From: brady Date: Sun, 11 Apr 2010 07:45:43 +0000 (+0000) Subject: Added in lobby from last project. Refactored to account for name changes. I will... X-Git-Url: https://git.dogcows.com/gitweb?p=chaz%2Fcarfire;a=commitdiff_plain;h=436213df7622667869ae91414e3d297cd1594661;hp=4e3f39a32dfa393014b2254916dd6266a0597e6e Added in lobby from last project. Refactored to account for name changes. I will work on changing graphics. git-svn-id: https://bd85.net/svn/cs3505_group@60 92bb83a3-7c8f-8a45-bc97-515c4e399668 --- diff --git a/CarFire/CarFire/CarFire/Content/Content.contentproj b/CarFire/CarFire/CarFire/Content/Content.contentproj index f2f8c3f..6128e00 100644 --- a/CarFire/CarFire/CarFire/Content/Content.contentproj +++ b/CarFire/CarFire/CarFire/Content/Content.contentproj @@ -1,4 +1,4 @@ - + c115bbca-d6fd-42af-b2a1-3e895808bc14 {96E2B04D-8817-42c6-938A-82C39BA4D311};{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC} @@ -34,8 +34,77 @@ False + + + checkedBox + TextureImporter + TextureProcessor + + + + + deselectBox + TextureImporter + TextureProcessor + + + + + selectGameScreen + TextureImporter + TextureProcessor + + + + + menuItem + TextureImporter + TextureProcessor + + + + + menuFont + FontDescriptionImporter + FontDescriptionProcessor + + + + + InstructionFont + FontDescriptionImporter + FontDescriptionProcessor + + + + + emptySelectBox + TextureImporter + TextureProcessor + + + + + cs + TextureImporter + TextureProcessor + + + + + background + TextureImporter + TextureProcessor + + + + + spotlight + TextureImporter + TextureProcessor + + - - - + \ No newline at end of file diff --git a/CarFire/CarFire/CarFire/Content/InstructionFont.spritefont b/CarFire/CarFire/CarFire/Content/InstructionFont.spritefont new file mode 100644 index 0000000..bc2c05b --- /dev/null +++ b/CarFire/CarFire/CarFire/Content/InstructionFont.spritefont @@ -0,0 +1,60 @@ + + + + + + + Pescadero + + + 14 + + + 0 + + + true + + + + + + + + + + + + ~ + + + + diff --git a/CarFire/CarFire/CarFire/Content/background.png b/CarFire/CarFire/CarFire/Content/background.png new file mode 100644 index 0000000..b90a658 Binary files /dev/null and b/CarFire/CarFire/CarFire/Content/background.png differ diff --git a/CarFire/CarFire/CarFire/Content/checkedBox.png b/CarFire/CarFire/CarFire/Content/checkedBox.png new file mode 100644 index 0000000..3462dc3 Binary files /dev/null and b/CarFire/CarFire/CarFire/Content/checkedBox.png differ diff --git a/CarFire/CarFire/CarFire/Content/cs.png b/CarFire/CarFire/CarFire/Content/cs.png new file mode 100644 index 0000000..f7d6ebd Binary files /dev/null and b/CarFire/CarFire/CarFire/Content/cs.png differ diff --git a/CarFire/CarFire/CarFire/Content/deselectBox.png b/CarFire/CarFire/CarFire/Content/deselectBox.png new file mode 100644 index 0000000..cb4d2d0 Binary files /dev/null and b/CarFire/CarFire/CarFire/Content/deselectBox.png differ diff --git a/CarFire/CarFire/CarFire/Content/emptySelectBox.png b/CarFire/CarFire/CarFire/Content/emptySelectBox.png new file mode 100644 index 0000000..5373a1b Binary files /dev/null and b/CarFire/CarFire/CarFire/Content/emptySelectBox.png differ diff --git a/CarFire/CarFire/CarFire/Content/menuFont.spritefont b/CarFire/CarFire/CarFire/Content/menuFont.spritefont