/// <summary> /// Constructor /// </summary> public ConfigMultiplayerScreen() : base("Multiplayer options") { // Create Menu Entries figureMenuEntry = new MenuEntry(string.Empty); serverMenuEntry = new MenuEntry("Connect To Server"); var start = new MenuEntry("Start game"); var back = new MenuEntry("Back"); // Hook up menue event handlers figureMenuEntry.Selected += figureMenuSelected; serverMenuEntry.Selected += serverMenuSelected; start.Selected += StartGame; back.Selected += OnCancel; // Add Entries to Menu MenuEntries.Add(serverMenuEntry); MenuEntries.Add(figureMenuEntry); MenuEntries.Add(start); MenuEntries.Add(back); //Initialize(); //initialize networkManager //configure client client = new NetClient(new NetPeerConfiguration("pacman")); //Start client client.Start(); networkManager = new ClientNetworkManager(client); }
/// <summary> /// Constructs a new Networkcontroller /// </summary> /// <param name="direction">the startingdirection</param> /// <param name="name">The name of this controller</param> /// <param name="index">the playerindex</param> /// <param name="movObjType">The type of this networkcontroller</param> /// <param name="inputState">The inputstate for this controller</param> /// <param name="client">The network client</param> public NetworkController(int id, Controller controller, INetworkManager networkManager) : base(controller, id) { //TODO: Make network controller independent from playercontroller. A networkcontroller has to stand up for himselv this.networkManager = networkManager; }
public MultiplayerLoader(INetworkManager networkManager, TimeSpan timeOffset) { //this.client = client; this.networkManager = networkManager; this.timeOffset = timeOffset; }
public MultiplayerScreen(INetworkManager networkManager) { this.networkManager = networkManager; }
public NetworkGhostController(INetworkManager networkManager, Controller controller, int id) : base(controller, id) { this.networkManager = networkManager; }