Ejemplo n.º 1
0
 private void MainGameForm_Shown(object sender, EventArgs e)
 {
     Mcd.PlayLooping();
     RenderTool.Render();
     //if client--> run
     //send start signal to server
     if (!Program.socket.isServer)
     {
         Program.socket.Send(new SocketData((int)SocketCommand.START_GAME, currentItem, Point.Empty));
         timer1.Start();
         timer_increase_money.Start();
     }
     //if server-->wait for client
     else
     {
         this.BackgroundImage = Image.FromFile(Application.StartupPath + "\\Resources\\wait.jpg");
         btHealingSpell.Hide();
         btKnight.Hide();
         btMegaman.Hide();
         btHulk.Hide();
         ListenUntilReceivedData();
     }
 }
Ejemplo n.º 2
0
        private void timer1_Tick(object sender, EventArgs e)
        {
            Listen();
            try
            {
                //remove trops
                //reset attacker's index for each trops
                //check win/lose
                for (int i = 0; i < Const.listTrops.Count; i++)
                {
                    //play hit sound if match has any trops fighting
                    if (Const.listTrops[i].CurrentStatus)
                    {
                        try {
                            p.Kill();
                            p.Start();
                        }
                        catch { }
                    }
                    //process win/lose
                    //trop outside screen
                    //and trop is my team
                    if (Const.listTrops[i].CurrentLocation.X <0 || Const.listTrops[i].CurrentLocation.X> this.ClientSize.Width &&
                        Const.listTrops[i].CurrentTeam == Const.currentTeam)
                    {
                        timer1.Stop();
                        timer_increase_money.Stop();

                        //notify rival that he was lose
                        Program.socket.Send(new SocketData((int)SocketCommand.END_GAME, currentItem, Point.Empty));
                        //update won_matchs in database
                        SQLConnection conn = new SQLConnection(SQLConnection.GetDatabasePath(Const.serverIP + ",6969", "doan", "admin", "cuong123"));
                        string        sql  = "update users set won_matchs+=1 where username='******'";
                        conn.AddRemoveAlter(sql);
                        conn.Close();
                        MessageBox.Show("You win");
                        this.Close();
                        Program.login.Show();
                    }
                    //remove trops died
                    if (Const.listTrops[i].CurrentHP <= 0)
                    {
                        //set attack status of attackers that are attacking this to false
                        foreach (int attackerIndex in Const.listTrops[i].BeingAttackedBy)
                        {
                            Const.listTrops[attackerIndex].CurrentStatus = false;
                        }
                        //remove trops
                        Const.listTrops.RemoveAt(i);
                    }
                    //reset attacker's index for each trops
                    Const.listTrops[i].BeingAttackedBy.Clear();
                }
                //check and set attack status for trops
                if (Const.listTrops.Count == 1)
                {
                    Const.listTrops[0].CurrentStatus = false;
                }
                for (int i = 0; i < Const.listTrops.Count - 1; i++)
                {
                    for (int j = i + 1; j < Const.listTrops.Count; j++)
                    {
                        // 2 trops are rival and in the same lane
                        if (Const.listTrops[i].CurrentTeam != Const.listTrops[j].CurrentTeam &&
                            Const.listTrops[i].CurrentLocation.Y == Const.listTrops[j].CurrentLocation.Y)
                        {
                            // trops[i] is left team
                            //trops[j] is right team
                            if (Const.listTrops[i].CurrentTeam)
                            {
                                //trops[i] is ready to attack
                                if (Const.listTrops[i].CurrentLocation.X + Const.listTrops[i].Sprite.Width / 3 + Const.listTrops[i].AttackRange >= Const.listTrops[j].CurrentLocation.X)
                                {
                                    Const.listTrops[i].CurrentStatus = true;   //attack
                                    Const.listTrops[i].CurrentVictim = j;      //set victim index
                                    Const.listTrops[j].BeingAttackedBy.Add(i); //store attacker's index to set attacker status to running after die
                                }

                                //trops[j] is reader to attack
                                if (Const.listTrops[j].CurrentLocation.X - Const.listTrops[j].AttackRange <= Const.listTrops[i].CurrentLocation.X + Const.listTrops[i].Sprite.Width / 3)
                                {
                                    Const.listTrops[j].CurrentStatus = true;   //attack
                                    Const.listTrops[j].CurrentVictim = i;      //set victim index
                                    Const.listTrops[i].BeingAttackedBy.Add(j); //store attacker's index to set attacker status to running after die
                                }
                            }
                            //trops[i] is right team
                            //trops[j] is left team
                            else
                            {
                                //trops[j] is ready to attack
                                if (Const.listTrops[j].CurrentLocation.X + Const.listTrops[j].Sprite.Width / 3 + Const.listTrops[j].AttackRange >= Const.listTrops[i].CurrentLocation.X)
                                {
                                    Const.listTrops[j].CurrentStatus = true;   //attack
                                    Const.listTrops[j].CurrentVictim = i;      //set victim index
                                    Const.listTrops[i].BeingAttackedBy.Add(j); //store attacker's index to set attacker status to running after die
                                }
                                //trops[i] is reader to attack
                                if (Const.listTrops[i].CurrentLocation.X - Const.listTrops[i].AttackRange <= Const.listTrops[j].CurrentLocation.X + Const.listTrops[j].Sprite.Width / 3)
                                {
                                    Const.listTrops[i].CurrentStatus = true;   //attack
                                    Const.listTrops[i].CurrentVictim = j;      //set victim index
                                    Const.listTrops[j].BeingAttackedBy.Add(i); //store attacker's index to set attacker status to running after die
                                }
                            }
                        }
                    }
                }
                //check trops in the affect range of spells
                for (int i = 0; i < Const.listTrops.Count; i++)
                {
                    for (int j = 0; j < Const.listSpells.Count; j++)
                    {
                        // trops in affect range of spell
                        if (Const.listSpells[j].CurrentLocation.X + Const.listSpells[j].Sprite.Width / 3 >= Const.listTrops[i].CurrentLocation.X &&
                            Const.listSpells[j].CurrentLocation.X <= Const.listTrops[i].CurrentLocation.X + Const.listTrops[i].Sprite.Width / 3 &&
                            Const.listSpells[j].CurrentLocation.Y <= Const.listTrops[i].CurrentLocation.Y + Const.listTrops[i].Sprite.Height / 4 &&
                            Const.listSpells[j].CurrentLocation.Y + Const.listSpells[j].Sprite.Height / 4 >= Const.listTrops[i].CurrentLocation.Y)
                        {
                            //add
                            Const.listSpells[j].AffectedTrops.Add(i);
                        }
                    }
                }
                //make spell affect on trops
                for (int i = 0; i < Const.listSpells.Count; i++)
                {
                    Const.listSpells[i].Drop();
                }
                //set trops running or attacking base on its status
                //check trop move outside screen --> process win/lose
                for (int i = 0; i < Const.listTrops.Count; i++)
                {
                    //running
                    if (!Const.listTrops[i].CurrentStatus)
                    {
                        Const.listTrops[i].Move();
                    }
                    //attacking
                    else if (Const.listTrops[i].CurrentStatus)
                    {
                        Const.listTrops[i].Attack();
                    }
                }

                //render all
                RenderTool.Render();
            }
            catch { }
        }