]> Dogcows Code - chaz/carfire/blob - Project06/CS 3505 Project 06/CS 3505 Project 06/LobbyGUI.cs
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[chaz/carfire] / Project06 / CS 3505 Project 06 / CS 3505 Project 06 / LobbyGUI.cs
1 using System;
2 using System.Collections.Generic;
3 using System.Linq;
4 using System.Text;
5 using Microsoft.Xna.Framework.Net;
6 using System.Diagnostics;
7 using Microsoft.Xna.Framework.GamerServices;
8 using Microsoft.Xna.Framework.Graphics;
9 using Microsoft.Xna.Framework;
10 using Microsoft.Xna.Framework.Input;
11 using Microsoft.Xna.Framework.Content;
12
13 namespace CS_3505_Project_06
14 {
15 public class lobbyGUI : ILobby
16 {
17 float scale;
18
19 Texture2D background;
20 Texture2D spotLight;
21 Texture2D cs;
22 Texture2D selectGameScreen;
23
24 Vector2 backgroundPos;
25 Vector2 spotLightPos;
26 Vector2 spotLightCenter;
27 Vector2 csPos;
28
29 Vector2 zero;
30 Vector2 spotLightVelocity;
31
32 int MaxX;
33 int MinX;
34 int MaxY;
35 int MinY;
36
37 Texture2D checkedBox;
38 Texture2D deselectBox;
39 Texture2D emptySelectBox;
40 Texture2D menuItem;
41
42 Boolean ready;
43
44 SpriteFont menuFont;
45 string selected;
46 Vector2 createGamePos;
47 string createGameText;
48 Vector2 findGamePos;
49 string findGameText;
50
51 Vector2 returnToMainPos;
52 string returnToMainText;
53
54 KeyboardState previousKeyboardState;
55 KeyboardState currentKeyboardState;
56
57 GamerCollection<NetworkGamer> players;
58 LocalNetworkGamer localPlayer;
59 AvailableNetworkSessionCollection availableSessions;
60 bool allReady;
61
62 int selectedSessionIndex;
63
64 private enum lobbyState
65 {
66 Welcome,
67 CreateGame,
68 FindGame,
69 Connected
70 }
71
72 lobbyState currentState;
73
74 public lobbyGUI()
75 {
76 currentState = lobbyState.Welcome;
77 selectedSessionIndex = 0;
78 ready = false;
79 }
80
81 public void LoadContent(ContentManager contentManager, GraphicsDeviceManager graphics)
82 {
83 background = contentManager.Load<Texture2D>("background");
84 spotLight = contentManager.Load<Texture2D>("spotlight");
85 cs = contentManager.Load<Texture2D>("cs");
86 selectGameScreen = contentManager.Load<Texture2D>("selectGameScreen");
87 backgroundPos = new Vector2(0f, 0f);
88 spotLightPos = new Vector2(100f, graphics.GraphicsDevice.Viewport.Height - 98);
89 spotLightCenter = new Vector2(800f, 800f);
90 spotLightVelocity = new Vector2(-100, 33);
91 csPos = new Vector2(10f, graphics.GraphicsDevice.Viewport.Height - 98);
92
93 zero = new Vector2(0, 0);
94
95 MaxX = graphics.GraphicsDevice.Viewport.Width;
96 MinX = 0;
97 MaxY = graphics.GraphicsDevice.Viewport.Height;
98 MinY = 100;
99
100 scale = MaxX / 1600f;
101
102 //playerlist stuff
103 checkedBox = contentManager.Load<Texture2D>("checkedBox");
104 deselectBox = contentManager.Load<Texture2D>("deselectBox");
105 emptySelectBox = contentManager.Load<Texture2D>("emptySelectBox");
106 menuItem = contentManager.Load<Texture2D>("menuItem");
107
108
109
110 //menu fonts
111 menuFont = contentManager.Load<SpriteFont>("menuFont");
112 createGamePos = new Vector2(100f, MaxY / 3);
113 createGameText = "Create Game";
114 selected = createGameText;
115
116 findGamePos = new Vector2(100f, (MaxY / 3) + 60);
117 findGameText = "Find Game";
118
119 returnToMainPos = new Vector2(MaxX / 2, MaxY - 120);
120 returnToMainText = "press [ X ] to return to main menu";
121
122
123 }
124
125 public void UnloadContent()
126 {
127
128 }
129