new file mode 100644 index 0000000..72495a3 --- /dev/null +++ b/CarFire/CarFire/CarFire/Content/menuFont.spritefont @@ -0,0 +1,60 @@ + + + + + + + Times New Roman + + + 18 + + + 0 + + + true + + + + + + + + + + + + ~ + + + + diff --git a/CarFire/CarFire/CarFire/Content/menuItem.png b/CarFire/CarFire/CarFire/Content/menuItem.png new file mode 100644 index 0000000..cf45ebd Binary files /dev/null and b/CarFire/CarFire/CarFire/Content/menuItem.png differ diff --git a/CarFire/CarFire/CarFire/Content/selectGameScreen.png b/CarFire/CarFire/CarFire/Content/selectGameScreen.png new file mode 100644 index 0000000..af04c0c Binary files /dev/null and b/CarFire/CarFire/CarFire/Content/selectGameScreen.png differ diff --git a/CarFire/CarFire/CarFire/Content/spotlight.png b/CarFire/CarFire/CarFire/Content/spotlight.png new file mode 100644 index 0000000..d8c3381 Binary files /dev/null and b/CarFire/CarFire/CarFire/Content/spotlight.png differ diff --git a/CarFire/CarFire/CarFire/ScreenManager.cs b/CarFire/CarFire/CarFire/ScreenManager.cs index 5c6bf71..0c58e77 100644 --- a/CarFire/CarFire/CarFire/ScreenManager.cs +++ b/CarFire/CarFire/CarFire/ScreenManager.cs @@ -2,34 +2,590 @@ using System.Collections.Generic; using System.Linq; using System.Text; +using Microsoft.Xna.Framework.Net; +using System.Diagnostics; +using Microsoft.Xna.Framework.GamerServices; +using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework; +using Microsoft.Xna.Framework.Input; using Microsoft.Xna.Framework.Content; -using Microsoft.Xna.Framework.Graphics; namespace CarFire { class ScreenManager : IScreenManager { - #region ILobby Members + #region local variables + float scale; + + Texture2D background; + Texture2D spotLight; + Texture2D cs; + Texture2D selectGameScreen; + + Vector2 backgroundPos; + Vector2 spotLightPos; + Vector2 spotLightCenter; + Vector2 csPos; + + Vector2 zero; + Vector2 spotLightVelocity; + + int MaxX; + int MinX; + int MaxY; + int MinY; + + Texture2D checkedBox; + Texture2D deselectBox; + Texture2D emptySelectBox; + Texture2D menuItem; + + Boolean ready; + + SpriteFont menuFont; + string selected; + Vector2 createGamePos; + string createGameText; + Vector2 findGamePos; + string findGameText; + + Vector2 returnToMainPos; + string returnToMainText; + + KeyboardState previousKeyboardState; + KeyboardState currentKeyboardState; + + GamerCollection players; + LocalNetworkGamer localPlayer; + AvailableNetworkSessionCollection availableSessions; + bool allReady; + + int selectedSessionIndex; + + bool chatActive; + String chatMessage; + Queue currentChat; + + + + private enum lobbyState + { + Welcome, + CreateGame, + FindGame, + FindingGames, // TODO: New state. + JoiningGame, // TODO: New state. + Connected + } + + lobbyState currentState; + #endregion + + public ScreenManager() + { + currentState = lobbyState.Welcome; + selectedSessionIndex = 0; + ready = false; + chatActive = false; + chatMessage = ""; + currentChat = new Queue(); + } public void LoadContent(ContentManager contentManager, GraphicsDeviceManager graphics) { + background = contentManager.Load("background"); + spotLight = contentManager.Load("spotlight"); + cs = contentManager.Load("cs"); + selectGameScreen = contentManager.Load("selectGameScreen"); + backgroundPos = new Vector2(0f, 0f); + spotLightPos = new Vector2(100f, graphics.GraphicsDevice.Viewport.Height - 98); + spotLightCenter = new Vector2(800f, 800f); + spotLightVelocity = new Vector2(-100, 33); + csPos = new Vector2(10f, graphics.GraphicsDevice.Viewport.Height - 98); + + zero = new Vector2(0, 0); + + MaxX = graphics.GraphicsDevice.Viewport.Width; + MinX = 0; + MaxY = graphics.GraphicsDevice.Viewport.Height; + MinY = 100; + + scale = MaxX / 1600f; + + //playerlist stuff + checkedBox = contentManager.Load("checkedBox"); + deselectBox = contentManager.Load("deselectBox"); + emptySelectBox = contentManager.Load("emptySelectBox"); + menuItem = contentManager.Load("menuItem"); + + + + //menu fonts + menuFont = contentManager.Load("menuFont"); + createGamePos = new Vector2(100f, MaxY / 3); + createGameText = "Create Game"; + selected = createGameText; + + findGamePos = new Vector2(100f, (MaxY / 3) + 60); + findGameText = "Find Game"; + + returnToMainPos = new Vector2(MaxX / 2, MaxY - 120); + returnToMainText = "press [ X ] to return to main menu"; + + } public void UnloadContent() { + + } + + /// + /// Transition into connected state + /// + void JoinedSession(NetworkSession session, NetworkManager networkManager) + { + if (session != null) + { + currentState = lobbyState.Connected; + } + else + { + // TODO: This should do something more than just throw the player back to the welcome screen. + currentState = lobbyState.Welcome; + Console.WriteLine("Couldn't create/join the session."); + } + } + + /// + /// Called when Async FindSession returns. Available sessions is then updated + /// + void FoundSessions(AvailableNetworkSessionCollection sessions, NetworkManager networkManager) + { + availableSessions = sessions; + } + + /// + /// Catches exceptions for and Async calls + /// + void AsyncCallbackFailed(Exception exception, NetworkManager networkManager) + { + currentState = lobbyState.Welcome; + Console.WriteLine("Exception as thrown during async call: " + exception.Message); + } + + /// + /// Adds and new chats to the chat list. If chat list is full, older messages are removed. + /// + private void UpdateChat(GameTime gameTime, NetworkManager networkManager) + { + List chts = networkManager.ReceiveChats(); + for (int x = 0; x < chts.Count(); x++) + currentChat.Enqueue(chts[x]); + + //if number of chat messages has reached max remove older messages as new ones are added + if (currentChat.Count() > 8) + { + for (int x = 0; x < chts.Count(); x++) + { + currentChat.Dequeue(); + } + } + } - public long Update(GameTime gameTime, NetworkManager networkGame) + /// + /// Main update call for Lobby, what is actually updated is determined by what the current state is. + /// + public long Update(GameTime gameTime, NetworkManager networkManager) { - return 0; + + UpdateSpotLight(gameTime); + currentKeyboardState = Keyboard.GetState(); + + if (networkManager.HasActiveSession) + { + players = networkManager.NetworkGamers; + } + + //check inputs + switch (currentState) + { + case lobbyState.Welcome: + if (selected == createGameText) + { + if (currentKeyboardState.IsKeyDown(Keys.Enter) && previousKeyboardState.IsKeyUp(Keys.Enter)) + currentState = lobbyState.CreateGame; + if (currentKeyboardState.IsKeyDown(Keys.Down)) + selected = findGameText; + } + else + { + if (currentKeyboardState.IsKeyDown(Keys.Enter) && previousKeyboardState.IsKeyUp(Keys.Enter)) + currentState = lobbyState.FindGame; + if (currentKeyboardState.IsKeyDown(Keys.Up)) + selected = createGameText; + } + break; + + case lobbyState.CreateGame: + if (currentKeyboardState.IsKeyDown(Keys.X) && previousKeyboardState.IsKeyUp(Keys.X)) + { + currentState = lobbyState.Welcome; + ready = false; + if (networkManager.HasActiveSession) + { + players = null; + networkManager.LeaveSession(); + } + } + if (currentKeyboardState.IsKeyDown(Keys.Y) && previousKeyboardState.IsKeyUp(Keys.Y)) + { + currentState = lobbyState.JoiningGame; + networkManager.ErrorDelegate = AsyncCallbackFailed; + networkManager.CreateSession(JoinedSession); + } + break; + + case lobbyState.FindGame: + if (currentKeyboardState.IsKeyDown(Keys.X) && previousKeyboardState.IsKeyUp(Keys.X)) + { + currentState = lobbyState.Welcome; + ready = false; + } + availableSessions = null; + networkManager.ErrorDelegate = AsyncCallbackFailed; + networkManager.FindSessions(FoundSessions); + currentState = lobbyState.FindingGames; + break; + + case lobbyState.FindingGames: + if (currentKeyboardState.IsKeyDown(Keys.X) && previousKeyboardState.IsKeyUp(Keys.X)) + { + currentState = lobbyState.Welcome; + ready = false; + } + if (availableSessions != null && availableSessions.Count == 0) + currentState = lobbyState.FindGame; + else if (availableSessions != null && availableSessions.Count > 0) + { + if (currentKeyboardState.IsKeyDown(Keys.D1) && previousKeyboardState.IsKeyUp(Keys.D1)) + { + networkManager.JoinSession(availableSessions[0], JoinedSession); + currentState = lobbyState.JoiningGame; + + availableSessions.Dispose(); + availableSessions = null; + } + if (currentKeyboardState.IsKeyDown(Keys.D2) && previousKeyboardState.IsKeyUp(Keys.D2)) + { + networkManager.JoinSession(availableSessions[0], JoinedSession); + currentState = lobbyState.JoiningGame; + + availableSessions.Dispose(); + availableSessions = null; + } + } + + break; + + case lobbyState.Connected: + if (chatActive) //If chat is activated by pressing T all inputs go to chat. Enter finishes chat esc returns + { + if (currentKeyboardState.IsKeyDown(Keys.Escape) && previousKeyboardState.IsKeyUp(Keys.Escape)) + { + chatActive = false; + break; + } + if (currentKeyboardState.IsKeyDown(Keys.Enter) && previousKeyboardState.IsKeyUp(Keys.Enter)) + { + networkManager.SendChat(chatMessage); + chatActive = false; + break; + } + Keys[] k = currentKeyboardState.GetPressedKeys(); + Keys[] kp = previousKeyboardState.GetPressedKeys(); + List newKeys = new List(); + + for (int x = 0; x < k.Count(); x++) //copy new keys into array + { + if (!kp.Contains(k[x])) + { + newKeys.Add(k[x]); + } + } + + foreach(Keys ky in newKeys) + { + if (ky.Equals(Keys.Back)) + chatMessage = chatMessage.Substring(0, chatMessage.Length-1); + else if(ky.Equals(Keys.Space)) + chatMessage = chatMessage + " "; + else + chatMessage = chatMessage + ky.ToString(); + } + + } + else //normal op mode + { + UpdateChat(gameTime, networkManager); + chatMessage = ""; + if (currentKeyboardState.IsKeyDown(Keys.T) && previousKeyboardState.IsKeyUp(Keys.T)) + { + chatActive = true; + } + if (currentKeyboardState.IsKeyDown(Keys.X) && previousKeyboardState.IsKeyUp(Keys.X)) + { + ready = false; + currentChat.Clear(); + if (networkManager.HasActiveSession) + { + players = null; + networkManager.LeaveSession(); + } + currentState = lobbyState.Welcome; + + } + if (currentKeyboardState.IsKeyDown(Keys.R) && previousKeyboardState.IsKeyUp(Keys.R)) + networkManager.LocalGamer.IsReady = true; + + if (networkManager.HasActiveSession) + { + localPlayer = networkManager.LocalGamer; + players = networkManager.NetworkGamers; + if (players != null) + { + allReady = true; + foreach (NetworkGamer p in players) + if (p.IsReady == false) + { + allReady = false; + break; + } + } + + //allows host to start the game when all players are ready, change count below to different number for testing with less then 4 players + if (allReady && players.Count == 4 && localPlayer == players[0]) + { + if (currentKeyboardState.IsKeyDown(Keys.B) && previousKeyboardState.IsKeyUp(Keys.B)) + { + networkManager.ForceStartGame(); + } + } + } + else + currentState = lobbyState.Welcome; + } + break; + + } + previousKeyboardState = Keyboard.GetState(); + + return 1; } + /// + /// Draws the lobby GUI. Has different states for difference menu configurations + /// public long Draw(SpriteBatch spriteBatch) { - return 0; + spriteBatch.Draw(background, backgroundPos, null, Color.White, 0, zero, scale, SpriteEffects.None, 0); + spriteBatch.Draw(cs, csPos, null, Color.White, 0, zero, 0.5f, SpriteEffects.None, 0); + spriteBatch.Draw(spotLight, spotLightPos, null, Color.White, 0, spotLightCenter, 1f, SpriteEffects.None, 0); + + switch (currentState) + { + case lobbyState.Welcome: + spriteBatch.DrawString(menuFont, "press [ Home ] to login", new Vector2(350, 20), Color.LightGray, 0f, zero, .6f, SpriteEffects.None, 0.5f); + if (selected == createGameText) + spriteBatch.DrawString(menuFont, createGameText, createGamePos, Color.Red, 0, zero, 1f, SpriteEffects.None, 0.5f); + else + spriteBatch.DrawString(menuFont, createGameText, createGamePos, Color.Gray, 0, zero, 1f,SpriteEffects.None, 0.5f); + if (selected == findGameText) + spriteBatch.DrawString(menuFont, findGameText, findGamePos, Color.Red, 0, zero, 1f, SpriteEffects.None, 0.5f); + else + spriteBatch.DrawString(menuFont, findGameText, findGamePos, Color.Gray, 0, zero, 1f, SpriteEffects.None, 0.5f); + break; + + case lobbyState.CreateGame: + DrawPlayerList(spriteBatch); + spriteBatch.DrawString(menuFont, "You are now the Host!", new Vector2(MaxX / 2, MaxY / 3), Color.White, 0f, zero, .7f, SpriteEffects.None, 0.5f); + spriteBatch.DrawString(menuFont, "press: Y to continue", new Vector2(MaxX /2, (MaxY / 3) + menuFont.LineSpacing), Color.White, 0f, zero, .6f, SpriteEffects.None, 0.5f); + 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); + + break; + + case lobbyState.FindingGames: + spriteBatch.Draw(selectGameScreen, backgroundPos, null, Color.White, 0, zero, scale, SpriteEffects.None, 0); + spriteBatch.DrawString(menuFont, "select game by pressing listed games index", new Vector2(250, 400), Color.Gray, 0f, zero, .7f, SpriteEffects.None, 0.5f); + if(availableSessions == null) + spriteBatch.DrawString(menuFont, "searching for available