]> Dogcows Code - chaz/carfire/blobdiff - Project06/CS 3505 Project 06/CS 3505 Project 06/LobbyGUI.cs
Gui Finding
[chaz/carfire] / Project06 / CS 3505 Project 06 / CS 3505 Project 06 / LobbyGUI.cs
index e26d5e56d23b83fe91545bad981420ad0a7e3f80..c79b6a72d626a03520b2edc9d4ceb5b6ed72f271 100644 (file)
@@ -54,8 +54,10 @@ namespace CS_3505_Project_06
         KeyboardState previousKeyboardState;\r
         KeyboardState currentKeyboardState;\r
 \r
-        GamerCollection<LocalNetworkGamer> players;\r
+        GamerCollection<NetworkGamer> players;\r
+        LocalNetworkGamer localPlayer;\r
         AvailableNetworkSessionCollection availableSessions;\r
+        bool allReady;\r
 \r
         int selectedSessionIndex;\r
 \r
@@ -64,6 +66,8 @@ namespace CS_3505_Project_06
             Welcome,\r
             CreateGame,\r
             FindGame,\r
+            FindingGames, // TODO: New state.\r
+            JoiningGame,  // TODO: New state.\r
             Connected\r
         }\r
 \r
@@ -125,15 +129,59 @@ namespace CS_3505_Project_06
             \r
         }\r
 \r
+        // TODO: New method.\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
+        // TODO: New method.\r
+        void FoundSessions(AvailableNetworkSessionCollection sessions, NetworkGame networkGame)\r
+        {\r
+            availableSessions = sessions;\r
+\r
+            //if (availableSessions != null && availableSessions.Count > 0)\r
+            //{\r
+            //    networkGame.JoinSession(availableSessions[0], JoinedSession);\r
+            //    currentState = lobbyState.JoiningGame;\r
+\r
+            //    availableSessions.Dispose();\r
+            //    availableSessions = null;\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("No sessions to join!");\r
+            //}\r
+        }\r
+\r
+        // TODO: New method.\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
+\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.LocalGamers;\r
+                players = networkGame.NetworkGamers;\r
             }\r
 \r
             //check inputs\r
@@ -161,7 +209,7 @@ 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
@@ -169,8 +217,9 @@ 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
@@ -180,36 +229,85 @@ 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
-                    break;\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))\r
+                        {\r
+                            networkGame.JoinSession(availableSessions[0], JoinedSession);\r
+                            currentState = lobbyState.JoiningGame;\r
+\r
+                            availableSessions.Dispose();\r
+                            availableSessions = null;\r
+                        }\r
+                        if (currentKeyboardState.IsKeyDown(Keys.D2) && previousKeyboardState.IsKeyUp(Keys.D2))\r
+                        {\r
+                            networkGame.JoinSession(availableSessions[0], JoinedSession);\r
+                            currentState = lobbyState.JoiningGame;\r
+\r
+                            availableSessions.Dispose();\r
+                            availableSessions = null;\r
+                        }\r
+                    }\r
+\r
 \r
+                    Console.WriteLine("Finding");\r
+                    break;\r
                 case lobbyState.Connected:\r
                     if (currentKeyboardState.IsKeyDown(Keys.X) && previousKeyboardState.IsKeyUp(Keys.X))\r
                     {\r
                         ready = false;\r
-                        if (networkGame.sessionExists())\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
-                        ready = true;\r
+                        networkGame.LocalGamer.IsReady = true;\r
 \r
-                    if (networkGame.sessionExists())\r
+                    if (networkGame.HasActiveSession)\r
                     {\r
-                        players = networkGame.LocalGamers;\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 == 2 && localPlayer == players[0])\r
+                        {\r
+                            if (currentKeyboardState.IsKeyDown(Keys.B) && previousKeyboardState.IsKeyUp(Keys.B))\r
+                            {\r
+                                networkGame.ForceStartGame();\r
+                            }\r
+                        }\r
                     }\r
                     else\r
                         currentState = lobbyState.Welcome;\r
 \r
-\r
                     break;\r
 \r
             }\r
@@ -249,7 +347,7 @@ 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
