]> Dogcows Code - chaz/carfire/blobdiff - Project06/CS 3505 Project 06/CS 3505 Project 06/LobbyGUI.cs
fixed bug where the 'push b to begin' message wasn't displaying for the host at the...
[chaz/carfire] / Project06 / CS 3505 Project 06 / CS 3505 Project 06 / LobbyGUI.cs
index 15d0955946f737d1709355648ec4cc7ac0d35b56..8f45156c015f8a770669d0a8ed35b5b0feecc83f 100644 (file)
@@ -14,6 +14,7 @@ namespace CS_3505_Project_06
 {\r
     public class lobbyGUI : ILobby\r
     {\r
+        #region local variables\r
         float scale;\r
 \r
         Texture2D background;\r
@@ -61,21 +62,33 @@ namespace CS_3505_Project_06
 \r
         int selectedSessionIndex;\r
 \r
+        bool chatActive;\r
+        String chatMessage;\r
+        Queue<ChatInfo> currentChat;\r
+\r
+        \r
+\r
         private enum lobbyState\r
         {\r
             Welcome,\r
             CreateGame,\r
             FindGame,\r
+            FindingGames, // TODO: New state.\r
+            JoiningGame,  // TODO: New state.\r
             Connected\r
         }\r
 \r
         lobbyState currentState;\r
+        #endregion\r
 \r
         public lobbyGUI()\r
         {\r
             currentState = lobbyState.Welcome;\r
             selectedSessionIndex = 0;\r
             ready = false;\r
+            chatActive = false;\r
+            chatMessage = "";\r
+            currentChat = new Queue<ChatInfo>();\r
         }\r
 \r
         public void LoadContent(ContentManager contentManager, GraphicsDeviceManager graphics)\r
@@ -127,13 +140,70 @@ namespace CS_3505_Project_06
             \r
         }\r
 \r
+        /// <summary>\r
+        /// Transition into connected state\r
+        /// </summary>\r
+        void JoinedSession(NetworkSession session, NetworkGame networkGame)\r
+        {\r
+            if (session != null)\r
+            {\r
+                currentState = lobbyState.Connected;\r
+            }\r
+            else\r
+            {\r
+                // TODO: This should do something more than just throw the player back to the welcome screen.\r
+                currentState = lobbyState.Welcome;\r
+                Console.WriteLine("Couldn't create/join the session.");\r
+            }\r
+        }\r
+\r
+        /// <summary>\r
+        /// Called when Async FindSession returns. Available sessions is then updated\r
+        /// </summary>\r
+        void FoundSessions(AvailableNetworkSessionCollection sessions, NetworkGame networkGame)\r
+        {\r
+            availableSessions = sessions;\r
+        }\r
+\r
+        /// <summary>\r
+        /// Catches exceptions for and Async calls\r
+        /// </summary>\r
+        void AsyncCallbackFailed(Exception exception, NetworkGame networkGame)\r
+        {\r
+            currentState = lobbyState.Welcome;\r
+            Console.WriteLine("Exception as thrown during async call: " + exception.Message);\r
+        }\r
+\r
+        /// <summary>\r
+        /// Adds and new chats to the chat list. If chat list is full, older messages are removed.\r
+        /// </summary>\r
+        private void UpdateChat(GameTime gameTime, NetworkGame networkGame)\r
+        {\r
+            List<ChatInfo> chts = networkGame.ReceiveChats();\r
+            for (int x = 0; x < chts.Count(); x++)\r
+                currentChat.Enqueue(chts[x]);\r
+\r
+            //if number of chat messages has reached max remove older messages as new ones are added\r
+            if (currentChat.Count() > 8)\r
+            {\r
+                for (int x = 0; x < chts.Count(); x++)\r
+                {\r
+                    currentChat.Dequeue();\r
+                }\r
+            }\r
+\r
+        }\r
+\r
+        /// <summary>\r
+        /// Main update call for Lobby, what is actually updated is determined by what the current state is.\r
+        /// </summary>\r
         public long Update(GameTime gameTime, NetworkGame networkGame)\r
         {\r
             \r
             UpdateSpotLight(gameTime);\r
             currentKeyboardState = Keyboard.GetState();\r
 \r
-            if (networkGame.sessionExists())\r
+            if (networkGame.HasActiveSession)\r
             {\r
                 players = networkGame.NetworkGamers;\r
             }\r