games ....", new Vector2(150, 100), Color.Gray, 0f, zero, .7f, SpriteEffects.None, 0.5f); + else if (availableSessions.Count == 0) + spriteBatch.DrawString(menuFont, "no games currently available, searching ....", new Vector2(150, 100), Color.Gray, 0f, zero, .7f, SpriteEffects.None, 0.5f); + else + { + for (int sessionIndex = 0; sessionIndex < availableSessions.Count; sessionIndex++) + { + Color color = Color.Gray; + + if (sessionIndex == selectedSessionIndex) + color = Color.Red; + + spriteBatch.DrawString(menuFont, sessionIndex+1 + " " + availableSessions[sessionIndex].HostGamertag, new Vector2(150, 125 + sessionIndex * menuFont.LineSpacing), color, 0f, zero, .7f, SpriteEffects.None, 0.5f); + spriteBatch.DrawString(menuFont, availableSessions[sessionIndex].CurrentGamerCount + " / 4", + new Vector2(450, 125 + sessionIndex * menuFont.LineSpacing), color, 0f, zero, .7f, SpriteEffects.None, 0.5f); + } + } + break; + + case lobbyState.Connected: + DrawPlayerList(spriteBatch); + DrawChatInfo(spriteBatch); + if(allReady && players.Count == 2 && localPlayer == players[0]) + spriteBatch.DrawString(menuFont, "Press B to begin game!", new Vector2(MaxX / 2, MaxY / 2), Color.White, 0f, zero, .7f, SpriteEffects.None, 0.5f); + else if(allReady) + spriteBatch.DrawString(menuFont, "The game will begin soon.", new Vector2(MaxX / 2, MaxY / 2), Color.White, 0f, zero, .7f, SpriteEffects.None, 0.5f); + else + spriteBatch.DrawString(menuFont, "Waiting for ready players...", new Vector2(MaxX / 2, MaxY / 2), Color.White, 0f, zero, .7f, SpriteEffects.None, 0.5f); + break; + } + + return 1; + } + + /// + /// Updates backgound animation with moving spotlight. Spotlight bounces off walls + /// + private void UpdateSpotLight(GameTime gameTime) + { + spotLightPos = new Vector2(spotLightPos.X + spotLightVelocity.X * (float)gameTime.ElapsedGameTime.TotalSeconds, + spotLightPos.Y + spotLightVelocity.Y * (float)gameTime.ElapsedGameTime.TotalSeconds); + + if (spotLightPos.X > MaxX || spotLightPos.X < MinX) //right or left wall + { + spotLightVelocity = new Vector2(spotLightVelocity.X * -1, spotLightVelocity.Y); + } + else if (spotLightPos.Y > MaxY || spotLightPos.Y < MinY) //top or bottom wall + { + spotLightVelocity = new Vector2(spotLightVelocity.X, spotLightVelocity.Y * -1); + } } - #endregion + /// + /// Draws the list of current chat messages received by the local client. + /// + private void DrawChatInfo(SpriteBatch spriteBatch) + { + if (currentChat.Count > 0) + { + for (int y = 0; y < currentChat.Count; y++) + { + spriteBatch.DrawString(menuFont, currentChat.ElementAt(y).Sender + ": " + currentChat.ElementAt(y).Message + , new Vector2(400, 10 + y*15), Color.Blue, 0f, zero, .6f, SpriteEffects.None, 1f); + } + + } + if(chatActive) + spriteBatch.DrawString(menuFont, chatMessage, new Vector2(400, 10 + 15*(currentChat.Count + 1)), Color.Green, 0f, zero, .6f, SpriteEffects.None, 1f); + } + + /// + /// Draws player list objects for the connected state. + /// + private void DrawPlayerList(SpriteBatch spriteBatch) + { + + //reference point + Vector2 topOfList = new Vector2(MaxX / 8, MaxY / 4); + + //command info + spriteBatch.DrawString(menuFont, "Current Players", new Vector2(topOfList.X + 15, topOfList.Y - 