public override void Update()
        {
            Cube?.Transform.Rotate(new Vector3(MathUtil.DegreesToRadians(60) * Game.GetDeltaTime(), 0, 0));


            DebugText.Print($"Screen {MainCamera.WorldToScreen(Entity.Transform.Position)}", new Int2(20, 20));

            DebugText.Print($"ScreenToWorldRaySegment {MainCamera.ScreenToWorldRaySegment(Input.MousePosition)}", new Int2(20, 40));

            if (Input.IsMouseButtonPressed(MouseButton.Left))
            {
                _message = "";


                var ray = MainCamera.ScreenToWorldRaySegment(Input.MousePosition);

                var hitResult = this.GetSimulation().Raycast(ray);
                if (hitResult.Succeeded)
                {
                    _message = hitResult.Collider.Entity.Name;

                    MainCamera.Entity.Transform.LookAt(hitResult.Collider.Entity.Transform);
                    TargetAcquired.Broadcast(hitResult.Collider.Entity);
                }
                else
                {
                    TargetAcquired.Broadcast(null);
                }
                DebugText.Print($"Clicked on {_message}", new Int2(20, 60));
            }

            //DebugText.Print($"Main {SceneSystem.GetMainCamera() != null}", new Int2(20, 40));
        }
Example #2
0
 private void Move(float maxRunSpeed)
 {
     if (!_isRunning)
     {
         RunSpeedEventKey.Broadcast(0);
         return;
     }
     UpdateMoveTowardsDestination(maxRunSpeed);
 }
Example #3
0
        /// <summary>
        /// Jump makes the character jump and also accounts for the player's reaction time, making jumping feel more natural by
        ///  allowing jumps within some limit of the last time the character was on the ground
        /// </summary>
        private void Jump()
        {
            var dt = this.GetSimulation().FixedTimeStep;

            // Check if conditions allow the character to jump
            if (JumpReactionThreshold <= 0)
            {
                // No reaction threshold. The character can only jump if grounded
                if (!character.IsGrounded)
                {
                    IsGroundedEventKey.Broadcast(false);
                    return;
                }
            }
            else
            {
                // If there is still enough time left for jumping allow the character to jump even when not grounded
                if (jumpReactionRemaining > 0)
                {
                    jumpReactionRemaining -= dt;
                }

                // If the character on the ground reset the jumping reaction time
                if (character.IsGrounded)
                {
                    jumpReactionRemaining = JumpReactionThreshold;
                }

                // If there is no more reaction time left don't allow the character to jump
                if (jumpReactionRemaining <= 0)
                {
                    IsGroundedEventKey.Broadcast(character.IsGrounded);
                    return;
                }
            }

            // If the player didn't press a jump button we don't need to jump
            bool didJump;

            jumpEvent.TryReceive(out didJump);
            if (!didJump)
            {
                IsGroundedEventKey.Broadcast(true);
                return;
            }

            // Jump!!
            jumpReactionRemaining = 0;
            character.Jump();

            // Broadcast that the character is jumping!
            IsGroundedEventKey.Broadcast(false);
        }
Example #4
0
 public override void Update()
 {
     if (!menuOpen && Input.HasMouse && Input.IsMouseButtonReleased(Stride.Input.MouseButton.Left))
     {
         if (Raycaster.CheckForHits(Input.MousePosition, Camera, this.GetSimulation(), out var result))
         {
             OnClickable.Broadcast(result);
         }
         else
         {
             OnClickable.Broadcast(Raycaster.ClickResult.Empty);
         }
     }
 }
Example #5
0
        public override async Task Execute()
        {
            var trigger = Entity.Get <PhysicsComponent>();

            trigger.ProcessCollisions = true;

            // Start state machine
            while (Game.IsRunning)
            {
                var firstCollision = await trigger.NewCollision();

                var oneContact  = firstCollision.Contacts.First();
                var shockNormal = oneContact.Normal;
                if (oneContact.ColliderA.Entity != Entity)
                {
                    shockNormal *= -1;
                }

                var _2dnormal = shockNormal;
                _2dnormal.Z = 0.0f;
                var shock = new Shock {
                    Entity = Entity, Normal = _2dnormal
                };

