Description:
This sample shows how to implement the user interface for a
multiplayer networked game. It provide menus for creating, finding, and joining
sessions, a lobby screen, and robust network error handling.
Sample Overview
This sample builds on the Game State Management sample,
adding the user interface screens needed by a multiplayer networked game. If
you're not familiar with the underlying concepts of
the ScreenManager and GameScreen classes, you should start
out by reading the documentation for the Game State Management sample.
At the main menu, players can choose between Single Player,
LIVE, or System Link game modes. If they choose a networked mode, they'll be
prompted to sign in a suitable player profile (if one isn't already signed
in), and then asked whether to create a new session or search for existing
sessions. The sample displays an animated busy indicator whenever a network
operation is in progress, and robustly handles errors by catching network
exceptions and turning them into message box popups. Once in the lobby, a list
of gamers is displayed along with icons indicating who is currently talking and
who has marked themselves as ready. When all the gamers are ready, the sample
loads the gameplay screen, at which point the rest is up to you: there is no
actual game code included here!
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