25), Color.White); + spriteBatch.DrawString(menuFont, "Command Options: to mark your self as ready", new Vector2(20, 20), Color.Gray, 0f, zero, .6f, SpriteEffects.None, 1f); + spriteBatch.DrawString(menuFont, "type players # to toggle chat", new Vector2(175, 40), Color.Gray, 0f, zero, .6f, SpriteEffects.None, 1f); + spriteBatch.DrawString(menuFont, "return to main menu", new Vector2(175, 80), Color.Gray, 0f, zero, .6f, SpriteEffects.None, 1f); + spriteBatch.DrawString(menuFont, "enter chat mode", new Vector2(175, 60), Color.Gray, 0f, zero, .6f, SpriteEffects.None, 1f); + spriteBatch.DrawString(menuFont, "R", new Vector2(145, 20), Color.DarkGreen, 0f, zero, .6f, SpriteEffects.None, 1f); + spriteBatch.DrawString(menuFont, "#", new Vector2(145, 40), Color.DarkGreen, 0f, zero, .6f, SpriteEffects.None, 1f); + spriteBatch.DrawString(menuFont, "X", new Vector2(145, 80), Color.DarkGreen, 0f, zero, .6f, SpriteEffects.None, 1f); + spriteBatch.DrawString(menuFont, "T", new Vector2(145, 60), Color.DarkGreen, 0f, zero, .6f, SpriteEffects.None, 1f); + + //Background squares + spriteBatch.Draw(menuItem, topOfList, null, Color.White, 0, zero, scale, SpriteEffects.None, 1f); + spriteBatch.Draw(menuItem, new Vector2(topOfList.X, topOfList.Y + 65), null, Color.White, 0, zero, scale, SpriteEffects.None, 1f); + spriteBatch.Draw(menuItem, new Vector2(topOfList.X, topOfList.Y + 130), null, Color.White, 0, zero, scale, SpriteEffects.None, 1f); + spriteBatch.Draw(menuItem, new Vector2(topOfList.X, topOfList.Y + 195), null, Color.White, 0, zero, scale, SpriteEffects.None, 1f); + + //Ready Labels + spriteBatch.DrawString(menuFont, "Ready", new Vector2(topOfList.X + 5, topOfList.Y + 45), Color.DarkGray, 0f, zero, .6f, SpriteEffects.None, 1f); + spriteBatch.DrawString(menuFont, "Ready", new Vector2(topOfList.X + 5, topOfList.Y + 110), Color.DarkGray, 0f, zero, .6f, SpriteEffects.None, 1f); + spriteBatch.DrawString(menuFont, "Ready", new Vector2(topOfList.X + 5, topOfList.Y + 175), Color.DarkGray, 0f, zero, .6f, SpriteEffects.None, 1f); + spriteBatch.DrawString(menuFont, "Ready", new Vector2(topOfList.X + 5, topOfList.Y + 240), Color.DarkGray, 0f, zero, .6f, SpriteEffects.None, 1f); + + //Ready CheckBoxs + if (players == null) + { + spriteBatch.Draw(emptySelectBox, new Vector2(topOfList.X - 32, topOfList.Y + 35), null, Color.White, 0, zero, scale, SpriteEffects.None, 1f); + spriteBatch.Draw(emptySelectBox, new Vector2(topOfList.X - 32, topOfList.Y + 100), null, Color.White, 0, zero, scale, SpriteEffects.None, 1f); + spriteBatch.Draw(emptySelectBox, new Vector2(topOfList.X - 32, topOfList.Y + 165), null, Color.White, 0, zero, scale, SpriteEffects.None, 1f); + spriteBatch.Draw(emptySelectBox, new Vector2(topOfList.X - 32, topOfList.Y + 230), null, Color.White, 0, zero, scale, SpriteEffects.None, 1f); + } + else + { + if (!(players.Count >= 1 && players[0].IsReady)) + spriteBatch.Draw(emptySelectBox, new Vector2(topOfList.X - 32, topOfList.Y + 35), null, Color.White, 0, zero, scale, SpriteEffects.None, 1f); + else + spriteBatch.Draw(checkedBox, new Vector2(topOfList.X - 32, topOfList.Y + 30), null, Color.White, 0, zero, scale, SpriteEffects.None, 1f); + if (!