Beispiel #1
0
        public static void Main(string[] args)
        {
            Initialize();

            try
            {
                DateTime Start    = DateTime.Now;
                Guid     PlayerId = Guid.NewGuid();
                string   Name;

                Console.Out.WriteLine("Hello. What is your name?");
                Name = Console.ReadLine();

                using (MultiPlayerEnvironment MPE = new MultiPlayerEnvironment("MultiPlayerSetup", true,
                                                                               "iot.eclipse.org", 1883, false, string.Empty, string.Empty, "RetroSharp/Examples/Networking/MultiPlayerSetup",
                                                                               5, PlayerId, new KeyValuePair <string, string>("NAME", Name)))
                {
                    MPE.OnStateChange += (sender, newstate) => Console.Out.WriteLine(newstate.ToString());

                    MPE.OnPlayerAvailable += (sender, player) =>
                    {
                        Console.Out.WriteLine("New player available: " + player["NAME"]);
                        if (sender.PlayerCount >= 5 || (DateTime.Now - Start).TotalSeconds >= 20)
                        {
                            MPE.ConnectPlayers();
                        }
                    };

                    MPE.OnPlayerConnected += (sender, player) => Console.Out.WriteLine("Player connected: " + player["NAME"]);

                    MPE.OnGameDataReceived += (sender, e) => Console.Out.WriteLine(e.FromPlayer["NAME"] + ": " + e.Data.ReadString());

                    MPE.OnPlayerDisconnected += (sender, player) => Console.Out.WriteLine("Player disconnected: " + player["NAME"]);

                    if (!MPE.Wait(20000))
                    {
                        if (MPE.State == MultiPlayerState.FindingPlayers)
                        {
                            MPE.ConnectPlayers();
                        }
                        else
                        {
                            throw new Exception("Unable to setup multi-player environment.");
                        }
                    }

                    Console.Out.WriteLine(MPE.PlayerCount.ToString() + " player(s) now connected.");
                    Console.Out.WriteLine("Write anything and send it to the others.");
                    Console.Out.WriteLine("An empty row will quit the application.");
                    Console.Out.WriteLine();

                    string s = Console.In.ReadLine();

                    while (!string.IsNullOrEmpty(s))
                    {
                        BinaryOutput Msg = new BinaryOutput();
                        Msg.WriteString(s);
                        MPE.SendTcpToAll(Msg.GetPacket());

                        s = Console.In.ReadLine();
                    }
                }
            }
            catch (Exception ex)
            {
                Console.Out.WriteLine(ex.Message);
                Console.In.ReadLine();
            }

            Terminate();
        }
Beispiel #2
0
        public static void Main(string[] _)
        {
            Initialize();

            Guid   PlayerId = Guid.NewGuid();
            string Player1Name;
            string Player2Name;

            Console.Out.WriteLine("Welcome to Mask! (Worms/Tron)");
            Console.Out.WriteLine(new string('-', 70));
            Console.Out.WriteLine("You control the work using the cursor keys.");
            Console.Out.WriteLine("Fire, using SPACE.");
            Console.Out.WriteLine("If you die, press ENTER to restart the game.");
            Console.Out.WriteLine("You can chat during the game.");
            Console.Out.WriteLine("Remember to try to fetch the gifts. You do that by moving into them.");
            Console.Out.WriteLine();
            Console.Out.WriteLine("Hello. What is your name?");
            Player1Name = Player2Name = Console.ReadLine();

            using (MPE = new MultiPlayerEnvironment("Mask", false, "iot.eclipse.org", 1883, false, string.Empty, string.Empty,
                                                    "RetroSharp/Examples/Games/Mask", 2, PlayerId, new KeyValuePair <string, string>("NAME", Player1Name)))
            {
                MPE.OnStateChange += (sender, state) =>
                {
                    switch (state)
                    {
                    case MultiPlayerState.SearchingForGateway:
                        Console.Out.WriteLine("Searching for Internet Gateway.");
                        break;

                    case MultiPlayerState.RegisteringApplicationInGateway:
                        Console.Out.WriteLine("Registering game in gateway.");
                        break;

                    case MultiPlayerState.FindingPlayers:
                        Console.Out.WriteLine("Waiting for another player to connect.");
                        Console.Out.WriteLine("Press ESC to play in single player mode.");
                        OnKeyDown += new KeyEventHandler(MPE_Wait_OnKeyDown);
                        break;

                    case MultiPlayerState.ConnectingPlayers:
                        Console.Out.WriteLine("Connecting to players.");
                        break;
                    }
                };

