Field (Dropdown?)
            // Button to launch server
            // Entry fField for player name
            // List of players
        }
Esempio n. 3
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 private void _ShowLANWindow(NetPlayer network = null)
 {
     if (_focus is Window)
     {
         _focus.Dispose();
         _interfaceElements.Remove(_focus);
         _toolbar.HandleEvent(true, Backend.Events.ContinueGame, 13);
         _status = Backend.GameStatus.Running;
     }
     _status = Backend.GameStatus.Paused;
     Lobby _lobby = new Lobby(this, _spriteBatch, Content, new Rectangle((GraphicsDevice.Viewport.Width - 340) / 2, (GraphicsDevice.Viewport.Height - 200) / 2, 680, 400), network);
     _interfaceElements.Add(_lobby);
     _focus = _interfaceElements[_interfaceElements.Count - 1];
 }