public IScreen Start() { Menu m = new Menu("Multiplayer", "Hot Seat", "Direct IP", "Internet", "-", "Back to Main Menu"); int selected; IScreen next; do { switch (selected = m.Start(5, 8)) { case 0: if ((next = HotSeat()) != null) { m.Clear(); return next; } break; case 1: if ((next = DirectIP()) != null) { m.Clear(); return next; } break; } } while (selected != 4); return new Main(); }
public static string AskInput(string name, int length, int x, int y) { OptionTextbox t = new OptionTextbox(name, length); Menu m = new Menu("", t, new Option("-"), new Option("Create game", 0), new Option("Back", 1)); switch (m.Start(x, y)) { case 0: m.Clear(); return t.Text; default: m.Clear(); return null; } }
public IScreen Start() { Game.Network.Header.Add(new NetworkLibrary.Utilities.Header("prog", "shooter")); Game.Network.OnWarningOccured += new NetworkLibrary.Exceptions.delegateWarning(Network_OnWarningOccured); Game.Network.OnNotificationOccured += new NetworkLibrary.Exceptions.delegateNotification(Network_OnNotificationOccured); string message; if (_host) message = "Initialising host and starting\nto listen on port 33060."; else message = "Initialising client and connecting\nto ip " + _ip + " on port 33060."; Menu m = new Menu(Label.CreateLabelArrayFromText(message)); m.Start(-1, 3, false); try { if (_host) (Game.Network as ConnectionHost).StartBroadcasting(); else (Game.Network as ConnectionClient).Connect(_ip, 33060); m.Clear(); return RegisterDefault(_host); } catch (Exception e) { string err; if (_host) err = "Error while starting host on port 33060:\n\n "; else err = "Error while connecting to " + _ip + " on port 33060:\n\n "; m = new Menu(Label.CreateLabelArrayFromText(err + e.Message)); m.Start(-1, 4); m.Clear(); return new MultiPlayer(); } }
protected void Config() { Menu m = new Menu("", "Player 1", "Player 2", "Player 3", "Player 4", "-", "Back"); int selected; do { selected = m.Start(26, 7); if (selected < 5) ConfigPlayer(selected); } while (selected != 5); m.Clear(); }
public IScreen Start() { Menu m = new Menu("Options", "Config", "-", "Back to Main Menu"); int selected; do { switch (selected = m.Start(3, 9)) { case 0: Config(); break; } } while (selected != 2); m.Clear(); return new Main(); }
public IScreen Start() { Menu m = new Menu("Main Menu", "Single Player", "Multiplayer", "-", "Options", "-", "Exit"); int selected = m.Start(-1, 5); m.Clear(); switch (selected) { case 0: return new SinglePlayer(); case 1: return new MultiPlayer(); case 3: return new Options(); default: return null; } }
private IScreen DirectIP() { Menu m = new Menu("", "Host a game", "Join a game", "-", "Back"); int selected = m.Start(35, 7); if (selected == 3) { m.Clear(); return null; } string name = CommonOptions.AskInput("Name", 12, 35, 7); if (string.IsNullOrEmpty(name)) return DirectIP(); if (selected == 0) return InitialiseNetGame(name, null); else { string ip = CommonOptions.AskInput("Ip", 15, 35, 7); if (string.IsNullOrEmpty(ip)) return DirectIP(); return InitialiseNetGame(name, ip); } }
