Beispiel #1
0
 private void prioritizeSpriteInteraction(IClientSprite sprite1, IClientSprite sprite2,
                                          out IClientSprite primary_sprite, out IClientSprite secondary_sprite)
 {
     // @@@ Temp prioritizeSpriteInteraction  - do logic here yet.
     primary_sprite   = sprite1;
     secondary_sprite = sprite2;
 }
Beispiel #2
0
 /// <summary>
 /// Constructor
 /// </summary>
 /// <param name="position"></param>
 /// <param name="heading"></param>
 /// <param name="speed"></param>
 /// <param name="acceleration"></param>
 public BasicBogeySprite(KeeperTime ktime, IPilotControllerRequest controller_request, Vector position, double heading,
                         double speed, double acceleration = 0.0, IClientSprite tracked_target = null) :
     base(ktime, controller_request, position, heading, speed, acceleration)
 {
     fuel           = _BASIC_BOGEY_STARTING_FUEL;
     fuel_burn_rate = _BASIC_BOGEY_BURN_RATE_PER_SEC;
 }
Beispiel #3
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        /// <summary>
        /// Handler when actor is moved due to game logic.
        /// </summary>
        /// <param name="sender"></param>
        protected void Actor_MovedHandler(object sender)
        {
            if (sender is BasicBogeyActor)
            {
                ClientActor actor = sender as ClientActor;

                // If this actor is the bogey we are tracking ...
                if (actor == TrackingBogey)
                {
                    // If it off the radar scope stop tracking it.
                    if (!actor.IsRadarScopeVisible)
                    {
                        actor.RadarTrackingMarkVisibility = Visibility.Hidden;
                        TrackingBogey = null;

                        BogeyHeading          = Double.NaN;
                        BogeyRange            = Double.NaN;
                        BogeyInterceptHeading = Double.NaN;
                    }
                    else
                    {   // Update the bogey tracking display
                        IClientSprite sprite = actor.Sprite as IClientSprite;

                        BogeyHeading = sprite.Heading;

                        // Calculate intercept heading from pilot to bogey (by first calculating the delta distance).
                        Vector intercept_delta = Vector.Subtract(sprite.Position,
                                                                 _view_translator.RadarWorldPosition);
                        BogeyRange            = intercept_delta.Length;
                        BogeyInterceptHeading = MathHelper.headingFromVector(intercept_delta);
                    }
                }
            }
        }
Beispiel #4
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 /// <summary>
 /// Method to support AddedSprite events.
 /// </summary>
 protected void onAddedSprite(IClientSprite sprite)
 {
     // Callback to clients that registered event handlers
     if (this.AddedSprite != null)
     {
         this.AddedSprite(this, new AddSpriteArgs(sprite));
     }
 }
Beispiel #5
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        /// <summary>
        /// Constructor
        /// </summary>
        /// <param name="position"></param>
        /// <param name="heading"></param>
        /// <param name="speed"></param>
        /// <param name="acceleration"></param>
        public AresMissileSprite(KeeperTime ktime, IPilotControllerRequest controller_request,
                                 Vector position, double heading,
                                 double speed, double acceleration, IClientSprite tracked_target) :
            base(ktime, controller_request, position, heading, speed, acceleration)
        {
            startTrackingTarget(tracked_target);

            fuel           = _ARES_MISSILE_STARTING_FUEL;
            fuel_burn_rate = _ARES_MISSILE_BURN_RATE_PER_SEC;
        }
 /// <summary>
 /// End the tracking of the current target.
 /// </summary>
 protected void endTrackingTarget()
 {
     if (_tracked_target != null)
     {
         // Remove our handlers from the sprite we were tarcking.
         _tracked_target.Removed -= _tracked_target_on_removed_handler_ref;
         _tracked_target_on_removed_handler_ref = null;
         _tracked_target = null;
     }
 }
Beispiel #7
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        /// <summary>
        /// Return a reference to a sprite given the controller id.
        /// </summary>
        /// <param name="controller_id"></param>
        /// <returns></returns>
        public IClientSprite getSprite(long controller_id)
        {
            IClientSprite result = null;

            if (!_active_sprites.TryGetValue(controller_id, out result))
            {
                result = null;
            }

            return(result);
        }
        protected IClientSprite _tracked_target = null;  // Target the missile is tracking.


