Beispiel #1
0
        /// <summary>
        /// Acts as a drawing delegate for DrawObjectWithTransform
        /// After performing the necessary transformation (translate/rotate)
        /// DrawObjectWithTransform will invoke this method
        /// </summary>
        /// <param name="o">The object to draw</param>
        /// <param name="e">The PaintEventArgs to access the graphics</param>
        private void HealthDrawer(object o, PaintEventArgs e)
        {
            //Converts the object to a Tank
            Tank t = o as Tank;

            //Sets the fullHealth size
            int fullHealthWidth = 60;

            //Sets the height of the bar
            int height = 10;

            //Sets the once hit health width
            int onceHitHealthWidth = 40;

            //Sets the twice hit health width
            int twiceHitHealthWidth = 15;

            //Doesn't smoothen the graphics
            e.Graphics.SmoothingMode = System.Drawing.Drawing2D.SmoothingMode.None;

            using (System.Drawing.SolidBrush redBrush = new System.Drawing.SolidBrush(System.Drawing.Color.Red))
                using (System.Drawing.SolidBrush greenBrush = new System.Drawing.SolidBrush(System.Drawing.Color.Green))
                    using (System.Drawing.SolidBrush yellowBrush = new System.Drawing.SolidBrush(System.Drawing.Color.Yellow))
                        using (System.Drawing.SolidBrush transparentBrush = new System.Drawing.SolidBrush(System.Drawing.Color.Transparent))

                        {
                            // Rectangles are drawn starting from the top-left corner.
                            // So if we want the rectangle centered on the player's location, we have to offset it
                            // by half its size to the left (-width/2) and up (-height/2)
                            Rectangle fullHealth       = new Rectangle(-(fullHealthWidth / 2), -(height / 2), fullHealthWidth, height);
                            Rectangle partialHealth    = new Rectangle(-(onceHitHealthWidth / 2), -(height / 2), onceHitHealthWidth, height);
                            Rectangle almostDeadHealth = new Rectangle(-(twiceHitHealthWidth / 2), -(height / 2), twiceHitHealthWidth, height);

                            //If hit points is 1, then it draws a smaller red rectangle
                            if (t.GetHitPoints() == 1)
                            {
                                e.Graphics.FillRectangle(redBrush, almostDeadHealth);
                            }
                            //If hit points is 2, then it draws a slightly bigger yellow rectangle
                            else if (t.GetHitPoints() == 2)
                            {
                                e.Graphics.FillRectangle(yellowBrush, partialHealth);
                            }
                            //If hit points is 3, then it draws a full green rectangle
                            else if (t.GetHitPoints() == 3)
                            {
                                e.Graphics.FillRectangle(greenBrush, fullHealth);
                            }
                            //If hit points is 0, then it draws a transparent rectangle, i.e, no health
                            else
                            {
                                e.Graphics.FillRectangle(transparentBrush, fullHealth);
                            }
                        }
        }
        /// <summary>
        /// Process any buffered messages separated by '\n'
        /// Then inform the view
        /// </summary>
        /// <param name="state"></param>
        private void ReceiveWorld(SocketState state)
        {
            //Gets the data from the state and splits it by a new line
            string totalData = state.GetData();

            string[] parts = Regex.Split(totalData, @"(?<=[\n])");

            // Loop until we have processed all messages.
            // We may have received more than one.