public IScreen Start() { if (Game.Network != null) Game.Network.RegisterEvent((int)PacketCode.ClearBullet, ClearBullet); Console.Clear(); while (Console.KeyAvailable) Console.ReadKey(true); _game.InitialiseGame(); int numPlayers = _game.NumberOfPlayers; if (_game.InStoryMode) { Menu m; if (_game.StoryLevel == 0) { m = new Menu("Tutorial", Label.CreateLabelArrayFromText( "\nFirst time player? Here is some info you might\nwant to know:\n\n" + "Weapons:\n p = Pistol (Ammo: 7, Speed: slow, Damage: 15hp)\n" + " m = Machine gun (Ammo: 50, Speed: fast, Damage: 5hp)\n" + "Other:\n D = Door\n X = Locked door, need a key to open\n k = Key, need to open locked doors\n\n e = Enemies, shoot them\n")); m.Start(-1, 5); m.Clear(); } _game.Board.ParseMapText(); m = new Menu(Label.CreateLabelArrayFromText("\n" + _game.Board.Map.MapText)); m.Start(-1, 3); m.Clear(); } Console.CursorVisible = false; _game.Board.DrawBase(); int alive = 0; do { if (Game.Network != null && !Game.Network.NetworkConnection.Connected) return new Main(); if (!_game.InCutSchene) _game.Board.Update(); _game.Board.Draw(); System.Threading.Thread.Sleep(10); alive = 0; for (int i = 0; i < _game.Players.Length; i++) if (_game.Players[i] != null) if (_game.Players[i].Unit.Health > 0) alive++; if (alive == 1 && numPlayers > 1 && !_game.Board.Coop) _game.Won = true; } while (!Game.KeyIsDown((int)System.Windows.Forms.Keys.Escape) && !_game.Won && alive > 0); while (Console.KeyAvailable) Console.ReadKey(true); if (alive == 0) { Menu m = new Menu("Game Over", Label.CreateLabelArrayFromText( "You lost the game. ")); m.Start(-1, 5); System.Threading.Thread.Sleep(1000); m.Clear(); } if (_game.Won) { _game.Won = false; if (_game.InStoryMode) { if (_game.LoadStoryMode()) { Menu m = new Menu("You won", Label.CreateLabelArrayFromText( "Congratulations, you just won the game!")); m.Start(-1, 5); System.Threading.Thread.Sleep(2000); m.Clear(); } else { _game.Board = null; return new Shop(_game); } } else { if (_game.Board.Coop) { Menu m = new Menu("You won", Label.CreateLabelArrayFromText( "Congratulations, you people won the level!")); m.Start(-1, 5); System.Threading.Thread.Sleep(2000); m.Clear(); } else { string name = ""; for (int i = 0; i < _game.Players.Length; i++) if (_game.Players[i] != null) if (_game.Players[i].Unit.Health > 0) { name = _game.Players[i].Name; break; } Menu m = new Menu(name + " won", Label.CreateLabelArrayFromText( "Congratulations " + name + ", you are the winner!")); m.Start(-1, 5); System.Threading.Thread.Sleep(2000); m.Clear(); } } } return new Main(); }
public static Map SelectMap(int x, int players) { int offset = 0, option = 0; string savePath = "maps"; if (!Directory.Exists(savePath)) return null; IOption[] options = new IOption[14]; if (_maps == null) _maps = new List<FileInfo>(); else _maps.Clear(); _maps.AddRange(new DirectoryInfo(savePath).GetFiles("*.map")); for (int i = 0; i < _maps.Count; i++) using (StreamReader r = new StreamReader(_maps[i].OpenRead())) { string raw = r.ReadToEnd(); if (players == 1 && raw.IndexOf('E') < 0) { _maps.RemoveAt(i); i--; } else if (raw.IndexOf(players.ToString()) < 0) { _maps.RemoveAt(i); i--; } } OptionDual d = new OptionDual(); d.FirstValue = -2; d.SecondValue = -1; Menu m; options[0] = d; options[1] = new Option("-"); options[12] = new Option("-"); options[13] = new Option(" Back ", _maps.Count); do { if (option == -2) offset--; else if (option == -1) offset++; if (offset > 0) d.FirstButton = "Previous"; else d.FirstButton = "-"; if (offset < _maps.Count / 10) d.SecondButton = "Next"; else d.SecondButton = "-"; for (int i = 0; i < 10 && (i + offset * 10) < _maps.Count; i++) { string name = _maps[i + offset * 10].Name.Replace(".map", ""); if (players > 1) { using (StreamReader r = new StreamReader(_maps[i + offset * 10].OpenRead())) { string raw = r.ReadToEnd(); if (raw.IndexOf('E') >= 0) name += " (co-op)"; else name += " (vs)"; } } options[i + 2] = new Option(name, i + offset * 10); } if (offset == _maps.Count / 10) for (int i = (_maps.Count % 10); i < 10; i++) options[i + 2] = new Option("-", 0); m = new Menu(options); m.Clear(); } while ((option = m.Start(x, 3)) < 0); m.Clear(); if (option == _maps.Count) return null; else return new Map(_maps[option].FullName); }
