Beispiel #1
0
        private void receivePlayersUpdate(NetIncomingMessage im)
        {
            int count = im.ReadInt32();

            for (int i = 0; i < count; i++)
            {
                BeingNetworkState state = BeingNetworkState.readState(im);
                if (gameref.players.ContainsKey(state.guid))
                {
                    Being player = gameref.players[state.guid];
                    if (!player.isLocal)
                    {
                        player.body.LinearVelocity = state.velocity;
                        Vector2 difference = state.position - player.body.Position;
                        player.body.Position = player.body.Position + (difference * .1f);
                        player.isFacingLeft  = state.isFacingLeft;
                        player.CurrentHealth = state.currentHP;
                        player.stunDuration  = state.stunDuration;
                        player.body.Tag      = state.tag;
                        if (state.depth != player.getDepth())
                        {
                            player.timeOfLastDepthChange = Environment.TickCount;
                            player.setDepth(state.depth);
                            player.isMovingUp = state.isMovingUp;
                        }
                    }
                }
            }
        }
Beispiel #2
0
        private void receiveEnemiesUpdate(NetIncomingMessage im)
        {
            int count = im.ReadInt32();

            for (int i = 0; i < count; i++)
            {
                BeingNetworkState state = BeingNetworkState.readState(im);
                if (gameref.spawnManager.enemies.ContainsKey(state.guid))
                {
                    Enemy enemy = gameref.spawnManager.enemies[state.guid];
                    enemy.body.LinearVelocity = state.velocity;
                    Vector2 difference = state.position - enemy.body.Position;
                    enemy.body.Position = enemy.body.Position + (difference * .1f);
                    enemy.isFacingLeft  = state.isFacingLeft;
                    enemy.CurrentHealth = state.currentHP;
                    if (state.depth != enemy.getDepth())
                    {
                        enemy.timeOfLastDepthChange = Environment.TickCount;
                        enemy.setDepth(state.depth);
                    }
                }
            }
        }