Ejemplo n.º 1
0
        public void ParseShipInputs(long inputs, int i, out float heading, out float thrust, out int fire)
        {
            var ship = _ships[i];

            GGPORunner.LogGame($"parsing ship {i} inputs: {inputs}.");

            if ((inputs & INPUT_ROTATE_RIGHT) != 0)
            {
                heading = (ship.heading - ROTATE_INCREMENT) % 360;
            }
            else if ((inputs & INPUT_ROTATE_LEFT) != 0)
            {
                heading = (ship.heading + ROTATE_INCREMENT + 360) % 360;
            }
            else
            {
                heading = ship.heading;
            }

            if ((inputs & INPUT_THRUST) != 0)
            {
                thrust = SHIP_THRUST;
            }
            else if ((inputs & INPUT_BREAK) != 0)
            {
                thrust = -SHIP_THRUST;
            }
            else
            {
                thrust = 0;
            }
            fire = (int)(inputs & INPUT_FIRE);
        }
Ejemplo n.º 2
0
        public override void StartGGPOGame(IPerfUpdate perfPanel, IList <Connections> connections, int playerIndex)
        {
            var game = new GGPORunner("vsGame", new VsGame(connections.Count), perfPanel);

            game.Init(connections, playerIndex);
            StartGame(game);
        }
Ejemplo n.º 3
0
        public void MoveShip(int index, float heading, float thrust, int fire)
        {
            var ship = _ships[index];

            GGPORunner.LogGame($"calculation of new ship coordinates: (thrust:{thrust} heading:{heading}).");

            ship.heading = heading;

            if (ship.cooldown == 0)
            {
                if (fire != 0)
                {
                    GGPORunner.LogGame("firing bullet.");
                    for (int i = 0; i < ship.bullets.Length; i++)
                    {
                        float dx = Mathf.Cos(DegToRad(ship.heading));
                        float dy = Mathf.Sin(DegToRad(ship.heading));
                        if (!ship.bullets[i].active)
                        {
                            ship.bullets[i].active     = true;
                            ship.bullets[i].position.x = ship.position.x + (ship.radius * dx);
                            ship.bullets[i].position.y = ship.position.y + (ship.radius * dy);
                            ship.bullets[i].velocity.x = ship.velocity.x + (BULLET_SPEED * dx);
                            ship.bullets[i].velocity.y = ship.velocity.y + (BULLET_SPEED * dy);
                            ship.cooldown = BULLET_COOLDOWN;
                            break;
                        }
                    }
                }
            }

            if (thrust != 0)
            {
                float dx = thrust * Mathf.Cos(DegToRad(heading));
                float dy = thrust * Mathf.Sin(DegToRad(heading));

                ship.velocity.x += dx;
                ship.velocity.y += dy;
                float mag = Mathf.Sqrt(ship.velocity.x * ship.velocity.x +
                                       ship.velocity.y * ship.velocity.y);
                if (mag > SHIP_MAX_THRUST)
                {
                    ship.velocity.x = (ship.velocity.x * SHIP_MAX_THRUST) / mag;
                    ship.velocity.y = (ship.velocity.y * SHIP_MAX_THRUST) / mag;
                }
            }
            GGPORunner.LogGame($"new ship velocity: (dx:{ship.velocity.x} dy:{ship.velocity.y}).");

            ship.position.x += ship.velocity.x;
            ship.position.y += ship.velocity.y;
            GGPORunner.LogGame($"new ship position: (dx:{ship.position.x} dy:{ship.position.y}).");

            if (ship.position.x - ship.radius < _bounds.xMin ||
                ship.position.x + ship.radius > _bounds.xMax)
            {
                ship.velocity.x *= -1;
                ship.position.x += (ship.velocity.x * 2);
            }
            if (ship.position.y - ship.radius < _bounds.yMin ||
                ship.position.y + ship.radius > _bounds.yMax)
            {
                ship.velocity.y *= -1;
                ship.position.y += (ship.velocity.y * 2);
            }
            for (int i = 0; i < ship.bullets.Length; i++)
            {
                if (ship.bullets[i].active)
                {
                    ship.bullets[i].position.x += ship.bullets[i].velocity.x;
                    ship.bullets[i].position.y += ship.bullets[i].velocity.y;
                    if (ship.bullets[i].position.x <_bounds.xMin ||
                                                    ship.bullets[i].position.y <_bounds.yMin ||
                                                                                ship.bullets[i].position.x> _bounds.xMax ||
                                                    ship.bullets[i].position.y> _bounds.yMax)
                    {
                        ship.bullets[i].active = false;
                    }
                    else
                    {
                        for (int j = 0; j < _ships.Length; j++)
                        {
                            var other = _ships[j];
                            if (Distance(ship.bullets[i].position, other.position) < other.radius)
                            {
                                ship.score++;
                                other.health          -= BULLET_DAMAGE;
                                ship.bullets[i].active = false;
                                break;
                            }
                        }
                    }
                }
            }
        }