/// <summary> /// Public method called when the user wants to leave the network session. /// Displays a confirmation message box, then disposes the session, removes /// the NetworkSessionComponent, and returns them to the main menu screen. /// </summary> public static void LeaveSession(ScreenManager screenManager, PlayerIndex playerIndex) { NetworkSessionComponent self = FindSessionComponent(screenManager.Game); if (self != null) { // Display a message box to confirm the user really wants to leave. string message; if (self.networkSession.IsHost) { message = Resources.ConfirmEndSession; } else { message = Resources.ConfirmLeaveSession; } MessageBoxScreen confirmMessageBox = new MessageBoxScreen(message); // Hook the messge box ok event to actually leave the session. confirmMessageBox.Accepted += delegate { self.LeaveSession(); }; screenManager.AddScreen(confirmMessageBox, playerIndex); } }
/// <summary> /// Event handler for when the asynchronous find network sessions /// operation has completed. /// </summary> void FindSessionsOperationCompleted(object sender, OperationCompletedEventArgs e) { GameScreen nextScreen; try { // End the asynchronous find network sessions operation. AvailableNetworkSessionCollection availableSessions = NetworkSession.EndFind(e.AsyncResult); if (availableSessions.Count == 0) { // If we didn't find any sessions, display an error. availableSessions.Dispose(); nextScreen = new MessageBoxScreen(Resources.NoSessionsFound, false); } else { // If we did find some sessions, proceed to the JoinSessionScreen. nextScreen = new JoinSessionScreen(availableSessions); } } catch (Exception exception) { nextScreen = new NetworkErrorScreen(exception); } ScreenManager.AddScreen(nextScreen, ControllingPlayer); }
/// <summary> /// Event handler for when the Quit Game menu entry is selected. /// </summary> void QuitGameMenuEntrySelected(object sender, PlayerIndexEventArgs e) { MessageBoxScreen confirmQuitMessageBox = new MessageBoxScreen(Resources.ConfirmQuitGame); confirmQuitMessageBox.Accepted += ConfirmQuitMessageBoxAccepted; ScreenManager.AddScreen(confirmQuitMessageBox, ControllingPlayer); }
/// <summary> /// When the user cancels the main menu, ask if they want to exit the sample. /// </summary> protected override void OnCancel(PlayerIndex playerIndex) { const string message = "Are you sure you want to exit?"; MessageBoxScreen confirmExitMessageBox = new MessageBoxScreen(message); confirmExitMessageBox.Accepted += ConfirmExitMessageBoxAccepted; ScreenManager.AddScreen(confirmExitMessageBox, playerIndex); }
private void GameOver() { MessageBoxScreen youwinMessageBox; youwinMessageBox = new MessageBoxScreen(" Game over!\nYou captured candy canes!\nA button = Exit\nB button = Restart", false); //youwinMessageBox = new MessageBoxScreen(" Game over!\nYou captured " + score.ToString() + " candy canes!\nA button = Exit\nB button = Restart", false); youwinMessageBox.Accepted += youwinMessageBoxAccepted; youwinMessageBox.Cancelled += youwinMessageBoxCancelled; ScreenManager.AddScreen(youwinMessageBox, Global_Variables.playerWhoBeganGame); }
/// <summary> /// LIVE networking is not supported in trial mode. Rather than just giving /// the user an error, this function asks if they want to purchase the full /// game, then takes them to Marketplace where they can do that. Once the /// Guide is active, the user can either make the purchase, or cancel it. /// When the Guide closes, ProfileSignInScreen.Update will notice that /// Guide.IsVisible has gone back to false, at which point it will check if /// the game is still in trial mode, and either exit the screen or proceed /// forward accordingly. /// </summary> void ShowMarketplace() { MessageBoxScreen confirmMarketplaceMessageBox = new MessageBoxScreen(Resources.ConfirmMarketplace); confirmMarketplaceMessageBox.Accepted += delegate { Guide.ShowMarketplace(ControllingPlayer.Value); }; ScreenManager.AddScreen(confirmMarketplaceMessageBox, ControllingPlayer); }