(players.Count >= 2 && players[1].IsReady)) + spriteBatch.Draw(emptySelectBox, new Vector2(topOfList.X - 32, topOfList.Y + 100), null, Color.White, 0, zero, scale, SpriteEffects.None, 1f); + else + spriteBatch.Draw(checkedBox, new Vector2(topOfList.X - 32, topOfList.Y + 95), null, Color.White, 0, zero, scale, SpriteEffects.None, 1f); + if (!(players.Count >= 3 && players[2].IsReady)) + spriteBatch.Draw(emptySelectBox, new Vector2(topOfList.X - 32, topOfList.Y + 165), null, Color.White, 0, zero, scale, SpriteEffects.None, 1f); + else + spriteBatch.Draw(checkedBox, new Vector2(topOfList.X - 32, topOfList.Y + 160), null, Color.White, 0, zero, scale, SpriteEffects.None, 1f); + if (!(players.Count >= 4 && players[3].IsReady)) + spriteBatch.Draw(emptySelectBox, new Vector2(topOfList.X - 32, topOfList.Y + 230), null, Color.White, 0, zero, scale, SpriteEffects.None, 1f); + else + spriteBatch.Draw(checkedBox, new Vector2(topOfList.X - 32, topOfList.Y + 225), null, Color.White, 0, zero, scale, SpriteEffects.None, 1f); + } + + //Chat Labels + spriteBatch.DrawString(menuFont, "Chat with", new Vector2(topOfList.X + 152, topOfList.Y + 45), Color.DarkGray, 0f, zero, .6f, SpriteEffects.None, 1f); + spriteBatch.DrawString(menuFont, "Chat with", new Vector2(topOfList.X + 152, topOfList.Y + 110), Color.DarkGray, 0f, zero, .6f, SpriteEffects.None, 1f); + spriteBatch.DrawString(menuFont, "Chat with", new Vector2(topOfList.X + 152, topOfList.Y + 175), Color.DarkGray, 0f, zero, .6f, SpriteEffects.None, 1f); + spriteBatch.DrawString(menuFont, "Chat with", new Vector2(topOfList.X + 152, topOfList.Y + 240), Color.DarkGray, 0f, zero, .6f, SpriteEffects.None, 1f); + + //Chat CheckBoxs + Boolean chatwith = true; // change to reflect info from network, move to update and create one for each player + if (!chatwith) + spriteBatch.Draw(deselectBox, new Vector2(topOfList.X +218, topOfList.Y + 35), null, Color.White, 0, zero, scale, SpriteEffects.None, 1f); + else + spriteBatch.Draw(checkedBox, new Vector2(topOfList.X + 218, topOfList.Y + 30), null, Color.White, 0, zero, scale, SpriteEffects.None, 1f); + + if (!chatwith) + spriteBatch.Draw(deselectBox, new Vector2(topOfList.X + 218, topOfList.Y + 100), null, Color.White, 0, zero, scale, SpriteEffects.None, 1f); + else + spriteBatch.Draw(checkedBox, new Vector2(topOfList.X + 218, topOfList.Y + 95), null, Color.White, 0, zero, scale, SpriteEffects.None, 1f); + + if (!chatwith) + spriteBatch.Draw(deselectBox, new Vector2(topOfList.X + 218, topOfList.Y + 165), null, Color.White, 0, zero, scale, SpriteEffects.None, 1f); + else + spriteBatch.Draw(checkedBox, new Vector2(topOfList.X + 218, topOfList.Y + 160), null, Color.White, 0, zero, scale, SpriteEffects.None, 1f); + + if (!chatwith) + spriteBatch.Draw(deselectBox, new Vector2(topOfList.X + 218, topOfList.Y + 230), null, Color.White, 0, zero, scale, SpriteEffects.None, 1f); + else + spriteBatch.Draw(checkedBox, new Vector2(topOfList.X + 218, topOfList.Y + 225), null, Color.White, 0, zero, scale, SpriteEffects.None, 1f); + + + //draw player names + if (players != null) + { + for (int g = 0; g < players.Count; g++) + { + spriteBatch.DrawString(menuFont, players[g].Gamertag, new Vector2(topOfList.X + 10, topOfList.Y + 10 + 65*g), Color.White, 0f, zero, .75f, SpriteEffects.None, 1f); + } + } + } } }