130 public long Update(GameTime gameTime, NetworkGame networkGame)
131 {
132
133 UpdateSpotLight(gameTime);
134 currentKeyboardState = Keyboard.GetState();
135
136 if (networkGame.sessionExists())
137 {
138 players = networkGame.NetworkGamers;
139 }
140
141 //check inputs
142 switch (currentState)
143 {
144 case lobbyState.Welcome:
145 if (selected == createGameText)
146 {
147 if (currentKeyboardState.IsKeyDown(Keys.Enter) && previousKeyboardState.IsKeyUp(Keys.Enter))
148 currentState = lobbyState.CreateGame;
149 if (currentKeyboardState.IsKeyDown(Keys.Down))
150 selected = findGameText;
151 }
152 else
153 {
154 if (currentKeyboardState.IsKeyDown(Keys.Enter) && previousKeyboardState.IsKeyUp(Keys.Enter))
155 currentState = lobbyState.FindGame;
156 if (currentKeyboardState.IsKeyDown(Keys.Up))
157 selected = createGameText;
158 }
159 break;
160
161 case lobbyState.CreateGame:
162 if (currentKeyboardState.IsKeyDown(Keys.X) && previousKeyboardState.IsKeyUp(Keys.X))
163 {
164 currentState = lobbyState.Welcome;
165 ready = false;
166 if (networkGame.sessionExists())
167 {
168 players = null;
169 networkGame.LeaveSession();
170 }
171 }
172 if (currentKeyboardState.IsKeyDown(Keys.Y) && previousKeyboardState.IsKeyUp(Keys.Y))
173 {
174 currentState = lobbyState.Connected;
175 networkGame.CreateSession(4);
176 }
177 break;
178
179 case lobbyState.FindGame:
180 if (currentKeyboardState.IsKeyDown(Keys.X) && previousKeyboardState.IsKeyUp(Keys.X))
181 {
182 currentState = lobbyState.Welcome;
183 ready = false;
184 }
185 availableSessions = networkGame.FindSessions();
186 if (availableSessions != null)
187 {
188 networkGame.JoinSession(availableSessions[0]);
189 currentState = lobbyState.Connected;
190
191 availableSessions.Dispose();
192 availableSessions = null;
193 }
194 break;
195
196 case lobbyState.Connected:
197 if (currentKeyboardState.IsKeyDown(Keys.X) && previousKeyboardState.IsKeyUp(Keys.X))
198 {
199 ready = false;
200 if (networkGame.sessionExists())
201 {
202 players = null;
203 networkGame.LeaveSession();
204 }
205 currentState = lobbyState.Welcome;
206 }
207 if (currentKeyboardState.IsKeyDown(Keys.R) && previousKeyboardState.IsKeyUp(Keys.R))
208 networkGame.LocalGamer.IsReady = true;
209
210 if (networkGame.sessionExists())
211 {
212 localPlayer = networkGame.LocalGamer;
213 players = networkGame.NetworkGamers;
214 if (players != null)
215 {
216 allReady = true;
217 foreach (NetworkGamer p in players)
218 if (p.IsReady == false)
219 {
220 allReady = false;
221 break;
222 }
223 }
224 }
225 else
226 currentState = lobbyState.Welcome;
227
228 break;
229
230 }
231 previousKeyboardState = Keyboard.GetState();
232
233 return 1;
234 }
235
236 /// <summary>
237 /// Draws the lobby GUI. Has different states for difference menu configurations
238 /// </summary>
239 public long Draw(SpriteBatch spriteBatch)
240 {
241 spriteBatch.Draw(background, backgroundPos, null, Color.White, 0, zero, scale, SpriteEffects.None, 0);
242 spriteBatch.Draw(cs, csPos, null, Color.White, 0, zero, 0.5f, SpriteEffects.None, 0);
243 spriteBatch.Draw(spotLight, spotLightPos, null, Color.White, 0, spotLightCenter, 1f, SpriteEffects.None, 0);
244
245 switch (currentState)
246 {
247 case lobbyState.Welcome:
248 spriteBatch.DrawString(menuFont, "press [ Home ] to login", new Vector2(350, 20), Color.LightGray, 0f, zero, .6f, SpriteEffects.None, 0.5f);
249 if (selected == createGameText)
250 spriteBatch.DrawString(menuFont, createGameText, createGamePos, Color.Red, 0, zero, 1f, SpriteEffects.None, 0.5f);
