Beispiel #1
0
        /// <summary>
        /// This method will create a projectile object or beam object
        /// </summary>
        /// <param name="cc"></param>
        /// <param name="tank"></param>
        private void ProjectileCreation(ControlCommand cc, Tank tank)
        {
            //figure out what kind of weapon
            String fireStatus = cc.GetFire();

            //Get aim direction
            Vector2D turretDirection = cc.GetTurretDirection();

            if (fireStatus == "main")// Normal attack
            {
                //Check fire cooldown
                if (!tank.HasFired)
                {
                    //Create the new projectile in a thread safe manner
                    lock (serverWorld.Projectiles)
                    {
                        Projectile proj = new Projectile(tank.GetID(), tank.Location, turretDirection, tank.GetID());
                        //Tank has fired so begin cooldown
                        tank.HasFired = true;
                        serverWorld.Projectiles[proj.getID()] = proj;
                    }
                }
            }

            //This is a beam attack
            else if (fireStatus == "alt")
            {
                //Check if a tank has picked up a powerup
                if (tank.PowerUpNumber > 0)
                {
                    //Create a new beam
                    Beam beam = new Beam(tank.Location, turretDirection, tank.GetID(), tank.GetID());
                    //Decrement tanks powerup number
                    tank.UsePowerup();

                    //Add beam to world to send message to clients
                    lock (serverWorld.Beams)
                    {
                        serverWorld.Beams.Add(beam.GetID(), beam);
                    }

                    //Check if the beam kills any tanks
                    lock (serverWorld.Tanks)
                    {
                        foreach (Tank t in serverWorld.Tanks.Values)
                        {
                            if (Intersects(beam.Origin, beam.Direction, t.Location, 30))
                            {
                                t.HealthLevel = 0;
                                t.HasDied     = true;
                                //increment player score
                                serverWorld.Tanks[beam.GetOwner()].Score++;
                            }
                        }
                    }
                }
            }
        }