Beispiel #1
0
        public static byte[] CreateInitPacket(ulong tickId, int id, int i, int j)
        {
            var builder = new FlatBufferBuilder(1);

            Packet.StartDataVector(builder, 1);
            ObjectChange.CreateObjectChange(builder, id, ObjectType.Player, i, j);
            var dataOffset = builder.EndVector();

            Packet.StartPacket(builder);
            Packet.AddTickId(builder, tickId);
            Packet.AddType(builder, SuperPvp.Core.Transport.PacketType.Initialize);
            Packet.AddData(builder, dataOffset);

            var packet = Packet.EndPacket(builder);

            builder.Finish(packet.Value);

            return(builder.SizedByteArray());
        }
Beispiel #2
0
        public static byte[] CreateCommandPacket(ulong tickId, ServerGameObject targetState)
        {
            var builder = new FlatBufferBuilder(1);

            Packet.StartDataVector(builder, 1);
            ObjectChange.CreateObjectChange(builder,
                                            targetState.Id,
                                            ObjectType.Player,
                                            targetState.Position.I,
                                            targetState.Position.J);
            var dataOffset = builder.EndVector();

            Packet.StartPacket(builder);
            Packet.AddTickId(builder, tickId);
            Packet.AddType(builder, SuperPvp.Core.Transport.PacketType.Command);
            Packet.AddData(builder, dataOffset);

            var packet = Packet.EndPacket(builder);

            builder.Finish(packet.Value);

            return(builder.SizedByteArray());
        }
Beispiel #3
0
        public static byte[] CreateUpdatePacket(ulong tickId, List <ServerGameObject> changes)
        {
            var builder = new FlatBufferBuilder(1);

            Packet.StartDataVector(builder, changes.Count);
            foreach (var change in changes)
            {
                var type = change.Type == GameObjectType.Player ? ObjectType.Player : ObjectType.Drug;
                ObjectChange.CreateObjectChange(builder, change.Id, type, change.Position.I, change.Position.J);
            }
            var dataOffset = builder.EndVector();

            Packet.StartPacket(builder);
            Packet.AddTickId(builder, tickId);
            Packet.AddType(builder, SuperPvp.Core.Transport.PacketType.Update);
            Packet.AddData(builder, dataOffset);

            var packet = Packet.EndPacket(builder);

            builder.Finish(packet.Value);

            return(builder.SizedByteArray());
        }
        public override void Update(GameTime gameTime)
        {
            KeyboardState state = Keyboard.GetState();

            if (state.IsKeyDown(Keys.Escape) && !PreviousState.IsKeyDown(Keys.Escape))
            {
                FXCollection.SoundEffects[SoundEffects.Select].Play();

                AnglerGame.GamePaused = !AnglerGame.GamePaused;
            }

            if (!AnglerGame.GamePaused && state.IsKeyDown(Keys.Enter) && !PreviousState.IsKeyDown(Keys.Enter))
            {
                if (AnglerGame.ShowChatPrompt)
                    ChatBoxClosing(null, null);

                AnglerGame.ShowChatPrompt = !AnglerGame.ShowChatPrompt;
            }

            if (state.IsKeyDown(Keys.OemTilde) && !PreviousState.IsKeyDown(Keys.OemTilde))
            {
                AnglerGame.ShowChatMessages = !AnglerGame.ShowChatMessages;

                if (RemoveTilde != null)
                    RemoveTilde();
            }

            Keys directionKey = Keys.E; // Start with some random key (this will change)
            if (World.MainPlayer.CurrentGraphicIndex == World.MainPlayer.BackGraphicIndex)
                directionKey = Keys.Up;
            if (World.MainPlayer.CurrentGraphicIndex == World.MainPlayer.FrontGraphicIndex)
                directionKey = Keys.Down;
            if (World.MainPlayer.CurrentGraphicIndex == World.MainPlayer.RightGraphicIndex)
                directionKey = Keys.Right;
            if (World.MainPlayer.CurrentGraphicIndex == World.MainPlayer.LeftGraphicIndex)
                directionKey = Keys.Left;

            if (allowMove)
            {
                // Enqueue a key in the recent key presses if it's been pressed
                foreach (Keys key in arrowKeys)
                {
                    Direction d = (Direction)Enum.Parse(typeof(Direction), key.ToString());

                    int pos = 0;
                    switch (d)
                    {
                        case Direction.Up:
                            pos = World.MainPlayer.Y - 1;
                            break;
                        case Direction.Down:
                            pos = World.MainPlayer.Y + 1;
                            break;
                        case Direction.Left:
                            pos = World.MainPlayer.X - 1;
                            break;
                        case Direction.Right:
                            pos = World.MainPlayer.X + 1;
                            break;
                    }

                    if (state.IsKeyDown(key)
                        && !AnglerGame.GamePaused
                        && World.MainPlayer.NextMoves.Count < 2
                        && !World.MainPlayer.NextMoves.Contains(key)
                        && !World.MainPlayer.PendingResponse
                        && (key != directionKey || !World.MainPlayer.MovementBlocked)
                        && World.MainPlayer.CheckPosition(d, pos))
                    {
                        World.MainPlayer.NextMoves.Enqueue(key);
                        break;
                    }
                }
            }