                MPE.OnPlayerAvailable += (sender, player) =>
                {
                    Console.Out.WriteLine("New player available: " + player["NAME"]);
                    MPE.ConnectPlayers();
                };

                MPE.OnPlayerConnected += (sender, player) =>
                {
                    Player2Name = player["NAME"];
                };

                MPE.OnPlayerDisconnected += (sender, player) =>
                {
                    PlayerMsg(2, "Disconnected");
                    NrPlayers = 1;
                    LocalMachineIsGameServer = true;
                };

                if (MPE.Wait(int.MaxValue))
                {
                    NrPlayers = MPE.PlayerCount;
                    LocalMachineIsGameServer = MPE.LocalPlayerIsFirst;
                }
                else
                {
                    PlayerMsg(2, "Network error");
                    NrPlayers = 1;
                }

                OnKeyDown -= new KeyEventHandler(MPE_Wait_OnKeyDown);

                ManualResetEvent            Done             = new ManualResetEvent(false);
                LinkedList <Shot>           Shots            = new LinkedList <Shot>();
                LinkedList <Explosion>      Explosions       = new LinkedList <Explosion>();
                LinkedList <Present>        Presents         = new LinkedList <Present>();
                LinkedList <PlayerPosition> Player2Positions = new LinkedList <PlayerPosition>();
                Player Player1      = new Player(1, 20, 28, 1, 0, 3, Color.Green, Color.LightGreen, 15);
                Player Player2      = new Player(2, 299, 179, -1, 0, 3, Color.Blue, Color.LightBlue, 15);
                bool   Player1Up    = false;
                bool   Player1Down  = false;
                bool   Player1Left  = false;
                bool   Player1Right = false;
                bool   Player1Fire  = false;
                bool   Player2Up    = false;
                bool   Player2Down  = false;
                bool   Player2Left  = false;
                bool   Player2Right = false;
                bool   Player2Fire  = false;

                Player1.Opponent = Player2;
                Player2.Opponent = Player1;

                Clear();
                FillRectangle(0, 0, 319, 7, Color.FromKnownColor(KnownColor.DimGray));
                SetClipArea(0, 8, 319, 199);

                string s = Player1Name.Length <= 10 ? Player1Name : Player1Name.Substring(0, 10);
                Console.Out.Write(s);

                s = Player2Name.Length <= 10 ? Player2Name : Player2Name.Substring(0, 10);
                GotoXY(ConsoleWidth - s.Length, 0);
                Console.Out.Write(s);

                OnKeyDown += (sender, e) =>
                {
                    switch (e.Key)
                    {
                    case Key.Escape:
                        if (MPE.State == MultiPlayerState.FindingPlayers)
                        {
                            MPE.ConnectPlayers();
                        }
                        else
                        {
                            Done.Set();
                        }
                        break;

                    case Key.C:
                        if (e.Control)
                        {
                            Done.Set();
                        }
                        break;

                    case Key.Up:
                        if (!Player1.Dead && Player1.VY != 1)
                        {
                            Player1Up = true;

                            if (NrPlayers == 1)
                            {
                                if (!Player2.Dead)
                                {
                                    Player2Down = true;
                                }
                            }
                            else
                            {
                                MPE.SendUdpToAll(new byte[] { 0 }, 3);
                            }
                        }
                        break;

                    case Key.Down:
                        if (!Player1.Dead && Player1.VY != -1)
                        {
                            Player1Down = true;

                            if (NrPlayers == 1)
                            {
                                if (!Player2.Dead)
                                {
                                    Player2Up = true;
                                }
                            }
                            else
                            {
                                MPE.SendUdpToAll(new byte[] { 1 }, 3);
                            }
                        }
                        break;

                    case Key.Left:
                        if (!Player1.Dead && Player1.VX != 1)
                        {
                            Player1Left = true;

                            if (NrPlayers == 1)
                            {
                                if (!Player2.Dead)
                                {
                                    Player2Right = true;
                                }
                            }
                            else
                            {
                                MPE.SendUdpToAll(new byte[] { 2 }, 3);
                            }
                        }
                        break;

                    case Key.Right:
                        if (!Player1.Dead && Player1.VX != -1)
                        {
                            Player1Right = true;