251 else
252 spriteBatch.DrawString(menuFont, createGameText, createGamePos, Color.Gray, 0, zero, 1f,SpriteEffects.None, 0.5f);
253 if (selected == findGameText)
254 spriteBatch.DrawString(menuFont, findGameText, findGamePos, Color.Red, 0, zero, 1f, SpriteEffects.None, 0.5f);
255 else
256 spriteBatch.DrawString(menuFont, findGameText, findGamePos, Color.Gray, 0, zero, 1f, SpriteEffects.None, 0.5f);
257 break;
258
259 case lobbyState.CreateGame:
260 DrawPlayerList(spriteBatch);
261 spriteBatch.DrawString(menuFont, "You are now the Host!", new Vector2(MaxX / 2, MaxY / 3), Color.White, 0f, zero, .7f, SpriteEffects.None, 0.5f);
262 spriteBatch.DrawString(menuFont, "press: Y to continue", new Vector2(MaxX /2, (MaxY / 3) + menuFont.LineSpacing), Color.White, 0f, zero, .6f, SpriteEffects.None, 0.5f);
263 spriteBatch.DrawString(menuFont, "X to return to main menu", new Vector2(MaxX /2 + 40, (MaxY / 3) + 2 * menuFont.LineSpacing), Color.White, 0f, zero, .6f, SpriteEffects.None, 0.5f);
264
265 break;
266
267 case lobbyState.FindGame:
268 spriteBatch.Draw(selectGameScreen, backgroundPos, null, Color.White, 0, zero, scale, SpriteEffects.None, 0);
269 if(availableSessions == null)
270 spriteBatch.DrawString(menuFont, "searching for available games ....", new Vector2(150, 100), Color.Gray, 0f, zero, .7f, SpriteEffects.None, 0.5f);
271 else if (availableSessions.Count == 0)
272 spriteBatch.DrawString(menuFont, "no games currently available, searching ....", new Vector2(150, 100), Color.Gray, 0f, zero, .7f, SpriteEffects.None, 0.5f);
273 else
274 {
275 for (int sessionIndex = 0; sessionIndex < availableSessions.Count; sessionIndex++)
276 {
277 Color color = Color.Gray;
278
279 if (sessionIndex == selectedSessionIndex)
280 color = Color.Red;
281
282 spriteBatch.DrawString(menuFont, availableSessions[sessionIndex].HostGamertag, new Vector2(150, 100 + sessionIndex * menuFont.LineSpacing), color, 0f, zero, .7f, SpriteEffects.None, 0.5f);
283 spriteBatch.DrawString(menuFont, availableSessions[sessionIndex].CurrentGamerCount + " / " + availableSessions[sessionIndex].OpenPublicGamerSlots + availableSessions[sessionIndex].OpenPrivateGamerSlots,
284 new Vector2(400, 100 + sessionIndex * menuFont.LineSpacing), color, 0f, zero, .7f, SpriteEffects.None, 0.5f);
285 }
286 }
287 break;
288
289 case lobbyState.Connected:
290 DrawPlayerList(spriteBatch);
291
292 if(allReady && players.Count == 2 && localPlayer == players[0])
293 spriteBatch.DrawString(menuFont, "Press B to begin game!", new Vector2(MaxX / 2, MaxY / 2), Color.White, 0f, zero, .7f, SpriteEffects.None, 0.5f);
294 else if(allReady)
295 spriteBatch.DrawString(menuFont, "The game will begin soon.", new Vector2(MaxX / 2, MaxY / 2), Color.White, 0f, zero, .7f, SpriteEffects.None, 0.5f);
296 else
297 spriteBatch.DrawString(menuFont, "Waiting for ready players...", new Vector2(MaxX / 2, MaxY / 2), Color.White, 0f, zero, .7f, SpriteEffects.None, 0.5f);
298 break;
299 }
300
301 return 1;
302 }
303
304 private void UpdateSpotLight(GameTime gameTime)
305 {
306 spotLightPos = new Vector2(spotLightPos.X + spotLightVelocity.X * (float)gameTime.ElapsedGameTime.TotalSeconds,
307 spotLightPos.Y + spotLightVelocity.Y * (float)gameTime.ElapsedGameTime.TotalSeconds);
308
309 if (spotLightPos.X > MaxX || spotLightPos.X < MinX) //right or left wall
310 {
311 spotLightVelocity = new Vector2(spotLightVelocity.X * -1, spotLightVelocity.Y);
312 }
