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- #region File Description
- //-----------------------------------------------------------------------------
- // InvitesGame.cs
- //
- // Microsoft XNA Community Game Platform
- // Copyright (C) Microsoft Corporation. All rights reserved.
- //-----------------------------------------------------------------------------
- #endregion
- #region Using Statements
- using System;
- using Microsoft.Xna.Framework;
- using Microsoft.Xna.Framework.GamerServices;
- using Microsoft.Xna.Framework.Graphics;
- using Microsoft.Xna.Framework.Input;
- using Microsoft.Xna.Framework.Net;
- #endregion
- namespace Invites
- {
- /// <summary>
- /// Sample showing how to add invite support to a networked XNA Framework
- /// game. This builds on the Peer-to-Peer sample, extending it by adding
- /// an event handler which will respond to invite notifications.
- /// </summary>
- public class InvitesGame : Microsoft.Xna.Framework.Game
- {
- #region Fields
- const int screenWidth = 1067;
- const int screenHeight = 600;
- const int maxGamers = 16;
- const int maxLocalGamers = 4;
- GraphicsDeviceManager graphics;
- SpriteBatch spriteBatch;
- SpriteFont font;
- KeyboardState currentKeyboardState;
- GamePadState currentGamePadState;
- NetworkSession networkSession;
- PacketWriter packetWriter = new PacketWriter();
- PacketReader packetReader = new PacketReader();
- string errorMessage;
- #endregion
- #region Initialization
- public InvitesGame()
- {
- graphics = new GraphicsDeviceManager(this);
- graphics.PreferredBackBufferWidth = screenWidth;
- graphics.PreferredBackBufferHeight = screenHeight;
- Content.RootDirectory = "Content";
- Components.Add(new GamerServicesComponent(this));
- // Listen for invite notification events. This handler will be called
- // whenever the user accepts an invite message, or if they select the
- // "Join Session In Progress" option from their Guide friends screen.
- NetworkSession.InviteAccepted += InviteAcceptedEventHandler;
- }
- /// <summary>
- /// Load your content.
- /// </summary>
- protected override void LoadContent()
- {
- spriteBatch = new SpriteBatch(GraphicsDevice);
- font = Content.Load<SpriteFont>("Font");
- }
- #endregion
- #region Update
- /// <summary>
- /// Allows the game to run logic.
- /// </summary>
- protected override void Update(GameTime gameTime)
- {
- HandleInput();
- if (networkSession == null)
- {
- // If we are not in a network session, update the
- // menu screen that will let us create or join one.
- UpdateMenuScreen();
- }
- else
- {
- // If we are in a network session, update it.
- UpdateNetworkSession();
- }
- base.Update(gameTime);
- }
- /// <summary>
- /// Menu screen provides options to create or join network sessions.
- /// </summary>
- void UpdateMenuScreen()
- {
- if (IsActive)
- {
- if (Gamer.SignedInGamers.Count == 0)
- {
- // If there are no profiles signed in, we cannot proceed.
- // Show the Guide so the user can sign in.
- Guide.ShowSignIn(maxLocalGamers, false);
- }
- else if (IsPressed(Keys.A, Buttons.A))
- {
- // Create a new session?
- CreateSession();
- }
- else if (IsPressed(Keys.B, Buttons.B))
- {
- // Join an existing session?
- JoinSession();
- }
- }
- }
- /// <summary>
- /// Starts hosting a new network session.
- /// </summary>
- void CreateSession()
- {
- DrawMessage("Creating session...");
- try
- {
- networkSession = NetworkSession.Create(NetworkSessionType.PlayerMatch,
- maxLocalGamers, maxGamers);
- HookSessionEvents();
- }
- catch (Exception error)
- {
- errorMessage = error.Message;
- }
- }
- /// <summary>
- /// Joins an existing network session.
- /// </summary>
- void JoinSession()
- {
- DrawMessage("Joining session...");
- try
- {
- // Search for sessions.
- using (AvailableNetworkSessionCollection availableSessions =
- NetworkSession.Find(NetworkSessionType.PlayerMatch,
- maxLocalGamers, null))
- {
- if (availableSessions.Count == 0)
- {
- errorMessage = "No network sessions found.";
- return;
- }
- // Join the first session we found.
- networkSession = NetworkSession.Join(availableSessions[0]);
- HookSessionEvents();
- }
- }
- catch (Exception error)
- {
- errorMessage = error.Message;
- }
- }
- /// <summary>
- /// This event handler will be called whenever the game recieves an invite
- /// notification. This can occur when the user accepts an invite that was
- /// sent to them by a friend (pull mode), or if they choose the "Join
- /// Session In Progress" option in their friends screen (push mode).