            // Handle recently pressed keys
            // We can't send a response if we're already waiting for one or if the game is paused
            if (!World.MainPlayer.PendingResponse &&
                // We can move if we're holding the same direction we're already going and our movement isn't blocked
                ((!World.MainPlayer.MovementBlocked && World.MainPlayer.NextMoves.Count > 0 && World.MainPlayer.NextMoves.Peek() == directionKey)
                // We can move if we're not already moving
                    || (World.MainPlayer.OffsetX == 0 && World.MainPlayer.OffsetY == 0)))
            {
                Keys? key;
                int dist = World.MainPlayer.GetMove(World.CurrentMap, out key);

                bool move = true;
                if (key == Keys.Up && (World.CurrentMap.GetTile(World.MainPlayer.X, World.MainPlayer.Y - 1, LAYERS.Special) as SpecialTile).Type == SpecialTileSpec.WALL)
                {
                    move = false;
                    World.MainPlayer.CurrentGraphicIndex = World.MainPlayer.BackGraphicIndex;
                }
                else if (key == Keys.Down && (World.CurrentMap.GetTile(World.MainPlayer.X, World.MainPlayer.Y + 1, LAYERS.Special) as SpecialTile).Type == SpecialTileSpec.WALL)
                {
                    move = false;
                    World.MainPlayer.CurrentGraphicIndex = World.MainPlayer.FrontGraphicIndex;
                }
                else if (key == Keys.Right && (World.CurrentMap.GetTile(World.MainPlayer.X + 1, World.MainPlayer.Y, LAYERS.Special) as SpecialTile).Type == SpecialTileSpec.WALL)
                {
                    move = false;
                    World.MainPlayer.CurrentGraphicIndex = World.MainPlayer.RightGraphicIndex;
                }
                else if (key == Keys.Left && (World.CurrentMap.GetTile(World.MainPlayer.X - 1, World.MainPlayer.Y, LAYERS.Special) as SpecialTile).Type == SpecialTileSpec.WALL)
                {
                    move = false;
                    World.MainPlayer.CurrentGraphicIndex = World.MainPlayer.LeftGraphicIndex;
                }

                // Send walk command to server
                if (dist != 0 && key != null && move)
                    World.MainPlayer.SendToServer(ServerAction.Walk, new WalkData((Direction)Enum.Parse(typeof(Direction), key.ToString()), dist));

                if (World.MainPlayer.X == 30 && World.MainPlayer.Y == 0 && firstDialog == true)
                {
                    XNAControls.XNADialog YouWinDialog = new XNAControls.XNADialog(Game, "You've successfully escaped the treacherous labyrinth of deep sea trenches!", "You win!");
                    firstDialog = false;
                    Game.IsMouseVisible = true;
                    allowMove = false;
                    YouWinDialog.DialogClosing += (sender, args) =>
                        {
                            firstDialog = true;
                            Game.IsMouseVisible = false;

                            Packet pack = new Packet(ServerAction.Warp);
                            pack.AddData<byte>((byte)ServerAction.Warp);
                            World.MainPlayer.SendData(pack);

                            allowMove = true;
                        };
                }
            }

            PreviousState = state;

            base.Update(gameTime);
        }
        public override void Update(GameTime gameTime)
        {
            KeyboardState state = Keyboard.GetState();

            if (state.IsKeyDown(Keys.Escape) && !PreviousState.IsKeyDown(Keys.Escape))
            {
                FXCollection.SoundEffects[SoundEffects.Select].Play();

                AnglerGame.GamePaused = !AnglerGame.GamePaused;
            }

            if (!AnglerGame.GamePaused && state.IsKeyDown(Keys.Enter) && !PreviousState.IsKeyDown(Keys.Enter))
            {
                if (AnglerGame.ShowChatPrompt)
                {
                    ChatBoxClosing(null, null);
                }

                AnglerGame.ShowChatPrompt = !AnglerGame.ShowChatPrompt;
            }

            if (state.IsKeyDown(Keys.OemTilde) && !PreviousState.IsKeyDown(Keys.OemTilde))
            {
                AnglerGame.ShowChatMessages = !AnglerGame.ShowChatMessages;

                if (RemoveTilde != null)
                {
                    RemoveTilde();
                }
            }