@@ -163,7 +233,7 @@ namespace CS_3505_Project_06
                     {\r
                         currentState = lobbyState.Welcome;\r
                         ready = false;\r
-                        if (networkGame.sessionExists())\r
+                        if (networkGame.HasActiveSession)\r
                         {\r
                             players = null;\r
                             networkGame.LeaveSession();\r
@@ -171,8 +241,9 @@ namespace CS_3505_Project_06
                     }\r
                     if (currentKeyboardState.IsKeyDown(Keys.Y) && previousKeyboardState.IsKeyUp(Keys.Y))\r
                     {\r
-                        currentState = lobbyState.Connected;\r
-                        networkGame.CreateSession(4);\r
+                        currentState = lobbyState.JoiningGame;\r
+                        networkGame.ErrorDelegate = AsyncCallbackFailed;\r
+                        networkGame.CreateSession(JoinedSession);\r
                     }   \r
                     break;\r
 \r
@@ -182,49 +253,134 @@ namespace CS_3505_Project_06
                         currentState = lobbyState.Welcome;\r
                         ready = false;\r
                     }\r
-                    availableSessions = networkGame.FindSessions();\r
-                    if (availableSessions != null)\r
+                    availableSessions = null;\r
+                    networkGame.ErrorDelegate = AsyncCallbackFailed;\r
+                    networkGame.FindSessions(FoundSessions);\r
+                    currentState = lobbyState.FindingGames;\r
+                    break;\r
+\r
+                case lobbyState.FindingGames:\r
+                    if (currentKeyboardState.IsKeyDown(Keys.X) && previousKeyboardState.IsKeyUp(Keys.X))\r
                     {\r
-                        networkGame.JoinSession(availableSessions[0]);\r
-                        currentState = lobbyState.Connected;\r
+                        currentState = lobbyState.Welcome;\r
+                        ready = false;\r
+                    }\r
+                    if (availableSessions != null && availableSessions.Count == 0)\r
+                        currentState = lobbyState.FindGame;\r
+                    else if (availableSessions != null && availableSessions.Count > 0)\r
+                    {\r
+                        if (currentKeyboardState.IsKeyDown(Keys.D1) && previousKeyboardState.IsKeyUp(Keys.D1) && availableSessions.Count > 0)\r
+                        {\r
+                            networkGame.JoinSession(availableSessions[0], JoinedSession);\r
+                        }\r
+                        else if (currentKeyboardState.IsKeyDown(Keys.D2) && previousKeyboardState.IsKeyUp(Keys.D2) && availableSessions.Count > 1)\r
+                        {\r
+                            networkGame.JoinSession(availableSessions[1], JoinedSession);\r
+                        }\r
+                        else if (currentKeyboardState.IsKeyDown(Keys.D3) && previousKeyboardState.IsKeyUp(Keys.D3) && availableSessions.Count > 2)\r
+                        {\r
+                            networkGame.JoinSession(availableSessions[2], JoinedSession);\r
+                        }\r
+                        else if (currentKeyboardState.IsKeyDown(Keys.D4) && previousKeyboardState.IsKeyUp(Keys.D4) && availableSessions.Count > 3)\r
+                        {\r
+                            networkGame.JoinSession(availableSessions[3], JoinedSession);\r
+                        }\r
+\r
+                        currentState = lobbyState.JoiningGame;\r
 \r
                         availableSessions.Dispose();\r
                         availableSessions = null;\r
                     }\r
+\r
                     break;\r
 \r
                 case lobbyState.Connected:\r
-                    if (currentKeyboardState.IsKeyDown(Keys.X) && previousKeyboardState.IsKeyUp(Keys.X))\r
+                    if (chatActive)   //If chat is activated by pressing T all inputs go to chat. Enter finishes chat esc returns\r
                     {\r
-                        ready = false;\r
-                        if (networkGame.sessionExists())\r
+                        if (currentKeyboardState.IsKeyDown(Keys.Escape) && previousKeyboardState.IsKeyUp(Keys.Escape))\r