        /// <summary>
        /// Start tracking the given target.
        /// </summary>
        /// <param name="tracked_target"></param>
        protected void startTrackingTarget(IClientSprite tracked_target)
        {
            // Check if we are already tracking a target.
            if (_tracked_target != null)
            {
                throw new InvalidOperationException("startTrackingTarget: need to end tracking before tracking a new target.");
            }

            if (tracked_target != null)
            {
                _tracked_target = tracked_target;
                _tracked_target_on_removed_handler_ref = new RemoveHandler(tracked_targeted_SpriteRemoveHandler);
                _tracked_target.Removed += _tracked_target_on_removed_handler_ref;
            }
        }
Beispiel #9
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        /// <summary>
        /// Add a sprite to the controller.
        /// </summary>
        /// <param name="ktime"></param>
        /// <param name="sprite"></param>
        /// <returns>controler id for the sprite</returns>
        public long AddSprite(KeeperTime ktime, IClientSprite sprite)
        {
            long controller_id = createControllerId();  // Assign the sprite a controller id.

            sprite.ControllerId = controller_id;        // Assign the sprite a controller id.

            _active_sprites.Add(controller_id, sprite); // Add the sprite to the list of moving sprites.

            sprite.Removed += new RemoveHandler(SpriteRemoveHandler);

            sprite.Move(ktime);

            // Inform observers a new sprite was made (so they can create elements that display the sprite.)
            onAddedSprite(sprite);  // Support the AddedSprite event.

            return(controller_id);
        }
Beispiel #10
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        /// <summary>
        /// Have all standard sprites interact.
        /// </summary>
        private void InteractSprites(KeeperTime ktime, List <IClientSprite> sprites)
        {
            for (var sprite_index = 0; sprite_index < sprites.Count - 1; ++sprite_index)
            {
                for (var other_index = sprite_index + 1; other_index < sprites.Count; ++other_index)
                {
                    IClientSprite sprite1  = sprites[sprite_index];
                    IClientSprite sprite2  = sprites[other_index];
                    bool          interact = interactCheck(ktime, sprite1, sprite2);
                    if (interact == true)
                    {
                        IClientSprite primary_sprite   = null;
                        IClientSprite secondary_sprite = null;
                        prioritizeSpriteInteraction(sprite1, sprite2, out primary_sprite, out secondary_sprite);

                        primary_sprite.Interact(ktime, secondary_sprite, true /* is_primary_interation */);
                        secondary_sprite.Interact(ktime, primary_sprite, false /* is_primary_interation */);
                    }
                }
            }
        }
Beispiel #11
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 /// <summary>
 /// Interact with another sprite.
 /// </summary>
 /// <param name="other_sprite"></param>
 /// <param name="is_primary_interation"> True if this is the primary/first interaction betweeen the two for this pass
 /// through the update loop. </param>
 public virtual void Interact(KeeperTime ktime, IClientSprite other_sprite, bool is_primary_interation)
 {
 }
Beispiel #12
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        private long _controller_id_count = 0;  // For creating controller ids.

        /// <summary>
        /// Callback handler when a sprite says its being removed from the game.
        /// </summary>
        /// <param name="sender"></param>
        void SpriteRemoveHandler(object sender)
        {
            IClientSprite sprite = sender as IClientSprite;

            _active_sprites.Remove(sprite.ControllerId);  // Remove the sprite from the list of moving sprites.
        }
Beispiel #13
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 private bool interactCheck(KeeperTime ktime, IClientSprite sprite, IClientSprite other_sprite)
 {
     // @@@ Temp interactCheck - do logic here yet.
     return(true);
 }
Beispiel #14
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 public AddSpriteArgs(IClientSprite _sprite)
 {
     sprite = _sprite;
 }
Beispiel #15
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        /// <summary>
        /// Callback handler when a targeted sprite says its being removed from the game.
        /// </summary>
        /// <param name="sender"></param>
        void tracked_targeted_SpriteRemoveHandler(object sender)
        {
            IClientSprite sprite = sender as IClientSprite;

            endTrackingTarget();
        }