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Adding the Support for Network Games
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Thanks to the excellent XNA network support, adding these new features to Rock Rain Enhanced is simple. Actually, you can copy all the game project code from 4 and change its name to Rock Rain Live. Also, change the classes namespace name to RockRainLive (using Visual Studio s refactoring tool if you wish). Then add the following line in the Game1 class constructor:
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// Add Live Support Components.Add(new GamerServicesComponent(this));
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Also add the namespace reference:
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using Microsoft.Xna.Framework.GamerServices;
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Execute the game. It s the same old version of Rock Rain. Now press the Home key on the keyboard or the Guide button on the Xbox 360 gamepad and you ll see a host of new features. Now you can start to implement your new version of Rock Rain.
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Changing the Opening Screen
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Since the screen flow is now different, you have to change the opening screen to reflect the new Network Game option, which initially involves a menu change. So, change the StartScene class constructor and change the line where you created the menu, as follows:
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// Create the Menu string[] items = {"One Player", "Two Players", "Network Game", "Help", "Quit"};
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Because you added a new item, you have to change the HandleStartSceneInput() method of the Game1 class so that you update the indices of the menu options that open the help screen, and of the option that quits the game:
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/// <summary> /// Handle buttons and keyboard in StartScene /// </summary> private void HandleStartSceneInput() { if (CheckEnterA()) { audioComponent.PlayCue("menu_select3"); switch (startScene.SelectedMenuIndex)
CHAPTER 6 s ROCK RAIN LIVE!
{ case 0: actionScene.TwoPlayers = false; ShowScene(actionScene); break; case 1: actionScene.TwoPlayers = true; ShowScene(actionScene); break; case 3: ShowScene(helpScene); break; case 4: Exit(); break; } } }
Also, in the HandleScenesInput() method of the Game1 class (which manipulates the input of all scenes), you should also add the manipulation support for this new scene:
/// <summary> /// Handle input of all game scenes /// </summary> private void HandleScenesInput() { // Handle Start Scene Input if (activeScene == startScene) { HandleStartSceneInput(); } // Handle Help Scene input else if (activeScene == helpScene) { if (CheckEnterA()) { ShowScene(startScene); } } // Handle Action Scene Input else if (activeScene == actionScene) {
CHAPTER 6 s ROCK RAIN LIVE!
HandleActionInput(); } else { // Handle Network Scene input HandleNetworkSceneInput(); } }
Let s create the method that will manipulate the network s scene input. You ll return to this method next:
/// <summary> /// Handle Network Scene menu /// </summary> private void HandleNetworkSceneInput() { }
The guide that you saw in the previous chapter adds a series of services to your game, and when it s opened your game should not capture the user s inputs, because this could confuse the player. Therefore, also change the Update() method of the Game1 class, as follows, so you don t capture the user s inputs when the guide is opened:
/// <summary> /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Update(GameTime gameTime) { // Handle Game Inputs if (!Guide.IsVisible) { HandleScenesInput(); } base.Update(gameTime); }
Execute the game and everything should work normally, except the Network Game option does nothing. You ll make this option open the multiplayer game scene later.
CHAPTER 6 s ROCK RAIN LIVE!
Creating the Network Game Scene
Now you ll create the scene that allows you to create a session or join a session of a network game. Similar to what you previously did in 4, add a new public class called NetworkScene and derive it from GameScene (in the RockRain.Core namespace) so that you have a new scene class. First, add the namespace reference for the network support:
using Microsoft.Xna.Framework.GamerServices;
In this scene you only have a background image, a menu, and a text line to show the messages related to the connection with the other player and background music. In it you can choose, through the menu, to start a new network game (creating a server), join a game that s already started, or log in to the network and return to the previous scene. Each option opens up a new menu, in such a way that you need to track this scene s state so that you can show the correct menu. The following enumeration creates the possible state of this scene:
// Scene State public enum NetworkGameState { idle = 1, joining = 2, creating = 3 }
As already mentioned, in this scene you have a menu, a background texture, and a blinking message. Declare the objects necessary to compose this scene:
// Misc protected TextMenuComponent menu; private readonly SpriteFont messageFont; private Vector2 messagePosition,messageShadowPosition; private string message; protected TimeSpan elapsedTime = TimeSpan.Zero; // SpriteBatch protected SpriteBatch spriteBatch = null; // Scene state private NetworkGameState state; // Used for message blink private bool showMessage = true;
CHAPTER 6 s ROCK RAIN LIVE!
In the constructor, only initialize these objects, like you did with all the scenes throughout 4:
/// <summary> /// Default Constructor /// </summary> /// <param name="game">Main game object</param> /// <param name="smallFont">Font for the menu items</param> /// <param name="largeFont">Font for the menu selected item</param> /// <param name="background">Texture for background image</param> public NetworkScene(Game game, SpriteFont smallFont, SpriteFont largeFont, Texture2D background) : base(game) { messageFont = largeFont; Components.Add(new ImageComponent(game, background, ImageComponent.DrawMode.Stretch)); // Create the menu component menu = new TextMenuComponent(game, smallFont, largeFont); Components.Add(menu); // Get the current spritebatch spriteBatch = (SpriteBatch)Game.Services.GetService( typeof(SpriteBatch)); }
The scene state must also be the same when the user opens it:
/// <summary> /// Show Scene /// </summary> public override void Show() { state = NetworkGameState.idle; base.Show(); }
The menu components largely perform the drawing of the scene itself, for images that were already added to the scene. You only need to draw the message text that keeps blinking, the same way you did in the scene of the game s beginning, in 4. See that the message is also drawn twice to give a shadow effect:
CHAPTER 6 s ROCK RAIN LIVE!
/// <summary> /// Allows the game component to draw your content in game screen /// </summary> public override void Draw(GameTime gameTime) { base.Draw(gameTime); if (!string.IsNullOrEmpty(message) && showMessage) { DrawMessage(); } } /// <summary> /// Helper draws notification messages before calling blocking /// network methods. /// </summary> void DrawMessage() { // Draw the shadow spriteBatch.DrawString(messageFont, message, messageShadowPosition, Color.Black); // Draw the message spriteBatch.DrawString(messageFont, message, messagePosition, Color.DarkOrange); }
You should expose the message attribute of the class so that the program is able to tell the scene in which the message will be showed. You use this message to show text such as connecting or connection terminated :
/// <summary> /// Text of the message line /// </summary> public string Message { get { return message; } set { message = value; // Calculate the message position messagePosition = new Vector2();
CHAPTER 6 s ROCK RAIN LIVE!
messagePosition.X = (Game.Window.ClientBounds.Width messageFont.MeasureString(message).X)/2; messagePosition.Y = 130; // Calculate the message shadow position messageShadowPosition = messagePosition; messageShadowPosition.Y++; messageShadowPosition.X--; } }
On the other hand, the Update() method is only responsible for controlling the time to create the blink effect of the message on the screen and updating the menu to reflect the scene s current status:
/// <summary> /// Allows the game component to update itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> public override void Update(GameTime gameTime) { elapsedTime += gameTime.ElapsedGameTime; if (elapsedTime > TimeSpan.FromSeconds(1)) { elapsedTime -= TimeSpan.FromSeconds(1); showMessage = !showMessage; } // Set the menu for the current state UpdateMenus(); base.Update(gameTime); }
The UpdateMenus() method only creates the menu for the current status. In particular, you create a menu when there is no user logged into the network, so that the user can log in before creating or joining a game:
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