            Keys directionKey = Keys.E;             // Start with some random key (this will change)

            if (World.MainPlayer.CurrentGraphicIndex == World.MainPlayer.BackGraphicIndex)
            {
                directionKey = Keys.Up;
            }
            if (World.MainPlayer.CurrentGraphicIndex == World.MainPlayer.FrontGraphicIndex)
            {
                directionKey = Keys.Down;
            }
            if (World.MainPlayer.CurrentGraphicIndex == World.MainPlayer.RightGraphicIndex)
            {
                directionKey = Keys.Right;
            }
            if (World.MainPlayer.CurrentGraphicIndex == World.MainPlayer.LeftGraphicIndex)
            {
                directionKey = Keys.Left;
            }

            if (allowMove)
            {
                // Enqueue a key in the recent key presses if it's been pressed
                foreach (Keys key in arrowKeys)
                {
                    Direction d = (Direction)Enum.Parse(typeof(Direction), key.ToString());

                    int pos = 0;
                    switch (d)
                    {
                    case Direction.Up:
                        pos = World.MainPlayer.Y - 1;
                        break;

                    case Direction.Down:
                        pos = World.MainPlayer.Y + 1;
                        break;

                    case Direction.Left:
                        pos = World.MainPlayer.X - 1;
                        break;

                    case Direction.Right:
                        pos = World.MainPlayer.X + 1;
                        break;
                    }

                    if (state.IsKeyDown(key) &&
                        !AnglerGame.GamePaused &&
                        World.MainPlayer.NextMoves.Count < 2 &&
                        !World.MainPlayer.NextMoves.Contains(key) &&
                        !World.MainPlayer.PendingResponse &&
                        (key != directionKey || !World.MainPlayer.MovementBlocked) &&
                        World.MainPlayer.CheckPosition(d, pos))
                    {
                        World.MainPlayer.NextMoves.Enqueue(key);
                        break;
                    }
                }
            }

            // Handle recently pressed keys
            // We can't send a response if we're already waiting for one or if the game is paused
            if (!World.MainPlayer.PendingResponse &&
                // We can move if we're holding the same direction we're already going and our movement isn't blocked
                ((!World.MainPlayer.MovementBlocked && World.MainPlayer.NextMoves.Count > 0 && World.MainPlayer.NextMoves.Peek() == directionKey)
                 // We can move if we're not already moving
                 || (World.MainPlayer.OffsetX == 0 && World.MainPlayer.OffsetY == 0)))
            {
                Keys?key;
                int  dist = World.MainPlayer.GetMove(World.CurrentMap, out key);

                bool move = true;
                if (key == Keys.Up && (World.CurrentMap.GetTile(World.MainPlayer.X, World.MainPlayer.Y - 1, LAYERS.Special) as SpecialTile).Type == SpecialTileSpec.WALL)
                {
                    move = false;
                    World.MainPlayer.CurrentGraphicIndex = World.MainPlayer.BackGraphicIndex;
                }
                else if (key == Keys.Down && (World.CurrentMap.GetTile(World.MainPlayer.X, World.MainPlayer.Y + 1, LAYERS.Special) as SpecialTile).Type == SpecialTileSpec.WALL)
                {
                    move = false;
                    World.MainPlayer.CurrentGraphicIndex = World.MainPlayer.FrontGraphicIndex;
                }
                else if (key == Keys.Right && (World.CurrentMap.GetTile(World.MainPlayer.X + 1, World.MainPlayer.Y, LAYERS.Special) as SpecialTile).Type == SpecialTileSpec.WALL)
                {
                    move = false;
                    World.MainPlayer.CurrentGraphicIndex = World.MainPlayer.RightGraphicIndex;
                }
                else if (key == Keys.Left && (World.CurrentMap.GetTile(World.MainPlayer.X - 1, World.MainPlayer.Y, LAYERS.Special) as SpecialTile).Type == SpecialTileSpec.WALL)
                {
                    move = false;
                    World.MainPlayer.CurrentGraphicIndex = World.MainPlayer.LeftGraphicIndex;
                }

                // Send walk command to server
                if (dist != 0 && key != null && move)
                {
                    World.MainPlayer.SendToServer(ServerAction.Walk, new WalkData((Direction)Enum.Parse(typeof(Direction), key.ToString()), dist));
                }


                if (World.MainPlayer.X == 30 && World.MainPlayer.Y == 0 && firstDialog == true)
                {
                    XNAControls.XNADialog YouWinDialog = new XNAControls.XNADialog(Game, "You've successfully escaped the treacherous labyrinth of deep sea trenches!", "You win!");
                    firstDialog              = false;
                    Game.IsMouseVisible      = true;
                    allowMove                = false;
                    YouWinDialog.CloseAction = (bool t) =>
                    {
                        firstDialog         = true;
                        Game.IsMouseVisible = false;

                        Packet pack = new Packet(ServerAction.Warp);
                        pack.AddData <byte>((byte)ServerAction.Warp);
                        World.MainPlayer.SendData(pack);

                        allowMove = true;
                    };
                }
            }

            PreviousState = state;

            base.Update(gameTime);
        }