Game Development Reference
In-Depth Information
The following is the implementation within PulseGame:
protected function postInit():void {
m_netClient.enterLobby();
}
Once the player has successfully entered the lobby, the client will start listening to all
the room updates that happen in the lobby.
These updates include any newly created room, any updates to the room objects, for
example, any changes to the player count of a game room, host change, etc.
Customizing lobby screen
In the PulseUI, the lobby screen is the immediate screen that gets displayed after
a successful login. The lobby screen is drawn over whatever the outline object has
drawn onto the screen. The following is added to the screen when the lobby screen is
shown to the player:
• Search lobby UI
• Available game rooms
• Game room scroll buttons
• Buttons for creating a new game room
• Navigation buttons to top ten and register screens
When the lobby is called to hide, the lobby UI elements are taken off the screen to
make way for the incoming screen. For our initial game prototype, we don't need to
make any changes. The PulseUI framework already offers all of the essential set of
functionalities of a lobby for any kind of multiplayer game.
However, the one place you may want to add more details is in what gets display
for each room within the lobby.
Customizing game room display
The room display is controlled by the class RoomsDisplay , an instance of which
is contained in GameLobbyScreen. The RoomsDisplay contains a number of
RoomDisplay object instances, one for each room being displayed. In order to
modify what gets displayed in each room display, we do it inside of the class that is
subclassed from RoomDisplay .
The following figure shows the containment of the Pulse layer classes and shows
what we need to subclass in order to modify the room display:
 
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