313 else if (spotLightPos.Y > MaxY || spotLightPos.Y < MinY) //top or bottom wall
314 {
315 spotLightVelocity = new Vector2(spotLightVelocity.X, spotLightVelocity.Y * -1);
316 }
317 }
318
319
320 private void DrawPlayerList(SpriteBatch spriteBatch)
321 {
322
323 //reference point
324 Vector2 topOfList = new Vector2(MaxX / 8, MaxY / 4);
325
326 //command info
327 spriteBatch.DrawString(menuFont, "Current Players", new Vector2(topOfList.X + 15, topOfList.Y - 25), Color.White);
328 spriteBatch.DrawString(menuFont, "Command Options: to mark your self as ready", new Vector2(20, 20), Color.Gray, 0f, zero, .6f, SpriteEffects.None, 1f);
329 spriteBatch.DrawString(menuFont, "type players # to toggle chat", new Vector2(175, 40), Color.Gray, 0f, zero, .6f, SpriteEffects.None, 1f);
330 spriteBatch.DrawString(menuFont, "return to main menu", new Vector2(175, 60), Color.Gray, 0f, zero, .6f, SpriteEffects.None, 1f);
331 spriteBatch.DrawString(menuFont, "R", new Vector2(145, 20), Color.DarkGreen, 0f, zero, .6f, SpriteEffects.None, 1f);
332 spriteBatch.DrawString(menuFont, "#", new Vector2(145, 40), Color.DarkGreen, 0f, zero, .6f, SpriteEffects.None, 1f);
333 spriteBatch.DrawString(menuFont, "X", new Vector2(145, 60), Color.DarkGreen, 0f, zero, .6f, SpriteEffects.None, 1f);
334
335 //Background squares
336 spriteBatch.Draw(menuItem, topOfList, null, Color.White, 0, zero, scale, SpriteEffects.None, 1f);
337 spriteBatch.Draw(menuItem, new Vector2(topOfList.X, topOfList.Y + 65), null, Color.White, 0, zero, scale, SpriteEffects.None, 1f);
338 spriteBatch.Draw(menuItem, new Vector2(topOfList.X, topOfList.Y + 130), null, Color.White, 0, zero, scale, SpriteEffects.None, 1f);
339 spriteBatch.Draw(menuItem, new Vector2(topOfList.X, topOfList.Y + 195), null, Color.White, 0, zero, scale, SpriteEffects.None, 1f);
340
341 //Ready Labels
342 spriteBatch.DrawString(menuFont, "Ready", new Vector2(topOfList.X + 5, topOfList.Y + 45), Color.DarkGray, 0f, zero, .6f, SpriteEffects.None, 1f);
343 spriteBatch.DrawString(menuFont, "Ready", new Vector2(topOfList.X + 5, topOfList.Y + 110), Color.DarkGray, 0f, zero, .6f, SpriteEffects.None, 1f);
344 spriteBatch.DrawString(menuFont, "Ready", new Vector2(topOfList.X + 5, topOfList.Y + 175), Color.DarkGray, 0f, zero, .6f, SpriteEffects.None, 1f);
345 spriteBatch.DrawString(menuFont, "Ready", new Vector2(topOfList.X + 5, topOfList.Y + 240), Color.DarkGray, 0f, zero, .6f, SpriteEffects.None, 1f);
346
347 //Ready CheckBoxs
348 if (players == null)
349 {
350 spriteBatch.Draw(emptySelectBox, new Vector2(topOfList.X - 32, topOfList.Y + 35), null, Color.White, 0, zero, scale, SpriteEffects.None, 1f);
351 spriteBatch.Draw(emptySelectBox, new Vector2(topOfList.X - 32, topOfList.Y + 100), null, Color.White, 0, zero, scale, SpriteEffects.None, 1f);
352 spriteBatch.Draw(emptySelectBox, new Vector2(topOfList.X - 32, topOfList.Y + 165), null, Color.White, 0, zero, scale, SpriteEffects.None, 1f);
353 spriteBatch.Draw(emptySelectBox, new Vector2(topOfList.X - 32, topOfList.Y + 230), null, Color.White, 0, zero, scale, SpriteEffects.None, 1f);
354 }
355 else
356 {
357 if (!(players.Count >= 1 && players[0].IsReady))
358 spriteBatch.Draw(emptySelectBox, new Vector2(topOfList.X - 32, topOfList.Y + 35), null, Color.White, 0, zero, scale, SpriteEffects.None, 1f);
359 else
360 spriteBatch.Draw(checkedBox, new Vector2(topOfList.X - 32, topOfList.Y + 30), null, Color.White, 0, zero, scale, SpriteEffects.None, 1f);