                     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
@@ -273,7 +371,13 @@ namespace CS_3505_Project_06
 \r
                 case lobbyState.Connected:\r
                     DrawPlayerList(spriteBatch);\r
-                    spriteBatch.DrawString(menuFont, "Waiting for ready players...", new Vector2(MaxX / 2, MaxY / 2), Color.White, 0f, zero, .7f, SpriteEffects.None, 0.5f);\r
+                                        \r
+                    if(allReady && players.Count == 2 && 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
+                    else\r
+                        spriteBatch.DrawString(menuFont, "Waiting for ready players...", new Vector2(MaxX / 2, MaxY / 2), Color.White, 0f, zero, .7f, SpriteEffects.None, 0.5f);\r
                     break;\r
             }\r
 \r
@@ -311,62 +415,69 @@ namespace CS_3505_Project_06
             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
-            \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
+            spriteBatch.Draw(menuItem, new Vector2(topOfList.X, topOfList.Y + 130), null, Color.White, 0, zero, scale, SpriteEffects.None, 1f);\r
+            spriteBatch.Draw(menuItem, new Vector2(topOfList.X, topOfList.Y + 195), null, Color.White, 0, zero, scale, SpriteEffects.None, 1f);\r
 \r
-            //player 1\r
+            //Ready Labels\r
             spriteBatch.DrawString(menuFont, "Ready", new Vector2(topOfList.X + 5, topOfList.Y + 45), Color.DarkGray, 0f, zero, .6f, SpriteEffects.None, 1f);\r
-            if(!ready)\r
+            spriteBatch.DrawString(menuFont, "Ready", new Vector2(topOfList.X + 5, topOfList.Y + 110), Color.DarkGray, 0f, zero, .6f, SpriteEffects.None, 1f);\r
+            spriteBatch.DrawString(menuFont, "Ready", new Vector2(topOfList.X + 5, topOfList.Y + 175), Color.DarkGray, 0f, zero, .6f, SpriteEffects.None, 1f);\r
+            spriteBatch.DrawString(menuFont, "Ready", new Vector2(topOfList.X + 5, topOfList.Y + 240), Color.DarkGray, 0f, zero, .6f, SpriteEffects.None, 1f);\r
+\r
+            //Ready CheckBoxs\r
+            if (players == null)\r
+            {\r
                 spriteBatch.Draw(emptySelectBox, new Vector2(topOfList.X - 32, topOfList.Y + 35), null, Color.White, 0, zero, scale, SpriteEffects.None, 1f);\r
+                spriteBatch.Draw(emptySelectBox, new Vector2(topOfList.X - 32, topOfList.Y + 100), null, Color.White, 0, zero, scale, SpriteEffects.None, 1f);\r
+                spriteBatch.Draw(emptySelectBox, new Vector2(topOfList.X - 32, topOfList.Y + 165), null, Color.White, 0, zero, scale, SpriteEffects.None, 1f);\r
+                spriteBatch.Draw(emptySelectBox, new Vector2(topOfList.X - 32, topOfList.Y + 230), null, Color.White, 0, zero, scale, SpriteEffects.None, 1f);\r
+            }\r
             else\r
-                spriteBatch.Draw(checkedBox, new Vector2(topOfList.X - 32, topOfList.Y + 30), null, Color.White, 0, zero, scale, SpriteEffects.None, 1f);\r
-            \r
+            {\r
+                if (!(players.Count >= 1 && players[0].IsReady))\r
+                    spriteBatch.Draw(emptySelectBox, new Vector2(topOfList.X - 32, topOfList.Y + 35), null, Color.White, 0, zero, scale, SpriteEffects.None, 1f);\r
+                else\r
+                    spriteBatch.Draw(checkedBox, new Vector2(topOfList.X - 32, topOfList.Y + 30), null, Color.White, 0, zero, scale, SpriteEffects.None, 1f);\r
+                if (!(players.Count >= 2 && players[1].IsReady))\r
+                    spriteBatch.Draw(emptySelectBox, new Vector2(topOfList.X - 32, topOfList.Y + 100), null, Color.White, 0, zero, scale, SpriteEffects.None, 1f);\r
+                else\r
+                    spriteBatch.Draw(checkedBox, new Vector2(topOfList.X - 32, topOfList.Y + 95), null, Color.White, 0, zero, scale, SpriteEffects.None, 1f);\r
+                if (!(players.Count >= 3 && players[2].IsReady))\r
+                    spriteBatch.Draw(emptySelectBox, new Vector2(topOfList.X - 32, topOfList.Y + 165), null, Color.White, 0, zero, scale, SpriteEffects.None, 1f);\r
+                else\r
+                    spriteBatch.Draw(checkedBox, new Vector2(topOfList.X - 32, topOfList.Y + 160), null, Color.White, 0, zero, scale, SpriteEffects.None, 1f);\r
+                if (!(players.Count >= 4 && players[3].IsReady))\r
+                    spriteBatch.Draw(emptySelectBox, new Vector2(topOfList.X - 32, topOfList.Y + 230), null, Color.White, 0, zero, scale, SpriteEffects.None, 1f);\r
+                else\r
+                    spriteBatch.Draw(checkedBox, new Vector2(topOfList.X - 32, topOfList.Y + 225), null, Color.White, 0, zero, scale, SpriteEffects.None, 1f);\r
