Beispiel #1
0
        /**
         * Writes the events of a single frame with the writer to the packet
         */
        void writeFrame(frame f)
        {
            foreach (Keys k in f.pressedKeys)
            {
                writer.Write((byte)1);
                writer.Write(f.frameNumber + latency);
                writer.Write((int)k);
            }

            foreach (Keys k in f.releasedKeys)
            {
                writer.Write((byte)2);
                writer.Write(f.frameNumber + latency);
                writer.Write((int)k);
            }
            if (f.mouseChange)
            {
                if (f.mouseDown)
                {
                    writer.Write((byte)3);
                    writer.Write(f.frameNumber + latency);
                    writer.Write((byte)1);
                }
                else
                {
                    writer.Write((byte)4);
                    writer.Write(f.frameNumber + latency);
                    writer.Write((byte)1);
                }
            }

            writer.Write((byte)5);
            writer.Write(f.frameNumber + latency);
            writer.Write((short)f.mouseX);
            writer.Write((short)f.mouseY);
        }
Beispiel #2
0
        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            //IN BEG. MENU
            if (inMenu)
            {
                // Get user's input state.

                KeyboardState keyState = Keyboard.GetState();
                MouseState mouseState = Mouse.GetState();

                // Make a list of the keys pressed or released this frame.

                List<Keys> pressedKeys = new List<Keys>();
                releasedKeys = new List<Keys>();

                mouseChange = false;

                Keys[] pressedKeysArray = keyState.GetPressedKeys();
                foreach (Keys k in pressedKeysArray)
                {
                    if (!lastPressedKeys.Contains(k))
                        pressedKeys.Add(k);
                    else
                        lastPressedKeys.Remove(k);
                }

                releasedKeys = lastPressedKeys;


                lastPressedKeys = new List<Keys>(pressedKeysArray);

                //Act on the input depending on which screen we are on
                if (activeS == startS)
                {
                    
                    SSInput();
                }
                else if (activeS == helpS)
                {
                    HSInput();
                }
            }
            else
            {
                //IN LOBBY
                if (networkSession == null)
                {
                    //if we are not in game - in lobby
                    UpdateLobby();
                }
                else //update game
                {
                    networkSession.Update();

                    //IN GAME
                    if (gameStarted)
                    {
                        if (musicControl.gameplayStarted == false)
                        {
                            musicControl.changeToGameplayMusic();
                            musicControl.gameplayStarted = true;
                        }

                        musicControl.Update();

                        if (deterministicGame.duckAccuracy < 60)
                        {
                            deterministicGame.currentLevel.playerLose = true;
                        }
                        else
                        {
                            deterministicGame.currentLevel.playerLose = false;
                        }

                        if (deterministicGame.currentLevel.gameRestart == true)
                        {
                            restart();
                            return;
                        }

                        // Get user's input state.

                        KeyboardState keyState = Keyboard.GetState();
                        MouseState mouseState = Mouse.GetState();

                        // Make a list of the keys pressed or released this frame.

                        List<Keys> pressedKeys = new List<Keys>();
                        releasedKeys = new List<Keys>();

                        mouseChange = false;

                        Keys[] pressedKeysArray = keyState.GetPressedKeys();
                        foreach (Keys k in pressedKeysArray)
                        {
                            if (!lastPressedKeys.Contains(k))
                                pressedKeys.Add(k);
                            else
                                lastPressedKeys.Remove(k);
                        }

                        releasedKeys = lastPressedKeys;
                        lastPressedKeys = new List<Keys>(pressedKeysArray);

                        // Get mouse button state.
                        if (buttonPressed != (mouseState.LeftButton == ButtonState.Pressed))
                        {
                            buttonPressed = mouseState.LeftButton == ButtonState.Pressed;
                            mouseChange = true;
                        }

                        /***** Begining of game logic. *****/

                        // Debug - allow user to exit.

                        if (pressedKeys.Contains(Keys.Escape))
                            this.Exit();

                        // Debug - allow user on this machine to direct input to any player's state in the game.

                        if (pressedKeys.Contains(Keys.F1)) activePlayer = playerIdentifiers[0];
                        if (pressedKeys.Contains(Keys.F2)) activePlayer = playerIdentifiers[1];
                        if (pressedKeys.Contains(Keys.F3)) activePlayer = playerIdentifiers[2];
                        if (pressedKeys.Contains(Keys.F4)) activePlayer = playerIdentifiers[3];

                        // Debug - allow user on this machine to pause/resume game state advances.


                        // Debug - automatically pause every 1000 frames.


                        // Game update

                        // Direct inputs to the game engine - only report changes.


                        lastButtonPressed = buttonPressed;
                        if (!frames.ContainsKey(frameNumber))
                        {
                            frame newFrame = new frame(frameNumber, pressedKeys, releasedKeys, mouseState.X, mouseState.Y, buttonPressed, mouseChange);
                            frames.Add(frameNumber, newFrame);
                        }

                        if (!myPlayer.framesOfPlayer.ContainsKey(frameNumber + latency))
                        {
                            myPlayer.framesOfPlayer.Add(frameNumber + latency, new frame());
                            myPlayer.lastFrameNumber = frameNumber + latency;
                        }

                        networkCommunications();


                        if (!paused && deterministicGame.CurrentFrameNumber <= frameNumber)
                        {
                            // Advance the game engine.