361 if (!(players.Count >= 2 && players[1].IsReady))
362 spriteBatch.Draw(emptySelectBox, new Vector2(topOfList.X - 32, topOfList.Y + 100), null, Color.White, 0, zero, scale, SpriteEffects.None, 1f);
363 else
364 spriteBatch.Draw(checkedBox, new Vector2(topOfList.X - 32, topOfList.Y + 95), null, Color.White, 0, zero, scale, SpriteEffects.None, 1f);
365 if (!(players.Count >= 3 && players[2].IsReady))
366 spriteBatch.Draw(emptySelectBox, new Vector2(topOfList.X - 32, topOfList.Y + 165), null, Color.White, 0, zero, scale, SpriteEffects.None, 1f);
367 else
368 spriteBatch.Draw(checkedBox, new Vector2(topOfList.X - 32, topOfList.Y + 160), null, Color.White, 0, zero, scale, SpriteEffects.None, 1f);
369 if (!(players.Count >= 4 && players[3].IsReady))
370 spriteBatch.Draw(emptySelectBox, new Vector2(topOfList.X - 32, topOfList.Y + 230), null, Color.White, 0, zero, scale, SpriteEffects.None, 1f);
371 else
372 spriteBatch.Draw(checkedBox, new Vector2(topOfList.X - 32, topOfList.Y + 225), null, Color.White, 0, zero, scale, SpriteEffects.None, 1f);
373 }
374
375 //Chat Labels
376 spriteBatch.DrawString(menuFont, "Chat with", new Vector2(topOfList.X + 152, topOfList.Y + 45), Color.DarkGray, 0f, zero, .6f, SpriteEffects.None, 1f);
377 spriteBatch.DrawString(menuFont, "Chat with", new Vector2(topOfList.X + 152, topOfList.Y + 110), Color.DarkGray, 0f, zero, .6f, SpriteEffects.None, 1f);
378 spriteBatch.DrawString(menuFont, "Chat with", new Vector2(topOfList.X + 152, topOfList.Y + 175), Color.DarkGray, 0f, zero, .6f, SpriteEffects.None, 1f);
379 spriteBatch.DrawString(menuFont, "Chat with", new Vector2(topOfList.X + 152, topOfList.Y + 240), Color.DarkGray, 0f, zero, .6f, SpriteEffects.None, 1f);
380
381 //Chat CheckBoxs
382 Boolean chatwith = false; // change to reflect info from network, move to update and create one for each player
383 if (!chatwith)
384 spriteBatch.Draw(deselectBox, new Vector2(topOfList.X +218, topOfList.Y + 35), null, Color.White, 0, zero, scale, SpriteEffects.None, 1f);
385 else
386 spriteBatch.Draw(checkedBox, new Vector2(topOfList.X + 218, topOfList.Y + 30), null, Color.White, 0, zero, scale, SpriteEffects.None, 1f);
387
388 if (!chatwith)
389 spriteBatch.Draw(deselectBox, new Vector2(topOfList.X + 218, topOfList.Y + 100), null, Color.White, 0, zero, scale, SpriteEffects.None, 1f);
390 else
391 spriteBatch.Draw(checkedBox, new Vector2(topOfList.X + 218, topOfList.Y + 95), null, Color.White, 0, zero, scale, SpriteEffects.None, 1f);
392
393 if (!chatwith)
394 spriteBatch.Draw(deselectBox, new Vector2(topOfList.X + 218, topOfList.Y + 165), null, Color.White, 0, zero, scale, SpriteEffects.None, 1f);
395 else
396 spriteBatch.Draw(checkedBox, new Vector2(topOfList.X + 218, topOfList.Y + 160), null, Color.White, 0, zero, scale, SpriteEffects.None, 1f);
397
398 if (!chatwith)
399 spriteBatch.Draw(deselectBox, new Vector2(topOfList.X + 218, topOfList.Y + 230), null, Color.White, 0, zero, scale, SpriteEffects.None, 1f);
400 else
401 spriteBatch.Draw(checkedBox, new Vector2(topOfList.X + 218, topOfList.Y + 225), null, Color.White, 0, zero, scale, SpriteEffects.None, 1f);
402
403
404 //draw player names
405 if (players != null)
406 {
407 for (int g = 0; g < players.Count; g++)
408 {
409 spriteBatch.DrawString(menuFont, players[g].Gamertag, new Vector2(topOfList.X + 10, topOfList.Y + 10 + 65*g), Color.White, 0f, zero, .75f, SpriteEffects.None, 1f);
410 }
411 }
412 }
413 }
414 }
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