Ejemplo n.º 1
0
        /// <summary>
        /// Syncs all players after LateUpdate
        /// </summary>
        /// <param name="tiles">map to sync</param>
        public void SyncAllPlayers(Tile[][] tiles)
        {
            WorldUpdatePacket packet = new WorldUpdatePacket(tiles);
            NetDataWriter     msg    = new NetDataWriter();

            packet.Encode(msg);
            server.SendToAll(msg, DeliveryMethod.ReliableOrdered);
        }
Ejemplo n.º 2
0
        /// <summary>
        /// Sends the map to the specified Player
        /// </summary>
        /// <param name="netConnection">Player</param>
        /// <param name="tiles">map</param>
        public void SendMapToPlayer(NetPeer netConnection, Tile[][] tiles)
        {
            WorldUpdatePacket packet = new WorldUpdatePacket(tiles);
            NetDataWriter     msg    = new NetDataWriter();

            packet.Encode(msg);
            SendMessageToConnection(netConnection, msg);
        }
Ejemplo n.º 3
0
 public void WorldUpdate(WorldUpdatePacket packet)
 {
     for (int i = 0; i < packet.players.Count; ++i)
     {
         players[i].SetHitbox((int)packet.players[i][0], (int)packet.players[i][1], players[i].GetHitbox().Width, players[i].GetHitbox().Height);
         players[i].SetFrame((Player.AnimFrame)packet.players[i][2]);
         //players[i].SetAnimCounter((int)packet.players[i][3]);
         //players[i].SetDamageCounter((int)packet.players[i][4]);
     }
 }
Ejemplo n.º 4
0
 public void WorldUpdate(WorldUpdatePacket packet)
 {
     game.WorldUpdate(packet);
 }
Ejemplo n.º 5
0
 public void WorldUpdate(WorldUpdatePacket packet)
 {
     MainWindow.WorldUpdate(packet);
 }