                         {\r
-                            players = null;\r
-                            networkGame.LeaveSession();\r
+                            chatActive = false;\r
+                            break;\r
+                        }\r
+                        if (currentKeyboardState.IsKeyDown(Keys.Enter) && previousKeyboardState.IsKeyUp(Keys.Enter))\r
+                        {\r
+                            networkGame.SendChat(chatMessage);\r
+                            chatActive = false;\r
+                            break;\r
+                        }\r
+                        Keys[] k = currentKeyboardState.GetPressedKeys();\r
+                        Keys[] kp = previousKeyboardState.GetPressedKeys();\r
+                        List<Keys> newKeys = new List<Keys>();\r
+\r
+                        for (int x = 0; x < k.Count(); x++) //copy new keys into array\r
+                        {\r
+                            if (!kp.Contains(k[x]))\r
+                            {\r
+                                newKeys.Add(k[x]);\r
+                            }\r
                         }\r
-                        currentState = lobbyState.Welcome;\r
-                    }\r
-                    if (currentKeyboardState.IsKeyDown(Keys.R) && previousKeyboardState.IsKeyUp(Keys.R))\r
-                        networkGame.LocalGamer.IsReady = true;\r
 \r
-                    if (networkGame.sessionExists())\r
+                        foreach(Keys ky in newKeys)\r
+                        {\r
+                            if (ky.Equals(Keys.Back))\r
+                                chatMessage = chatMessage.Substring(0, chatMessage.Length-1);\r
+                            else if(ky.Equals(Keys.Space))\r
+                                chatMessage = chatMessage + " ";\r
+                            else\r
+                                chatMessage = chatMessage + ky.ToString();\r
+                        }\r
+                        \r
+                    }\r
+                    else  //normal op mode\r
                     {\r
-                        localPlayer = networkGame.LocalGamer;\r
-                        players = networkGame.NetworkGamers;\r
-                        if (players != null)\r
+                        UpdateChat(gameTime, networkGame);\r
+                        chatMessage = "";\r
+                        if (currentKeyboardState.IsKeyDown(Keys.T) && previousKeyboardState.IsKeyUp(Keys.T))\r
+                        {\r
+                            chatActive = true;\r
+                        }\r
+                        if (currentKeyboardState.IsKeyDown(Keys.X) && previousKeyboardState.IsKeyUp(Keys.X))\r
                         {\r
-                            allReady = true;\r
-                            foreach (NetworkGamer p in players)\r
-                                if (p.IsReady == false)\r
+                            ready = false;\r
+                            currentChat.Clear();\r
+                            if (networkGame.HasActiveSession)\r
+                            {\r
+                                players = null;\r
+                                networkGame.LeaveSession();\r
+                            }\r
+                            currentState = lobbyState.Welcome;\r
+\r
+                        }\r
+                        if (currentKeyboardState.IsKeyDown(Keys.R) && previousKeyboardState.IsKeyUp(Keys.R))\r
+                            networkGame.LocalGamer.IsReady = true;\r
+\r
+                        if (networkGame.HasActiveSession)\r
+                        {\r
+                            localPlayer = networkGame.LocalGamer;\r
+                            players = networkGame.NetworkGamers;\r
+                            if (players != null)\r
+                            {\r
+                                allReady = true;\r
+                                foreach (NetworkGamer p in players)\r
+                                    if (p.IsReady == false)\r
+                                    {\r
+                                        allReady = false;\r
+                                        break;\r