            //Gets the player number, which should only be once
            int playerNumber = 0;

            havePlayerNum = int.TryParse(parts[0], out playerNumber);
            parts[0]      = "";
            if (playerNumber != 0)
            {
                playerNum = playerNumber;
            }

            //Gets the dimensions of the world that should only happen once
            int dim = 0;

            haveDimension = int.TryParse(parts[1], out dim);
            parts[1]      = "";
            if (dim != 0)
            {
                worldDimension = dim;
                world          = new World(worldDimension);
            }

            //Iterates through all the data given by the server
            foreach (string p in parts)
            {
                // Ignore empty strings added by the regex splitter
                if (p.Length == 0)
                {
                    continue;
                }
                // The regex splitter will include the last string even if it doesn't end with a '\n',
                // So we need to ignore it if this happens.
                if (p[p.Length - 1] != '\n')
                {
                    break;
                }

                //Locks with a world so that we process information in a single thread
                lock (world)
                {
                    //Parses the object with the JSON
                    JObject jObject = JObject.Parse(p);

                    //Converts the JSON object to a token based on the name of the string
                    JToken projToken  = jObject["proj"];
                    JToken beamToken  = jObject["beam"];
                    JToken tankToken  = jObject["tank"];
                    JToken wallToken  = jObject["wall"];
                    JToken powerToken = jObject["power"];

                    //If the projToken is not null, i.e. if the JSON string passed was a projectile, then it goes in this condition
                    if (projToken != null)
                    {
                        //Deserializes the string and converts it to a projectile
                        Projectile proj = JsonConvert.DeserializeObject <Projectile>(p);

                        //Adds the projectile to the world
                        world.SetProjectile(proj.GetID(), proj);

                        //If projectile is dead, removes the projectile from the world
                        if (proj.GetDead() == true)
                        {
                            world.GetProjectile().Remove(proj.GetID());
                        }
                    }

                    //If the beamToken is not null, i.e. if the JSON string passed was a beam, then it goes in this condition
                    if (beamToken != null)
                    {
                        //Deserializes the string and converts it to a beam
                        Beams b = JsonConvert.DeserializeObject <Beams>(p);

                        //Adds the beam in the world's beam dictionary
                        world.SetBeams(b.GetBeamID(), b);
                    }

                    //If the tankToken is not null, i.e. if the JSON string passed was a tank, then it goes in this condition
                    if (tankToken != null)
                    {
                        //Deserializes the string and converts it to a tank
                        Tank t = JsonConvert.DeserializeObject <Tank>(p);

                        //Sets the color of the tank based on the tank's ID
                        t.SetColor(t.GetID());

                        //Adds the tank to the world's tank dictionary
                        world.SetTanks(t.GetID(), t);

                        //If the hitpoints of the tank are 0, then it remove it from the dictionary
                        if (t.GetHitPoints() == 0)
                        {
                            world.GetTanks().Remove(t.GetID());
                        }

                        //If the tank gets disconnected, then it remove it from the dictionary
                        if (t.GetDisconnected())
                        {
                            world.GetTanks().Remove(t.GetID());
                        }

                        //If the tank is dead, then it remove it from the dictionary
                        if (t.GetDead())
                        {
                            world.GetTanks().Remove(t.GetID());
                        }
                    }

                    //If the wallToken is not null, i.e. if the JSON string passed was a wall, then it goes in this condition
                    if (wallToken != null)
                    {
                        //Deserializes the string and converts it to a wall
                        Wall w = JsonConvert.DeserializeObject <Wall>(p);

                        //Adds the wall to the world's wall dictionary
                        world.SetWalls(w.GetID(), w);
                    }



                    //If the powerToken is not null, i.e. if the JSON string passed was a powerup, then it goes in this condition
                    if (powerToken != null)
                    {
                        //Deserializes the string and converts it to a powerup
                        Powerups power = JsonConvert.DeserializeObject <Powerups>(p);

                        //Adds the powerup to the world's powerup dictionary
                        world.SetPowerups(power.GetID(), power);

                        //If the powerup is dead, then it removes it from the dictionary
                        if (power.GetDead())
                        {
                            world.GetPowerups().Remove(power.GetID());
                        }
                    }
                }



                // Then remove it from the SocketState's growable buffer
                state.RemoveData(0, p.Length);
            }

            if (UpdateArrived != null)
            {
                // inform the view to redraw
                UpdateArrived();
            }

            //Inform the server
            Process();
        }