                            if (NrPlayers == 1)
                            {
                                if (!Player2.Dead)
                                {
                                    Player2Left = true;
                                }
                            }
                            else
                            {
                                MPE.SendUdpToAll(new byte[] { 3 }, 3);
                            }
                        }
                        break;

                    case Key.Space:
                        if (!Player1.Dead)
                        {
                            Player1Fire = true;

                            if (NrPlayers == 1)
                            {
                                if (!Player2.Dead)
                                {
                                    Player2Fire = true;
                                }
                            }
                            else
                            {
                                MPE.SendUdpToAll(new byte[] { 4 }, 3);
                            }
                        }
                        break;

                    case Key.Enter:
                        if (Player1.Dead)
                        {
                            if (NrPlayers > 1)
                            {
                                MPE.SendUdpToAll(new byte[] { 5 }, 3);
                            }
                            else
                            {
                                lock (Player2Positions)
                                {
                                    Player2Positions.Clear();
                                }

                                Shots.Clear();
                                Explosions.Clear();
                                Presents.Clear();
                                Player1      = new Player(1, 20, 28, 1, 0, 3, Color.Green, Color.LightGreen, 15);
                                Player2      = new Player(2, 299, 179, -1, 0, 3, Color.Blue, Color.LightBlue, 15);
                                Player1Up    = false;
                                Player1Down  = false;
                                Player1Left  = false;
                                Player1Right = false;
                                Player1Fire  = false;

                                Player1.Opponent = Player2;
                                Player2.Opponent = Player1;

                                FillRectangle(0, 8, 319, 199, Color.Black);
                                PlayerMsg(1, string.Empty);
                                PlayerMsg(2, string.Empty);
                            }
                        }
                        break;
                    }
                };

                OnKeyPressed += (sender, e) =>
                {
                    ChatCharacter(1, e.Character);
                    MPE.SendTcpToAll(new byte[] { 10, (byte)(e.Character >> 8), (byte)(e.Character) });
                };

                OnUpdateModel += (sender, e) =>
                {
                    if (LocalMachineIsGameServer && Random() < 0.005)
                    {
                        int x1, y1;

                        do
                        {
                            x1 = Random(30, 285);
                            y1 = Random(38, 165);
                        }while (!Present.CanPlace(x1, y1, x1 + 5, y1 + 5));

                        Presents.AddLast(new Present(x1, y1, x1 + 5, y1 + 5));

                        if (NrPlayers > 1)
                        {
                            BinaryOutput Output = new BinaryOutput();

                            Output.WriteByte(6);
                            Output.WriteInt(x1);
                            Output.WriteInt(y1);

                            MPE.SendUdpToAll(Output.GetPacket(), 3);
                        }
                    }

                    LinkedListNode <Present> PresentObj, NextPresentObj;

                    PresentObj = Presents.First;
                    while (!(PresentObj is null))
                    {
                        NextPresentObj = PresentObj.Next;
                        if (PresentObj.Value.Move())
                        {
                            Presents.Remove(PresentObj);
                        }

                        PresentObj = NextPresentObj;
                    }

                    if (Player1Up)
                    {
                        Player1.Up();
                        Player1Up = false;
                    }
                    else if (Player1Down)
                    {
                        Player1.Down();
                        Player1Down = false;
                    }
                    else if (Player1Left)
                    {
                        Player1.Left();
                        Player1Left = false;
                    }
                    else if (Player1Right)
                    {
                        Player1.Right();
                        Player1Right = false;
                    }

                    if (Player2Up)
                    {
                        Player2.Up();
                        Player2Up = false;
                    }
                    else if (Player2Down)
                    {
                        Player2.Down();
                        Player2Down = false;
                    }
                    else if (Player2Left)
                    {
                        Player2.Left();
                        Player2Left = false;
                    }
                    else if (Player2Right)
                    {
                        Player2.Right();
                        Player2Right = false;
                    }

                    if (!Player1.Dead && Player1.Move())
                    {
                        Explosions.AddLast(new Explosion(Player1.X, Player1.Y, 30, Color.White));
                    }

                    if (!Player2.Dead)
                    {
                        if (NrPlayers == 1)
                        {
                            if (Player2.Move())
                            {
                                Explosions.AddLast(new Explosion(Player2.X, Player2.Y, 30, Color.White));
                            }
                        }
                        else
                        {
                            lock (Player2Positions)
                            {
                                try
                                {
                                    foreach (PlayerPosition P in Player2Positions)
                                    {
                                        Player2.BeforeMove();
                                        Player2.SetPosition(P.X, P.Y, P.VX, P.VY);
                                        Player2.AfterMove();