public static IScreen StartNewGame(bool story, int players, Map map) { OptionTextbox[] textboxes = new OptionTextbox[players]; for (int i = 0; i < players; i++) textboxes[i] = new OptionTextbox("Player " + (i + 1), 12); Menu m = new Menu(new Option("-"), new Option("Start Game", 0), new Option("Back", 1)); m.Options.InsertRange(0, textboxes); switch (m.Start(35, 7)) { case 0: for (int i = 0; i < players; i++) if (string.IsNullOrEmpty(textboxes[i].Text)) { m.Clear(); Menu msub = new Menu(Label.CreateLabelArrayFromText( "\nYou have to specify a name in\norder to start a new game.")); msub.Start(-1, 20); msub.Clear(); return StartNewGame(story, players, map); } Game g = new Game(); for (int i = 0; i < players; i++) { Player p = new Player(i); p.Name = textboxes[i].Text; g.Players[i] = p; } for (int i = players; i < 4; i++) g.Players[i] = null; if (story) g.LoadStoryMode(); else g.Map = map; g.CustomGame = !story; if (Game.Network != null) { Game.Network.Dispose(); Game.Network = null; } return new Shop(g); } m.Clear(); return null; }
protected void ConfigPlayer(int index) { OptionKey[] keys = new OptionKey[] { new OptionKey("Up"), new OptionKey("Down"), new OptionKey("Left"), new OptionKey("Right"), new OptionKey("Shoot"), new OptionKey("Change")}; switch (index) { case 0: keys[0].Key = Properties.Settings.Default.player1_up; keys[1].Key = Properties.Settings.Default.player1_down; keys[2].Key = Properties.Settings.Default.player1_left; keys[3].Key = Properties.Settings.Default.player1_right; keys[4].Key = Properties.Settings.Default.player1_action; keys[5].Key = Properties.Settings.Default.player1_interact; break; case 1: keys[0].Key = Properties.Settings.Default.player2_up; keys[1].Key = Properties.Settings.Default.player2_down; keys[2].Key = Properties.Settings.Default.player2_left; keys[3].Key = Properties.Settings.Default.player2_right; keys[4].Key = Properties.Settings.Default.player2_action; keys[5].Key = Properties.Settings.Default.player2_interact; break; case 2: keys[0].Key = Properties.Settings.Default.player3_up; keys[1].Key = Properties.Settings.Default.player3_down; keys[2].Key = Properties.Settings.Default.player3_left; keys[3].Key = Properties.Settings.Default.player3_right; keys[4].Key = Properties.Settings.Default.player3_action; keys[5].Key = Properties.Settings.Default.player3_interact; break; default: keys[0].Key = Properties.Settings.Default.player4_up; keys[1].Key = Properties.Settings.Default.player4_down; keys[2].Key = Properties.Settings.Default.player4_left; keys[3].Key = Properties.Settings.Default.player4_right; keys[4].Key = Properties.Settings.Default.player4_action; keys[5].Key = Properties.Settings.Default.player4_interact; break; } for (int i = 0; i < 6; i++) keys[i].UpdateKeyName(); Menu m = new Menu(keys[0], keys[1], keys[2], keys[3], keys[4], keys[5], new Option("-"), new Option("Back", 0)); m.Start(40, 6); switch (index) { case 0: Properties.Settings.Default.player1_up = keys[0].Key; Properties.Settings.Default.player1_down = keys[1].Key; Properties.Settings.Default.player1_left = keys[2].Key; Properties.Settings.Default.player1_right = keys[3].Key; Properties.Settings.Default.player1_action = keys[4].Key; Properties.Settings.Default.player1_interact = keys[5].Key; break; case 1: Properties.Settings.Default.player2_up = keys[0].Key; Properties.Settings.Default.player2_down = keys[1].Key; Properties.Settings.Default.player2_left = keys[2].Key; Properties.Settings.Default.player2_right = keys[3].Key; Properties.Settings.Default.player2_action = keys[4].Key; Properties.Settings.Default.player2_interact = keys[5].Key; break; case 2: Properties.Settings.Default.player3_up = keys[0].Key; Properties.Settings.Default.player3_down = keys[1].Key; Properties.Settings.Default.player3_left = keys[2].Key; Properties.Settings.Default.player3_right = keys[3].Key; Properties.Settings.Default.player3_action = keys[4].Key; Properties.Settings.Default.player3_interact = keys[5].Key; break; default: Properties.Settings.Default.player4_up = keys[0].Key; Properties.Settings.Default.player4_down = keys[1].Key; Properties.Settings.Default.player4_left = keys[2].Key; Properties.Settings.Default.player4_right = keys[3].Key; Properties.Settings.Default.player4_action = keys[4].Key; Properties.Settings.Default.player4_interact = keys[5].Key; break; } Properties.Settings.Default.Save(); m.Clear(); }
private IScreen InitialiseNetGame(string name, string ip) { Menu m = new Menu(Label.CreateLabelArrayFromText("Initialising the network library and\nloading network plugins.")); m.Start(32, 7, false); try { IScreen s; if (string.IsNullOrEmpty(ip)) s = new NetGame(name); else s = new NetGame(name, ip); m.Clear(); return s; } catch (Exception e) { m = new Menu(Label.CreateLabelArrayFromText("Error while initialising network library:\n " + e.Message)); m.Start(32, 7); m.Clear(); return null; } }
private IScreen HotSeat() { OptionNumeric num = new OptionNumeric("Number of Players", 2, 2, 4); Menu m = new Menu("", num, new Option("-"), new Option("Create Game", 0), new Option("Back", 1)); switch (m.Start(35, 7)) { case 0: m.Clear(); return SelectMap(num.Value); default: m.Clear(); return null; } }
protected IScreen RegisterDefault(bool host) { Game.Network.NetworkDataHandler.RegisterTypeFromAssembly(System.Reflection.Assembly.GetCallingAssembly()); Menu m; if (host) { m = new Menu(Label.CreateLabelArrayFromText("Registering default types and initialising lobby.")); m.Start(-1, 3, false); Game game = new Game(); Player p = new Player(0); p.Name = _name; game.Players[0] = p; game.CurrentPlayer = p; Game.Network.NetworkDataHandler.RegisterRecursive(game); m.Clear(); return new Lobby(game); } else { m = new Menu(Label.CreateLabelArrayFromText("Connected to host. retreaving game data and initialising lobby.")); m.Start(-1, 3, false) ; Game game = Game.Network.NetworkDataHandler.RequestInstance<Game>(); m.Clear(); int index = 0; for (; index < game.Players.Length; index++) { if (game.Players[index] == null) break; } if (index == 4) throw new Exception("Connection was allowed but the game was full"); Player p = new Player(index); p.Controls = new PlayerControls(0); p.Name = _name; game.Players[index] = p; game.CurrentPlayer = p; Game.Network.NetworkDataHandler.RegisterRecursive(p); Game.Network.SendEvent((int)PacketCode.NewPlayer, p); return new Lobby(game); } }