                            deterministicGame.Update(targetTimeSpan);
                        }

                        /***** End of game logic. *****/
                    }
                    //IN WAITING ROOM
                    else
                        UpdateWR();
                    // Allow the superclass to do any needed updates (unknown purpose).
                }
            }

            base.Update(gameTime);

        }
Beispiel #3
0
        /**
         * Writes the events of a single frame with the writer to the packet 
         */
        void writeFrame(frame f)
        {
            foreach (Keys k in f.pressedKeys)
            {
                writer.Write((byte)1);
                writer.Write(f.frameNumber + latency);
                writer.Write((int)k);

            }

            foreach (Keys k in f.releasedKeys)
            {
                writer.Write((byte)2);
                writer.Write(f.frameNumber + latency);
                writer.Write((int)k);
            }
            if (f.mouseChange)
            {
                if (f.mouseDown)
                {
                    writer.Write((byte)3);
                    writer.Write(f.frameNumber + latency);
                    writer.Write((byte)1);

                }
                else
                {
                    writer.Write((byte)4);
                    writer.Write(f.frameNumber + latency);
                    writer.Write((byte)1);
                }
            }

            writer.Write((byte)5);
            writer.Write(f.frameNumber + latency);
            writer.Write((short)f.mouseX);
            writer.Write((short)f.mouseY);
        }
Beispiel #4
0
        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            //IN BEG. MENU
            if (inMenu)
            {
                // Get user's input state.

                KeyboardState keyState   = Keyboard.GetState();
                MouseState    mouseState = Mouse.GetState();

                // Make a list of the keys pressed or released this frame.

                List <Keys> pressedKeys = new List <Keys>();
                releasedKeys = new List <Keys>();

                mouseChange = false;

                Keys[] pressedKeysArray = keyState.GetPressedKeys();
                foreach (Keys k in pressedKeysArray)
                {
                    if (!lastPressedKeys.Contains(k))
                    {
                        pressedKeys.Add(k);
                    }
                    else
                    {
                        lastPressedKeys.Remove(k);
                    }
                }

                releasedKeys = lastPressedKeys;


                lastPressedKeys = new List <Keys>(pressedKeysArray);

                //Act on the input depending on which screen we are on
                if (activeS == startS)
                {
                    SSInput();
                }
                else if (activeS == helpS)
                {
                    HSInput();
                }
            }
            else
            {
                //IN LOBBY
                if (networkSession == null)
                {
                    //if we are not in game - in lobby
                    UpdateLobby();
                }
                else //update game
                {
                    networkSession.Update();

                    //IN GAME
                    if (gameStarted)
                    {
                        if (musicControl.gameplayStarted == false)
                        {
                            musicControl.changeToGameplayMusic();
                            musicControl.gameplayStarted = true;
                        }

                        musicControl.Update();

                        if (deterministicGame.duckAccuracy < 60)
                        {
                            deterministicGame.currentLevel.playerLose = true;
                        }
                        else
                        {
                            deterministicGame.currentLevel.playerLose = false;
                        }

                        if (deterministicGame.currentLevel.gameRestart == true)
                        {
                            restart();
                            return;
                        }

                        // Get user's input state.

                        KeyboardState keyState   = Keyboard.GetState();
                        MouseState    mouseState = Mouse.GetState();

                        // Make a list of the keys pressed or released this frame.

                        List <Keys> pressedKeys = new List <Keys>();
                        releasedKeys = new List <Keys>();

                        mouseChange = false;

                        Keys[] pressedKeysArray = keyState.GetPressedKeys();
                        foreach (Keys k in pressedKeysArray)
                        {
                            if (!lastPressedKeys.Contains(k))
                            {
                                pressedKeys.Add(k);
                            }
                            else
                            {
                                lastPressedKeys.Remove(k);
                            }
                        }

                        releasedKeys    = lastPressedKeys;
                        lastPressedKeys = new List <Keys>(pressedKeysArray);

                        // Get mouse button state.
                        if (buttonPressed != (mouseState.LeftButton == ButtonState.Pressed))
                        {
                            buttonPressed = mouseState.LeftButton == ButtonState.Pressed;
                            mouseChange   = true;
                        }

                        /***** Begining of game logic. *****/

                        // Debug - allow user to exit.

                        if (pressedKeys.Contains(Keys.Escape))
                        {
                            this.Exit();
                        }

                        // Debug - allow user on this machine to direct input to any player's state in the game.

                        if (pressedKeys.Contains(Keys.F1))
                        {
                            activePlayer = playerIdentifiers[0];
                        }
                        if (pressedKeys.Contains(Keys.F2))
                        {
                            activePlayer = playerIdentifiers[1];
                        }
                        if (pressedKeys.Contains(Keys.F3))
                        {
                            activePlayer = playerIdentifiers[2];
                        }
                        if (pressedKeys.Contains(Keys.F4))
                        {
                            activePlayer = playerIdentifiers[3];
                        }

                        // Debug - allow user on this machine to pause/resume game state advances.


                        // Debug - automatically pause every 1000 frames.


                        // Game update

                        // Direct inputs to the game engine - only report changes.


                        lastButtonPressed = buttonPressed;
                        if (!frames.ContainsKey(frameNumber))
                        {
                            frame newFrame = new frame(frameNumber, pressedKeys, releasedKeys, mouseState.X, mouseState.Y, buttonPressed, mouseChange);
                            frames.Add(frameNumber, newFrame);
                        }

                        if (!myPlayer.framesOfPlayer.ContainsKey(frameNumber + latency))
                        {
                            myPlayer.framesOfPlayer.Add(frameNumber + latency, new frame());
                            myPlayer.lastFrameNumber = frameNumber + latency;
                        }

                        networkCommunications();


                        if (!paused && deterministicGame.CurrentFrameNumber <= frameNumber)
                        {
                            // Advance the game engine.

                            deterministicGame.Update(targetTimeSpan);
                        }

                        /***** End of game logic. *****/
                    }
                    //IN WAITING ROOM
                    else
                    {
                        UpdateWR();
                    }
                    // Allow the superclass to do any needed updates (unknown purpose).
                }
            }

            base.Update(gameTime);
        }