+                                    }\r
+                            }\r
+\r
+                            //allows host to start the game when all players are ready, change count below to different number for testing with less then 4 players\r
+                            if (allReady && players.Count == 4 && localPlayer == players[0])\r
+                            {\r
+                                if (currentKeyboardState.IsKeyDown(Keys.B) && previousKeyboardState.IsKeyUp(Keys.B))\r
                                 {\r
-                                    allReady = false;\r
-                                    break;\r
+                                    networkGame.ForceStartGame();\r
                                 }\r
+                            }\r
                         }\r
+                        else\r
+                            currentState = lobbyState.Welcome;\r
                     }\r
-                    else\r
-                        currentState = lobbyState.Welcome;\r
-\r
                     break;\r
 \r
             }\r
@@ -264,8 +420,9 @@ namespace CS_3505_Project_06
 \r
                     break;\r
 \r
-                case lobbyState.FindGame:\r
+                case lobbyState.FindingGames:\r
                     spriteBatch.Draw(selectGameScreen, backgroundPos, null, Color.White, 0, zero, scale, SpriteEffects.None, 0);\r
+                    spriteBatch.DrawString(menuFont, "select game by pressing listed games index", new Vector2(250, 400), Color.Gray, 0f, zero, .7f, SpriteEffects.None, 0.5f);\r
                     if(availableSessions == null)\r
                         spriteBatch.DrawString(menuFont, "searching for available games ....", new Vector2(150, 100), Color.Gray, 0f, zero, .7f, SpriteEffects.None, 0.5f);\r
                     else if (availableSessions.Count == 0)\r
@@ -279,17 +436,17 @@ namespace CS_3505_Project_06
                             if (sessionIndex == selectedSessionIndex)\r
                                 color = Color.Red;\r
 \r
-                            spriteBatch.DrawString(menuFont, availableSessions[sessionIndex].HostGamertag, new Vector2(150, 100 + sessionIndex * menuFont.LineSpacing), color, 0f, zero, .7f, SpriteEffects.None, 0.5f);\r
-                            spriteBatch.DrawString(menuFont, availableSessions[sessionIndex].CurrentGamerCount + " / " + availableSessions[sessionIndex].OpenPublicGamerSlots + availableSessions[sessionIndex].OpenPrivateGamerSlots,\r
-                                                   new Vector2(400, 100 + sessionIndex * menuFont.LineSpacing), color, 0f, zero, .7f, SpriteEffects.None, 0.5f);\r
+                            spriteBatch.DrawString(menuFont, sessionIndex+1 + "          " + availableSessions[sessionIndex].HostGamertag, new Vector2(150, 125 + sessionIndex * menuFont.LineSpacing), color, 0f, zero, .7f, SpriteEffects.None, 0.5f);\r
+                            spriteBatch.DrawString(menuFont, availableSessions[sessionIndex].CurrentGamerCount + " / 4",\r
+                                                   new Vector2(450, 125 + sessionIndex * menuFont.LineSpacing), color, 0f, zero, .7f, SpriteEffects.None, 0.5f);\r
                         }\r
                     }\r
                     break;\r
 \r
                 case lobbyState.Connected:\r
                     DrawPlayerList(spriteBatch);\r
-                    \r
-                    if(allReady && players.Count == 2 && localPlayer == players[0])\r
+                    DrawChatInfo(spriteBatch);                    \r
+                    if(allReady && players.Count == 4 && localPlayer == players[0])\r
                         spriteBatch.DrawString(menuFont, "Press B to begin game!", new Vector2(MaxX / 2, MaxY / 2), Color.White, 0f, zero, .7f, SpriteEffects.None, 0.5f);\r
                     else if(allReady)\r
                         spriteBatch.DrawString(menuFont, "The game will begin soon.", new Vector2(MaxX / 2, MaxY / 2), Color.White, 0f, zero, .7f, SpriteEffects.None, 0.5f);\r
@@ -301,6 +458,9 @@ namespace CS_3505_Project_06
             return 1;\r
         }\r
 \r
+        /// <summary>\r
+        /// Updates backgound animation with moving spotlight. Spotlight bounces off walls \r