+            }\r
+\r
+            //Chat Labels\r
             spriteBatch.DrawString(menuFont, "Chat with", new Vector2(topOfList.X + 152, topOfList.Y + 45), Color.DarkGray, 0f, zero, .6f, SpriteEffects.None, 1f);\r
+            spriteBatch.DrawString(menuFont, "Chat with", new Vector2(topOfList.X + 152, topOfList.Y + 110), Color.DarkGray, 0f, zero, .6f, SpriteEffects.None, 1f);\r
+            spriteBatch.DrawString(menuFont, "Chat with", new Vector2(topOfList.X + 152, topOfList.Y + 175), Color.DarkGray, 0f, zero, .6f, SpriteEffects.None, 1f);\r
+            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
             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
                 spriteBatch.Draw(checkedBox, new Vector2(topOfList.X + 218, topOfList.Y + 30), null, Color.White, 0, zero, scale, SpriteEffects.None, 1f);\r
 \r
-            //player 2\r
-            spriteBatch.Draw(menuItem, new Vector2(topOfList.X, topOfList.Y + 65), null, Color.White, 0, zero, scale, SpriteEffects.None, 1f);\r
-            spriteBatch.DrawString(menuFont, "Ready", new Vector2(topOfList.X + 5, topOfList.Y + 110), Color.DarkGray, 0f, zero, .6f, SpriteEffects.None, 1f);\r
-            if (!ready)\r
-                spriteBatch.Draw(emptySelectBox, new Vector2(topOfList.X - 32, topOfList.Y + 100), null, Color.White, 0, zero, scale, SpriteEffects.None, 1f);\r
-            else\r
-                spriteBatch.Draw(checkedBox, new Vector2(topOfList.X - 32, topOfList.Y + 95), null, Color.White, 0, zero, scale, SpriteEffects.None, 1f);\r
-\r
-            spriteBatch.DrawString(menuFont, "Chat with", new Vector2(topOfList.X + 152, topOfList.Y + 110), Color.DarkGray, 0f, zero, .6f, SpriteEffects.None, 1f);\r
-            // change to reflect info from network\r
             if (!chatwith)\r
                 spriteBatch.Draw(deselectBox, new Vector2(topOfList.X + 218, topOfList.Y + 100), null, Color.White, 0, zero, scale, SpriteEffects.None, 1f);\r
             else\r
                 spriteBatch.Draw(checkedBox, new Vector2(topOfList.X + 218, topOfList.Y + 95), null, Color.White, 0, zero, scale, SpriteEffects.None, 1f);\r
-            \r
-            //player 3\r
-            spriteBatch.Draw(menuItem, new Vector2(topOfList.X, topOfList.Y + 130), null, Color.White, 0, zero, scale, SpriteEffects.None, 1f);\r
-            spriteBatch.DrawString(menuFont, "Ready", new Vector2(topOfList.X + 5, topOfList.Y + 175), Color.DarkGray, 0f, zero, .6f, SpriteEffects.None, 1f);\r
-            if (!ready)\r
-                spriteBatch.Draw(emptySelectBox, new Vector2(topOfList.X - 32, topOfList.Y + 165), null, Color.White, 0, zero, scale, SpriteEffects.None, 1f);\r
-            else\r
-                spriteBatch.Draw(checkedBox, new Vector2(topOfList.X - 32, topOfList.Y + 160), null, Color.White, 0, zero, scale, SpriteEffects.None, 1f);\r
 \r
-            spriteBatch.DrawString(menuFont, "Chat with", new Vector2(topOfList.X + 152, topOfList.Y + 175), Color.DarkGray, 0f, zero, .6f, SpriteEffects.None, 1f);\r
-            \r
             if (!chatwith)\r
                 spriteBatch.Draw(deselectBox, new Vector2(topOfList.X + 218, topOfList.Y + 165), null, Color.White, 0, zero, scale, SpriteEffects.None, 1f);\r
             else\r
                 spriteBatch.Draw(checkedBox, new Vector2(topOfList.X + 218, topOfList.Y + 160), null, Color.White, 0, zero, scale, SpriteEffects.None, 1f);\r
-            \r
-            //player 4\r
-            spriteBatch.Draw(menuItem, new Vector2(topOfList.X, topOfList.Y + 195), null, Color.White, 0, zero, scale, SpriteEffects.None, 1f);\r
-            spriteBatch.DrawString(menuFont, "Ready", new Vector2(topOfList.X + 5, topOfList.Y + 240), Color.DarkGray, 0f, zero, .6f, SpriteEffects.None, 1f);\r
-            if (!ready)\r
-                spriteBatch.Draw(emptySelectBox, new Vector2(topOfList.X - 32, topOfList.Y + 230), null, Color.White, 0, zero, scale, SpriteEffects.None, 1f);\r
-            else\r
-                spriteBatch.Draw(checkedBox, new Vector2(topOfList.X - 32, topOfList.Y + 225), null, Color.White, 0, zero, scale, SpriteEffects.None, 1f);\r
 \r
-            spriteBatch.DrawString(menuFont, "Chat with", new Vector2(topOfList.X + 152, topOfList.Y + 240), Color.DarkGray, 0f, zero, .6f, SpriteEffects.None, 1f);\r
             if (!chatwith)\r
                 spriteBatch.Draw(deselectBox, new Vector2(topOfList.X + 218, topOfList.Y + 230), null, Color.White, 0, zero, scale, SpriteEffects.None, 1f);\r
             else\r
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