                BrickHit.Broadcast(shock);
            }
        }
Example #6
0
        private void Move()
        {
            // Character speed
            moveDirectionEvent.TryReceive(out Vector3 moveDirection);

            if (character.IsGrounded)
            {
                character.SetVelocity(moveDirection * MaxRunSpeed);
                aerialVelocity = moveDirection * MaxRunSpeed;
            }
            else
            {
                character.SetVelocity(
                    aerialVelocity
                    );
                // aerialVelocity *= 0.7f;
            }

            if (Input.IsKeyPressed(Keys.Space))
            {
                var rb = this.Entity.Get <CharacterComponent>();
                if (rb.IsGrounded)
                {
                    rb.Jump(Vector3.UnitY * 10.0f);
                }
            }

            // Broadcast normalized speed
            RunSpeedEventKey.Broadcast(moveDirection.Length());
        }
        public override void Update()
        {
            if (Conduct == Current.ON)
            {
                DebugText.Print(Entity.Name + " has " + collisionNumber + "collisions", new Int2(900, 25 * (int)Entity.Name.Length));
            }


            int temp = CountCollision();

            if (collisionNumber != temp)
            {
                currentChange.Broadcast();
                collisionNumber = temp;
            }
        }
Example #8
0
        public void ReceiveManyCheck()
        {
            var game = new EventSystemTest();

            var frameCount = 0;

            game.AddTask(async() =>
            {
                var evt = new EventKey();
                var rcv = new EventReceiver(evt, EventReceiverOptions.Buffered);
                while (frameCount < 25)
                {
                    evt.Broadcast();

                    if (frameCount == 20)
                    {
                        var manyEvents = rcv.TryReceiveAll();
                        Assert.Equal(21, manyEvents);
                        game.Exit();
                    }
                    await game.NextFrame();
                    frameCount++;
                }
            });

            game.Run();
        }
Example #9
0
        public void SameFrameReceiveAsync()
        {
            var test = new EventSystemTest();

            var frameCounter = 0;

            test.AddTask(async() =>
            {
                while (test.IsRunning)
                {
                    frameCounter++;
                    await test.NextFrame();
                }
            }, 100);

            test.AddTask(async() =>
            {
                var key  = new EventKey();
                var recv = new EventReceiver(key);

                key.Broadcast();

                var currentFrame = frameCounter;

                await recv.ReceiveAsync();

                Assert.Equal(currentFrame, frameCounter);

                test.Exit();
            });

            test.Run();
        }
Example #10
0
        public override async Task Execute()
        {
            PhysicsComponent trigger = Entity.Get <PhysicsComponent>();

            //trigger.ProcessCollisions = true;

            while (Game.IsRunning)
            {
                // Wait for the next collision event
                Collision firstCollision = await trigger.NewCollision();

                // Filter collisions based on collision groups
                int filterAhitB = ((int)firstCollision.ColliderA.CanCollideWith) & ((int)firstCollision.ColliderB.CollisionGroup);
                int filterBhitA = ((int)firstCollision.ColliderB.CanCollideWith) & ((int)firstCollision.ColliderA.CollisionGroup);
                if (filterAhitB == 0 || filterBhitA == 0)
                {
                    continue;
                }

                // Broadcast the collision start event
                if (TriggerCondition == CollisionEventType.StartOnly || TriggerCondition == CollisionEventType.StartAndEnd)
                {
                    TriggerEvent.Broadcast(true);
                }

                if (TriggerCondition == CollisionEventType.StartOnly)
                {
                    continue;
                }

                // Wait for the collision to end and broadcast that event
                Func <Task> collisionEndTask = async() =>
                {
                    Collision collision;

                    do
                    {
                        collision = await trigger.CollisionEnded();
                    } while (collision != firstCollision);

                    TriggerEvent.Broadcast(false);
                };

                Script.AddTask(collisionEndTask);
            }
        }
Example #11
0
        /// <summary>
        /// Called on every frame update
        /// </summary>
        public override void Update()
        {
            bool didShoot;

            shootEvent.TryReceive(out didShoot);

            bool didReload;

            reloadEvent.TryReceive(out didReload);

            cooldownRemaining = (cooldownRemaining > 0) ? (cooldownRemaining - this.GetSimulation().FixedTimeStep) : 0f;
            if (cooldownRemaining > 0)
            {
                return; // Can't shoot yet
            }
            if ((remainingBullets == 0 && didShoot) || (remainingBullets < 9 && didReload))
            {
                ReloadWeapon();
                return;
            }

