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