                                        if (P.Dead)
                                        {
                                            Player2.Die();
                                            Explosions.AddLast(new Explosion(Player2.X, Player2.Y, 30, Color.White));
                                        }
                                    }
                                }
                                finally
                                {
                                    Player2Positions.Clear();
                                }
                            }
                        }
                    }

                    if (Player1Fire)
                    {
                        Player1.Fire(Shots);
                        Player1Fire = false;
                    }

                    if (Player2Fire)
                    {
                        Player2.Fire(Shots);
                        Player2Fire = false;
                    }

                    LinkedListNode <Shot> ShotObj, NextShotObj;

                    ShotObj = Shots.First;
                    while (!(ShotObj is null))
                    {
                        NextShotObj = ShotObj.Next;
                        if (ShotObj.Value.Move())
                        {
                            Shots.Remove(ShotObj);
                            Explosions.AddLast(new Explosion(ShotObj.Value.X, ShotObj.Value.Y, ShotObj.Value.Power, Color.White));
                        }

                        ShotObj = NextShotObj;
                    }

                    LinkedListNode <Explosion> ExplosionObj, NextExplosionObj;

                    ExplosionObj = Explosions.First;
                    while (!(ExplosionObj is null))
                    {
                        NextExplosionObj = ExplosionObj.Next;
                        if (ExplosionObj.Value.Move())
                        {
                            Explosions.Remove(ExplosionObj);
                        }

                        ExplosionObj = NextExplosionObj;
                    }
                };

                MPE.OnGameDataReceived += (sender, e) =>
                {
                    byte Command = e.Data.ReadByte();

                    switch (Command)
                    {
                    case 0:                             // Remote player presses UP
                        if (!Player2.Dead)
                        {
                            Player2Down = true;
                        }
                        break;

                    case 1:                             // Remote player presses DOWN
                        if (!Player2.Dead)
                        {
                            Player2Up = true;
                        }
                        break;

                    case 2:                             // Remote player presses LEFT
                        if (!Player2.Dead)
                        {
                            Player2Right = true;
                        }
                        break;

                    case 3:                             // Remote player presses RIGHT
                        if (!Player2.Dead)
                        {
                            Player2Left = true;
                        }
                        break;

                    case 4:                             // Remote player presses SPACE (Fire)
                        if (!Player2.Dead)
                        {
                            Player2Fire = true;
                        }
                        break;

                    case 5:                             // Remote player presses ENTER (Restart)
                    case 9:                             // Acknowledgement of remote player presses ENTER (Restart)

                        if (Command == 5)
                        {
                            MPE.SendUdpToAll(new byte[] { 9 }, 3);
                        }

                        lock (Player2Positions)
                        {
                            Player2Positions.Clear();
                        }

                        Shots.Clear();
                        Explosions.Clear();
                        Presents.Clear();
                        Player1      = new Player(1, 20, 28, 1, 0, 3, Color.Green, Color.LightGreen, 15);
                        Player2      = new Player(2, 299, 179, -1, 0, 3, Color.Blue, Color.LightBlue, 15);
                        Player1Up    = false;
                        Player1Down  = false;
                        Player1Left  = false;
                        Player1Right = false;
                        Player1Fire  = false;

                        Player1.Opponent = Player2;
                        Player2.Opponent = Player1;

                        FillRectangle(0, 8, 319, 199, Color.Black);
                        PlayerMsg(1, string.Empty);
                        PlayerMsg(2, string.Empty);

                        BorderColor = Color.FromKnownColor(KnownColor.DimGray);
                        break;

                    case 6:                             // New Present
                        int x1 = 315 - (int)e.Data.ReadInt();
                        int y1 = 203 - (int)e.Data.ReadInt();

                        Presents.AddLast(new Present(x1, y1, x1 + 5, y1 + 5));
                        break;

                    case 7:                             // Gift
                        x1 = (int)e.Data.ReadInt();
                        Player2.GetGift(2, x1, null, e.Data);
                        break;

                    case 8:                             // Move player 2
                        lock (Player2Positions)
                        {
                            Player2Positions.AddLast(new PlayerPosition(e.Data));
                        }
                        break;

                    case 10:                                    // chat character
                        char ch = (char)e.Data.ReadUInt16();
                        ChatCharacter(2, ch);
                        break;
                    }
                };

                while (!Done.WaitOne(1000))
                {
                    ;
                }
            }

            Terminate();
        }