            if (!didShoot)
            {
                return;
            }

            remainingBullets--;
            UpdateBulletsLED();

            cooldownRemaining = Cooldown;

            var raycastStart = Entity.Transform.WorldMatrix.TranslationVector;
            var forward      = Entity.Transform.WorldMatrix.Forward;
            var raycastEnd   = raycastStart + forward * MaxShootDistance;

            var result = this.GetSimulation().Raycast(raycastStart, raycastEnd);

            var weaponFired = new WeaponFiredResult {
                HitResult = result, DidFire = true, DidHit = false
            };

            if (result.Succeeded && result.Collider != null)
            {
                weaponFired.DidHit = true;

                var rigidBody = result.Collider as RigidbodyComponent;
                if (rigidBody != null)
                {
                    rigidBody.Activate();
                    rigidBody.ApplyImpulse(forward * ShootImpulse);
                    rigidBody.ApplyTorqueImpulse(forward * ShootImpulse + new Vector3(0, 1, 0));
                }
            }

            // Broadcast the fire event
            WeaponFired.Broadcast(weaponFired);
        }
        public void SameFrameReceive()
        {
            var key = new EventKey();
            var recv = new EventReceiver(key);

            key.Broadcast();
            Assert.True(recv.TryReceive());

            Assert.False(recv.TryReceive());
        }
Example #13
0
        public void SameFrameReceive()
        {
            var key  = new EventKey();
            var recv = new EventReceiver(key);

            key.Broadcast();
            Assert.True(recv.TryReceive());

            Assert.False(recv.TryReceive());
        }
Example #14
0
        public override void Update()
        {
            var handsInput = new HandsInput();

            handsInput.HandMovement[(int)HandSide.Left]  = AsWorldVector(Input.GetLeftThumb(ControllerIndex));
            handsInput.HandMovement[(int)HandSide.Right] = AsWorldVector(Input.GetRightThumb(ControllerIndex));
            handsInput.HandGrab[(int)HandSide.Left]      = Input.GetLeftTrigger(ControllerIndex);
            handsInput.HandGrab[(int)HandSide.Right]     = Input.GetRightTrigger(ControllerIndex);

            HandsControlEventKey.Broadcast(handsInput);
        }
Example #15
0
        private void Move()
        {
            // Character speed
            Vector3 moveDirection = Vector3.Zero;
            moveDirectionEvent.TryReceive(out moveDirection);

            character.SetVelocity(moveDirection * MaxRunSpeed);

            // Broadcast normalized speed
            RunSpeedEventKey.Broadcast(moveDirection.Length());
        }
Example #16
0
        public void EveryFrameClear()
        {
            var game = new EventSystemTest();

            var frameCount = 0;

            var evt = new EventKey();

            game.AddTask(async() =>
            {
                while (frameCount < 25)
                {
                    evt.Broadcast();
                    evt.Broadcast();

                    await game.NextFrame();
                }
            }, 10);

            game.AddTask(async() =>
            {
                var rcv = new EventReceiver(evt, EventReceiverOptions.Buffered);
                while (frameCount < 25)
                {
                    if (frameCount == 20)
                    {
                        var manyEvents = rcv.TryReceiveAll();
                        Assert.Equal(2, manyEvents);
                        game.Exit();
                    }

                    rcv.Reset();

                    await game.NextFrame();

                    frameCount++;
                }
            }, -10);

            game.Run();
        }
Example #17
0
        public override void Update()
        {
            if (Input.IsMouseButtonPressed(MouseButton.Left))
            {
                EventOne.Broadcast(Input.MousePosition);
            }

            if (Input.IsMouseButtonPressed(MouseButton.Right))
            {
                EventTwo.Broadcast(Input.MousePosition);
            }
        }
Example #18
0
        private void TreatShock(Shock shock)
        {
            foreach (var c in Callbacks)
            {
                c(shock);
            }
            SceneSystem.SceneInstance.RootScene.Entities.Remove(shock.Entity);
            SceneSystem.SceneInstance.RootScene.Entities.First(e => e.Name == "global script holder")
            .Components.Get <Level1>().SignalDeletedBrick(shock.Entity);

            ShockTreatedEK.Broadcast();
        }
Example #19
0
        public override async Task Execute()
        {
            var trigger = Entity.Get <PhysicsComponent>();

            trigger.ProcessCollisions = true;

