}\r
\r
\r
- LocalNetworkGamer LocalGamer\r
+ public LocalNetworkGamer LocalGamer\r
{\r
get\r
{\r
}\r
}\r
\r
+ // I added this as I needed a way to display all gamers not just the first gamer\r
+ // -Brady\r
+ public GamerCollection<NetworkGamer> NetworkGamers\r
+ {\r
+ get\r
+ {\r
+ return mNetworkSession.AllGamers;\r
+ }\r
+ }\r
+\r
\r
- NetworkSession CreateSession()\r
+ public NetworkSession CreateSession()\r
{\r
return CreateSession(mGame.MaximumSupportedPlayers);\r
}\r
return mNetworkSession;\r
}\r
\r
+ // added so I can test if sessionExists and thus be able to call things on NetworkGame safely\r
+ // -Brady\r
+ public bool sessionExists()\r
+ {\r
+ return mNetworkSession != null;\r
+ }\r
\r
public AvailableNetworkSessionCollection FindSessions()\r
{\r
return mNetworkSession;\r
}\r
\r
+ // added to begin the game. I made the LobbyGUI make sure that only the host will call it when everyone is ready.\r
+ // This is already taken care of in the update method below. But it may be nice to allow the host to signal the start\r
+ // rather then having it start automatically. Just a suggestion. \r
+ // -Brady\r
+ public void StartGame()\r
+ {\r
+ mNetworkSession.StartGame();\r
+ mNetworkSession.ResetReady();\r
+ }\r
\r
public void LeaveSession()\r
{\r
\r
public void Draw(GameTime gameTime, SpriteBatch spriteBatch)\r
{\r
- mLobby.Draw(spriteBatch);\r
- DrawTestHarness(gameTime, spriteBatch);\r
+ if (mNetworkSession != null)\r
+ {\r
+ if (mNetworkSession.SessionState == NetworkSessionState.Playing)\r
+ DrawTestHarness(gameTime, spriteBatch);\r
+ else\r
+ mLobby.Draw(spriteBatch);\r
+ }\r
+ else\r
+ mLobby.Draw(spriteBatch);\r
+ \r
}\r
\r
\r