示例#1
0
        /// <summary>
        /// Updates the lobby. This method checks the GameScreen.IsActive
        /// property, so the game will stop updating when the pause menu is active,
        /// or if you tab away to a different application.
        /// </summary>
        public override void Update(Microsoft.Xna.Framework.GameTime gameTime,
                                    bool otherScreenHasFocus, bool coveredByOtherScreen)
        {
            if (networkSession != null)
            {
                // update the network session
                try
                {
                    networkSession.Update();
                }
                catch (NetworkException ne)
                {
                    System.Console.WriteLine(
                        "Network failed to update:  " + ne.ToString());
                    if (networkSession != null)
                    {
                        networkSession.Dispose();
                        networkSession = null;
                    }
                }
            }

            // update the world
            if ((world != null) && !otherScreenHasFocus && !coveredByOtherScreen)
            {
                if (world.GameWon)
                {
                    // unload the existing world
                    world.Dispose();
                    world = null;
                    // make sure that all of the ships have cleaned up
                    foreach (NetworkGamer networkGamer in networkSession.AllGamers)
                    {
                        PlayerData playerData = networkGamer.Tag as PlayerData;
                        if ((playerData != null) && (playerData.Ship != null))
                        {
                            playerData.Ship.Die(null, true);
                        }
                    }
                    // make sure the collision manager is up-to-date
                    CollisionManager.Collection.ApplyPendingRemovals();
                    // create a new world
                    world = new World(ScreenManager.GraphicsDevice,
                                      ScreenManager.Content, networkSession);
                }
                else if (world.GameExited)
                {
                    if (!IsExiting)
                    {
                        ExitScreen();
                    }
                    if (world != null)
                    {
                        world.Dispose();
                        world = null;
                    }
                    if (networkSession != null)
                    {
                        networkSession.Dispose();
                        networkSession = null;
                    }
                    base.Update(gameTime, otherScreenHasFocus, coveredByOtherScreen);
                    return;
                }
                else
                {
                    world.Update((float)gameTime.ElapsedGameTime.TotalSeconds, true);
                }
            }

            // update the menu entry text
            if (otherScreenHasFocus == false)
            {
                if ((networkSession.LocalGamers.Count > 0) &&
                    (networkSession.SessionState == NetworkSessionState.Lobby))
                {
                    if (!networkSession.LocalGamers[0].IsReady)
                    {
                        MenuEntries[0] = "Press X to Mark as Ready";
                    }
                    else if (!networkSession.IsEveryoneReady)
                    {
                        MenuEntries[0] = "Waiting for all players to mark as ready...";
                    }
                    else if (!networkSession.IsHost)
                    {
                        MenuEntries[0] = "Waiting for the host to start game...";
                    }
                    else
                    {
                        MenuEntries[0] = "Starting the game...";
                        networkSession.StartGame();
                    }
                }
                else if (networkSession.SessionState == NetworkSessionState.Playing)
                {
                    MenuEntries[0] = "Game starting...";
                }
                // if the game is playing and the world is initialized, then start up
                if ((networkSession.SessionState == NetworkSessionState.Playing) &&
                    (world != null) && world.Initialized)
                {
                    GameplayScreen gameplayScreen =
                        new GameplayScreen(networkSession, world);
                    gameplayScreen.ScreenManager = this.ScreenManager;
                    ScreenManager.AddScreen(gameplayScreen);
                }
            }

            base.Update(gameTime, otherScreenHasFocus, coveredByOtherScreen);
        }
示例#2
0
        /// <summary>
        /// Updates the lobby. This method checks the GameScreen.IsActive
        /// property, so the game will stop updating when the pause menu is active,
        /// or if you tab away to a different application.
        /// </summary>
        public override void Update(Microsoft.Xna.Framework.GameTime gameTime,
            bool otherScreenHasFocus, bool coveredByOtherScreen)
        {
            if (networkSession != null)
            {
                // update the network session
                try
                {
                    networkSession.Update();
                }
                catch (NetworkException ne)
                {
                    System.Console.WriteLine(
                        "Network failed to update:  " + ne.ToString());
                    if (networkSession != null)
                    {
                        networkSession.Dispose();
                        networkSession = null;
                    }
                }
            }

            // update the world
            if ((world != null) && !otherScreenHasFocus && !coveredByOtherScreen)
            {
                if (world.GameWon)
                {
                    // unload the existing world
                    world.Dispose();
                    world = null;
                    // make sure that all of the ships have cleaned up
                    foreach (NetworkGamer networkGamer in networkSession.AllGamers)
                    {
                        PlayerData playerData = networkGamer.Tag as PlayerData;
                        if ((playerData != null) && (playerData.Ship != null))
                        {
                            playerData.Ship.Die(null, true);
                        }
                    }
                    // make sure the collision manager is up-to-date
                    CollisionManager.Collection.ApplyPendingRemovals();
                    // create a new world
                    world = new World(ScreenManager.GraphicsDevice,
                        ScreenManager.Content, networkSession);
                }
                else if (world.GameExited)
                {
                    if (!IsExiting)
                    {
                        ExitScreen();
                    }
                    if (world != null)
                    {
                        world.Dispose();
                        world = null;
                    }
                    if (networkSession != null)
                    {
                        networkSession.Dispose();
                        networkSession = null;
                    }
                    base.Update(gameTime, otherScreenHasFocus, coveredByOtherScreen);
                    return;
                }
                else
                {
                    world.Update((float)gameTime.ElapsedGameTime.TotalSeconds, true);
                }
            }

            // update the menu entry text
            if (otherScreenHasFocus == false)
            {
                if ((networkSession.LocalGamers.Count > 0) && 
                    (networkSession.SessionState == NetworkSessionState.Lobby))
                {
                    if (!networkSession.LocalGamers[0].IsReady)
                    {
                        MenuEntries[0] = "Press X to Mark as Ready";
                    }
                    else if (!networkSession.IsEveryoneReady)
                    {
                        MenuEntries[0] = "Waiting for all players to mark as ready...";
                    }
                    else if (!networkSession.IsHost)
                    {
                        MenuEntries[0] = "Waiting for the host to start game...";
                    }
                    else
                    {
                        MenuEntries[0] = "Starting the game...";
                        networkSession.StartGame();
                    }
                }
                else if (networkSession.SessionState == NetworkSessionState.Playing)
                {
                    MenuEntries[0] = "Game starting...";
                }
                // if the game is playing and the world is initialized, then start up
                if ((networkSession.SessionState == NetworkSessionState.Playing) && 
                    (world != null) && world.Initialized)
                {
                    GameplayScreen gameplayScreen = 
                        new GameplayScreen(networkSession, world);
                    gameplayScreen.ScreenManager = this.ScreenManager;
                    ScreenManager.AddScreen(gameplayScreen);
                }
            }

            base.Update(gameTime, otherScreenHasFocus, coveredByOtherScreen);
        }