+        /// </summary>\r
         private void UpdateSpotLight(GameTime gameTime)\r
         {\r
             spotLightPos = new Vector2(spotLightPos.X + spotLightVelocity.X * (float)gameTime.ElapsedGameTime.TotalSeconds,\r
@@ -316,7 +476,27 @@ namespace CS_3505_Project_06
             }\r
         }\r
 \r
+        /// <summary>\r
+        /// Draws the list of current chat messages received by the local client.\r
+        /// </summary>\r
+        private void DrawChatInfo(SpriteBatch spriteBatch)\r
+        {\r
+            if (currentChat.Count > 0)\r
+            {\r
+                for (int y = 0; y < currentChat.Count; y++)\r
+                {\r
+                    spriteBatch.DrawString(menuFont, currentChat.ElementAt(y).Sender + ": " + currentChat.ElementAt(y).Message\r
+                                            , new Vector2(400, 10 + y*15), Color.Blue, 0f, zero, .6f, SpriteEffects.None, 1f);\r
+                }\r
 \r
+            }\r
+            if(chatActive)\r
+                spriteBatch.DrawString(menuFont, chatMessage, new Vector2(400, 10 + 15*(currentChat.Count + 1)), Color.Green, 0f, zero, .6f, SpriteEffects.None, 1f);\r
+        }\r
+\r
+        /// <summary>\r
+        /// Draws player list objects for the connected state.\r
+        /// </summary>\r
         private void DrawPlayerList(SpriteBatch spriteBatch)\r
         {\r
             \r
@@ -327,11 +507,13 @@ namespace CS_3505_Project_06
             spriteBatch.DrawString(menuFont, "Current Players", new Vector2(topOfList.X + 15, topOfList.Y - 25), Color.White);\r
             spriteBatch.DrawString(menuFont, "Command Options:          to mark your self as ready", new Vector2(20, 20), Color.Gray, 0f, zero, .6f, SpriteEffects.None, 1f);\r
             spriteBatch.DrawString(menuFont, "type players # to toggle chat", new Vector2(175, 40), Color.Gray, 0f, zero, .6f, SpriteEffects.None, 1f);\r
-            spriteBatch.DrawString(menuFont, "return to main menu", new Vector2(175, 60), Color.Gray, 0f, zero, .6f, SpriteEffects.None, 1f);\r
+            spriteBatch.DrawString(menuFont, "return to main menu", new Vector2(175, 80), Color.Gray, 0f, zero, .6f, SpriteEffects.None, 1f);\r
+            spriteBatch.DrawString(menuFont, "enter chat mode", new Vector2(175, 60), Color.Gray, 0f, zero, .6f, SpriteEffects.None, 1f);\r
             spriteBatch.DrawString(menuFont, "R", new Vector2(145, 20), Color.DarkGreen, 0f, zero, .6f, SpriteEffects.None, 1f);\r
             spriteBatch.DrawString(menuFont, "#", new Vector2(145, 40), Color.DarkGreen, 0f, zero, .6f, SpriteEffects.None, 1f);\r
-            spriteBatch.DrawString(menuFont, "X", new Vector2(145, 60), Color.DarkGreen, 0f, zero, .6f, SpriteEffects.None, 1f);\r
-            \r
+            spriteBatch.DrawString(menuFont, "X", new Vector2(145, 80), Color.DarkGreen, 0f, zero, .6f, SpriteEffects.None, 1f);\r
+            spriteBatch.DrawString(menuFont, "T", new Vector2(145, 60), Color.DarkGreen, 0f, zero, .6f, SpriteEffects.None, 1f);\r
+\r
             //Background squares\r
             spriteBatch.Draw(menuItem, topOfList, null, Color.White, 0, zero, scale, SpriteEffects.None, 1f);\r
             spriteBatch.Draw(menuItem, new Vector2(topOfList.X, topOfList.Y + 65), null, Color.White, 0, zero, scale, SpriteEffects.None, 1f);\r
@@ -379,7 +561,7 @@ namespace CS_3505_Project_06
             spriteBatch.DrawString(menuFont, "Chat with", new Vector2(topOfList.X + 152, topOfList.Y + 240), Color.DarkGray, 0f, zero, .6f, SpriteEffects.None, 1f);\r
             \r
             //Chat CheckBoxs\r
-            Boolean chatwith = false;  // change to reflect info from network, move to update and create one for each player\r
+            Boolean chatwith = true;  // change to reflect info from network, move to update and create one for each player\r
             if (!chatwith)\r
                 spriteBatch.Draw(deselectBox, new Vector2(topOfList.X +218, topOfList.Y + 35), null, Color.White, 0, zero, scale, SpriteEffects.None, 1f);\r
             else\r
@@ -411,4 +593,4 @@ namespace CS_3505_Project_06
             }\r
         }\r
     }\r
-}\r
+}
\ No newline at end of file
This page took 0.031979 seconds and 4 git commands to generate.