- /// The handler should leave the current session (if any), then join the
- /// session referred to by the invite. It is not necessary to prompt the
- /// user before doing this, as the Guide will already have taken care of
- /// the necessary confirmations before the invite was delivered to you.
- /// </summary>
- void InviteAcceptedEventHandler(object sender, InviteAcceptedEventArgs e)
- {
- DrawMessage("Joining session from invite...");
- // Leave the current network session.
- if (networkSession != null)
- {
- networkSession.Dispose();
- networkSession = null;
- }
- try
- {
- // Join a new session in response to the invite.
- networkSession = NetworkSession.JoinInvited(maxLocalGamers);
- HookSessionEvents();
- }
- catch (Exception error)
- {
- errorMessage = error.Message;
- }
- }
- /// <summary>
- /// After creating or joining a network session, we must subscribe to
- /// some events so we will be notified when the session changes state.
- /// </summary>
- void HookSessionEvents()
- {
- networkSession.GamerJoined += GamerJoinedEventHandler;
- networkSession.SessionEnded += SessionEndedEventHandler;
- }
- /// <summary>
- /// This event handler will be called whenever a new gamer joins the session.
- /// We use it to allocate a Tank object, and associate it with the new gamer.
- /// </summary>
- void GamerJoinedEventHandler(object sender, GamerJoinedEventArgs e)
- {
- int gamerIndex = networkSession.AllGamers.IndexOf(e.Gamer);
- e.Gamer.Tag = new Tank(gamerIndex, Content, screenWidth, screenHeight);
- }
- /// <summary>
- /// Event handler notifies us when the network session has ended.
- /// </summary>
- void SessionEndedEventHandler(object sender, NetworkSessionEndedEventArgs e)
- {
- errorMessage = e.EndReason.ToString();
- networkSession.Dispose();
- networkSession = null;
- }
- /// <summary>
- /// Updates the state of the network session, moving the tanks
- /// around and synchronizing their state over the network.
- /// </summary>
- void UpdateNetworkSession()
- {
- // Update our locally controlled tanks, and send their
- // latest position data to everyone in the session.
- foreach (LocalNetworkGamer gamer in networkSession.LocalGamers)
- {
- UpdateLocalGamer(gamer);
- }
- // Pump the underlying session object.
- networkSession.Update();
- // Make sure the session has not ended.
- if (networkSession == null)
- return;
- // Read any packets telling us the positions of remotely controlled tanks.
- foreach (LocalNetworkGamer gamer in networkSession.LocalGamers)
- {
- ReadIncomingPackets(gamer);
- }
- }
- /// <summary>
- /// Helper for updating a locally controlled gamer.
- /// </summary>
- void UpdateLocalGamer(LocalNetworkGamer gamer)
- {
- // Look up what tank is associated with this local player.
- Tank localTank = gamer.Tag as Tank;
- // Update the tank.
- ReadTankInputs(localTank, gamer.SignedInGamer.PlayerIndex);
- localTank.Update();
- // Write the tank state into a network packet.
- packetWriter.Write(localTank.Position);
- packetWriter.Write(localTank.TankRotation);
- packetWriter.Write(localTank.TurretRotation);
- // Send the data to everyone in the session.
- gamer.SendData(packetWriter, SendDataOptions.InOrder);
- }
- /// <summary>
- /// Helper for reading incoming network packets.
- /// </summary>
- void ReadIncomingPackets(LocalNetworkGamer gamer)
- {
- // Keep reading as long as incoming packets are available.
- while (gamer.IsDataAvailable)
- {
- NetworkGamer sender;
- // Read a single packet from the network.
- gamer.ReceiveData(packetReader, out sender);
- // Discard packets sent by local gamers: we already know their state!
- if (sender.IsLocal)
- continue;
- // Look up the tank associated with whoever sent this packet.
- Tank remoteTank = sender.Tag as Tank;
- // Read the state of this tank from the network packet.
- remoteTank.Position = packetReader.ReadVector2();
- remoteTank.TankRotation = packetReader.ReadSingle();
- remoteTank.TurretRotation = packetReader.ReadSingle();
- }
- }
- #endregion
- #region Draw
- /// <summary>
- /// This is called when the game should draw itself.
- /// </summary>
- protected override void Draw(GameTime gameTime)
- {
- GraphicsDevice.Clear(Color.CornflowerBlue);
- if (networkSession == null)
- {
- // If we are not in a network session, draw the
- // menu screen that will let us create or join one.
- DrawMenuScreen();
- }
- else
- {
- // If we are in a network session, draw it.