void unlockgameMenuEntrySelected(object sender, PlayerIndexEventArgs e) { if (Guide.IsTrialMode == true && PlayerIndexExtensions.CanBuyGame(e.PlayerIndex) ) { Guide.ShowMarketplace(e.PlayerIndex); } else if (Guide.IsTrialMode) { MessageBoxScreen purchaseMessageBox; purchaseMessageBox = new MessageBoxScreen("Please sign into an Xbox Live enabled profile that can purchase content.\nA button = Choose an Account\nB button = Cancel", false); purchaseMessageBox.Accepted += purchaseMessageBoxAccepted; purchaseMessageBox.Cancelled += purchaseMessageBoxCancelled; ScreenManager.AddScreen(purchaseMessageBox, e.PlayerIndex); } }
/// <summary> /// Handle MenuSelect inputs by marking ourselves as ready. /// </summary> void HandleMenuSelect(LocalNetworkGamer gamer) { if (!gamer.IsReady) { gamer.IsReady = true; } else if (gamer.IsHost) { // The host has an option to force starting the game, even if not // everyone has marked themselves ready. If they press select twice // in a row, the first time marks the host ready, then the second // time we ask if they want to force start. MessageBoxScreen messageBox = new MessageBoxScreen( Resources.ConfirmForceStartGame); messageBox.Accepted += ConfirmStartGameMessageBoxAccepted; ScreenManager.AddScreen(messageBox, gamer.SignedInGamer.PlayerIndex); } }
void multiplayerMenuEntrySelected(object sender, PlayerIndexEventArgs e) { if (Guide.IsTrialMode == true && PlayerIndexExtensions.CanBuyGame(e.PlayerIndex) ) { Guide.ShowMarketplace(e.PlayerIndex); } if (Guide.IsTrialMode) { MessageBoxScreen purchaseMessageBox; purchaseMessageBox = new MessageBoxScreen("Multiplayer gameplay is not available in the\ntrial version. Please purchase the game!\nA button = Okay", false); purchaseMessageBox.Accepted += purchaseMessageBoxCancelled; purchaseMessageBox.Cancelled += purchaseMessageBoxCancelled; ScreenManager.AddScreen(purchaseMessageBox, e.PlayerIndex); } if (Guide.IsTrialMode == false) { BackgroundScreen.player1isplaying = false; BackgroundScreen.player2isplaying = false; BackgroundScreen.player3isplaying = false; BackgroundScreen.player4isplaying = false; Global_Variables.playerWhoBeganGame = e.PlayerIndex; switch (e.PlayerIndex) { case PlayerIndex.One: Global_Variables.playerWhoBeganGameZeroIndexedInt = 0; break; case PlayerIndex.Two: Global_Variables.playerWhoBeganGameZeroIndexedInt = 1; break; case PlayerIndex.Three: Global_Variables.playerWhoBeganGameZeroIndexedInt = 2; break; case PlayerIndex.Four: Global_Variables.playerWhoBeganGameZeroIndexedInt = 3; break; } BackgroundScreen.playerwhoselectedplay = e.PlayerIndex; if (BackgroundScreen.playerwhoselectedplay == PlayerIndex.One) { BackgroundScreen.player1isplaying = true; } if (BackgroundScreen.playerwhoselectedplay == PlayerIndex.Two) { BackgroundScreen.player2isplaying = true; } if (BackgroundScreen.playerwhoselectedplay == PlayerIndex.Three) { BackgroundScreen.player3isplaying = true; } if (BackgroundScreen.playerwhoselectedplay == PlayerIndex.Four) { BackgroundScreen.player4isplaying = true; } Guide.ShowSignIn(4, false); LoadingScreen.Load(ScreenManager, true, e.PlayerIndex, new Black(null)); } }
/// <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); }