Beispiel #1
0
        public PlayerDefeatedPacket MakePlayerDefeatedPacket(string laserID, string playerID, int collidedPlayerNewScore)
        {
            PlayerDefeatedPacket packet = new PlayerDefeatedPacket
            {
                CollidedLaserID        = laserID,
                CollidedPlayerID       = playerID,
                CollidedPlayerNewScore = collidedPlayerNewScore
            };

            return(packet);
        }
        private void ClientMessenger_OnPlayerDefeatedPacket(BasePacket packet)
        {
            PlayerDefeatedPacket playerDefeatedPacket = (PlayerDefeatedPacket)packet;

            _GUI.UpdatePlayerScore(playerDefeatedPacket.CollidedPlayerID, playerDefeatedPacket.CollidedPlayerNewScore);

            _laserManager.DeactivateLaser(playerDefeatedPacket.CollidedLaserID);

            var player = _players[playerDefeatedPacket.CollidedPlayerID];

            _explosionManager.AddExplosion(player.Position);
        }
Beispiel #3
0
        private void CheckCollisions()
        {
            var collisions = _collisionManager.CheckCollision(_players.Values.ToList(), _enemyManager.Enemies, GetActiveLasers());

            if (collisions.Count > 0)
            {
                for (int iCollision = 0; iCollision < collisions.Count; iCollision++)
                {
                    _playerLasers[collisions[iCollision].AttackingPlayerID].DeactivateLaser(collisions[iCollision].LaserID); // Deactivate collided laser

                    if (collisions[iCollision].CollisionType == CollisionManager.CollisionType.LaserToEnemy)
                    {
                        _enemyManager.DeactivateEnemy(collisions[iCollision].DefeatedEnemyID); // Deactivate collided enemy

                        // INCREMENT PLAYER SCORE HERE
                        _playerScores[collisions[iCollision].AttackingPlayerID]++;

                        // Create packet to send to clients
                        EnemyDefeatedPacket packet = NetworkPacketFactory.Instance.MakeEnemyDefeatedPacket(collisions[iCollision].LaserID, collisions[iCollision].DefeatedEnemyID, collisions[iCollision].AttackingPlayerID, _playerScores[collisions[iCollision].AttackingPlayerID]);
                        for (int iClient = 0; iClient < ComponentClients.Count; iClient++)
                        {
                            ComponentClients[iClient].SendPacketToClient(packet, MessageType.GI_ServerSend_EnemyDefeated);
                        }
                    }
                    else
                    {
                        // DECCREMENT PLAYER SCORE HERE
                        if (_playerScores[collisions[iCollision].DefeatedPlayerID] > 0)
                        {
                            _playerScores[collisions[iCollision].DefeatedPlayerID]--;
                        }

                        // Create packet to send to clients
                        // TODO: In future move player to a random spot on the map and send that data with this packet
                        PlayerDefeatedPacket packet = NetworkPacketFactory.Instance.MakePlayerDefeatedPacket(collisions[iCollision].LaserID, collisions[iCollision].DefeatedPlayerID, _playerScores[collisions[iCollision].DefeatedPlayerID]);
                        for (int iClient = 0; iClient < ComponentClients.Count; iClient++)
                        {
                            ComponentClients[iClient].SendPacketToClient(packet, MessageType.GI_ServerSend_PlayerDefeated);
                        }
                    }
                }

                CheckGameOver();
            }
        }