- DrawNetworkSession();
- }
- base.Draw(gameTime);
- }
- /// <summary>
- /// Draws the startup screen used to create and join network sessions.
- /// </summary>
- void DrawMenuScreen()
- {
- string message = string.Empty;
- if (!string.IsNullOrEmpty(errorMessage))
- message += "Error:\n" + errorMessage.Replace(". ", ".\n") + "\n\n";
- message += "A = create session\n" +
- "B = join session";
- spriteBatch.Begin();
- spriteBatch.DrawString(font, message, new Vector2(161, 161), Color.Black);
- spriteBatch.DrawString(font, message, new Vector2(160, 160), Color.White);
- spriteBatch.End();
- }
- /// <summary>
- /// Draws the state of an active network session.
- /// </summary>
- void DrawNetworkSession()
- {
- spriteBatch.Begin();
- // For each person in the session...
- foreach (NetworkGamer gamer in networkSession.AllGamers)
- {
- // Look up the tank object belonging to this network gamer.
- Tank tank = gamer.Tag as Tank;
- // Draw the tank.
- tank.Draw(spriteBatch);
- // Draw a gamertag label.
- string label = gamer.Gamertag;
- Color labelColor = Color.Black;
- Vector2 labelOffset = new Vector2(100, 150);
- if (gamer.IsHost)
- label += " (host)";
- // Flash the gamertag to yellow when the player is talking.
- if (gamer.IsTalking)
- labelColor = Color.Yellow;
- spriteBatch.DrawString(font, label, tank.Position, labelColor, 0,
- labelOffset, 0.6f, SpriteEffects.None, 0);
- }
- spriteBatch.End();
- }
- /// <summary>
- /// Helper draws notification messages before calling blocking network methods.
- /// </summary>
- void DrawMessage(string message)
- {
- if (!BeginDraw())
- return;
- GraphicsDevice.Clear(Color.CornflowerBlue);
- spriteBatch.Begin();
- spriteBatch.DrawString(font, message, new Vector2(161, 161), Color.Black);
- spriteBatch.DrawString(font, message, new Vector2(160, 160), Color.White);
- spriteBatch.End();
- EndDraw();
- }
- #endregion
- #region Handle Input
- /// <summary>
- /// Handles input.
- /// </summary>
- private void HandleInput()
- {
- currentKeyboardState = Keyboard.GetState();
- currentGamePadState = GamePad.GetState(PlayerIndex.One);
- // Check for exit.
- if (IsActive && IsPressed(Keys.Escape, Buttons.Back))
- {
- Exit();
- }
- }
- /// <summary>
- /// Checks if the specified button is pressed on either keyboard or gamepad.
- /// </summary>
- bool IsPressed(Keys key, Buttons button)
- {
- return (currentKeyboardState.IsKeyDown(key) ||
- currentGamePadState.IsButtonDown(button));
- }
- /// <summary>
- /// Reads input data from keyboard and gamepad, and stores
- /// it into the specified tank object.
- /// </summary>
- void ReadTankInputs(Tank tank, PlayerIndex playerIndex)
- {
- // Read the gamepad.
- GamePadState gamePad = GamePad.GetState(playerIndex);
- Vector2 tankInput = gamePad.ThumbSticks.Left;
- Vector2 turretInput = gamePad.ThumbSticks.Right;
- // Read the keyboard.
- KeyboardState keyboard = Keyboard.GetState(playerIndex);
- if (keyboard.IsKeyDown(Keys.Left))
- tankInput.X = -1;
- else if (keyboard.IsKeyDown(Keys.Right))
- tankInput.X = 1;
- if (keyboard.IsKeyDown(Keys.Up))
- tankInput.Y = 1;
- else if (keyboard.IsKeyDown(Keys.Down))
- tankInput.Y = -1;
- if (keyboard.IsKeyDown(Keys.A))
- turretInput.X = -1;
- else if (keyboard.IsKeyDown(Keys.D))
- turretInput.X = 1;
- if (keyboard.IsKeyDown(Keys.W))
- turretInput.Y = 1;
- else if (keyboard.IsKeyDown(Keys.S))
- turretInput.Y = -1;
- // Normalize the input vectors.
- if (tankInput.Length() > 1)
- tankInput.Normalize();
- if (turretInput.Length() > 1)
- turretInput.Normalize();
- // Store these input values into the tank object.
- tank.TankInput = tankInput;
- tank.TurretInput = turretInput;
- }
- #endregion
- }
- #region Entry Point
- /// <summary>
- /// The main entry point for the application.
- /// </summary>
- static class Program
- {
- static void Main()
- {
- using (InvitesGame game = new InvitesGame())
- {
- game.Run();
- }
- }
- }
- #endregion
- }
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