            //start out state machine
            while (Game.IsRunning)
            {
                //wait for entities coming in
                var firstCollision = await trigger.NewCollision();

                TriggerEvent.Broadcast(true);

                //now wait for entities exiting
                Collision collision;
                do
                {
                    collision = await trigger.CollisionEnded();
                } while (collision != firstCollision);

                TriggerEvent.Broadcast(false);
            }
        }
Example #20
0
        public void DelayedReceiverCreation()
        {
            var game = new EventSystemTest();

            var frameCount = 0;

            game.AddTask(async() =>
            {
                var evt           = new EventKey();
                EventReceiver rcv = null;
                while (frameCount < 25)
                {
                    if (frameCount == 5)
                    {
                        evt.Broadcast();
                    }
                    if (frameCount == 20)
                    {
                        rcv = new EventReceiver(evt);
                        Assert.False(rcv.TryReceive());
                        evt.Broadcast();
                    }
                    if (frameCount == 22)
                    {
                        Assert.NotNull(rcv);
                        Assert.True(rcv.TryReceive());

                        game.Exit();
                    }
                    await game.NextFrame();
                    frameCount++;
                }
            });

            game.Run();
        }
Example #21
0
        public void ReceiveFirstCheck()
        {
            var game = new EventSystemTest();

            var frameCount = 0;

            var evt1 = new EventKey();
            var evt2 = new EventKey();

            game.AddTask(async() =>
            {
                var rcv1 = new EventReceiver(evt1);
                var rcv2 = new EventReceiver(evt2);

                for (;;)
                {
                    var rcv = await EventReceiver.ReceiveOne(rcv1, rcv2);

                    if (rcv.Receiver == rcv1)
                    {
                        evt2.Broadcast(); //this is the point of this test.. see if t2 will get populated next loop
                        await game.NextFrame();
                    }
                    else if (rcv.Receiver == rcv2)
                    {
                        await game.NextFrame();
                        game.Exit();
                    }
                }
            });

            game.AddTask(async() =>
            {
                while (frameCount < 30 && game.IsRunning)
                {
                    frameCount++;

                    if (frameCount == 20)
                    {
                        evt1.Broadcast();
                    }

                    await game.NextFrame();
                }

                Assert.True(false, "t2 should be completed");
            });
        }
Example #22
0
 public override void Update(GameTime time)
 {
     if (ComponentDatas.Count == 0)
     {
         completed = false;
     }
     else
     {
         if (ComponentDatas.All(kvp => kvp.Key.Completed))
         {
             if (!completed)
             {
                 AllTasksCompleted.Broadcast();
             }
             completed = true;
         }
     }
 }
Example #23
0
        private void Move(float speed)
        {
            // Character speed
            moveDirectionEvent.TryReceive(out Vector3 newMoveDirection);

            // Allow very simple inertia to the character to make animation transitions more fluid
            moveDirection = (moveDirection * 0.85f) + (newMoveDirection * 0.15f);

            character.SetVelocity(moveDirection * speed);

            // Broadcast speed as per cent of the max speed
            RunSpeedEventKey.Broadcast(moveDirection.Length());

            // Character orientation
            if (moveDirection.Length() > 0.001)
            {
                yawOrientation = MathUtil.RadiansToDegrees((float)Math.Atan2(-moveDirection.Z, moveDirection.X) + MathUtil.PiOverTwo);
            }
            modelChildEntity.Transform.Rotation = Quaternion.RotationYawPitchRoll(MathUtil.DegreesToRadians(yawOrientation), 0, 0);
        }
Example #24
0
        private void ReloadWeapon()
        {
            IsReloading.Broadcast(true);
            Func <Task> reloadTask = async() =>
            {
                // Countdown
                var secondsCountdown = cooldownRemaining = ReloadCooldown;
                while (secondsCountdown > 0f)
                {
                    await Script.NextFrame();

                    secondsCountdown -= (float)Game.UpdateTime.Elapsed.TotalSeconds;
                }

                remainingBullets = 9;
                UpdateBulletsLED();
            };

            Script.AddTask(reloadTask);
        }
Example #25
0
        public override void Update()
        {
            // Condition 1 - the trigger can be a key press
            var isTriggered = Input.IsKeyPressed(Key);

            // Condition 2 - the trigger can be a time interval
            if (TimeInterval > 0)
            {
                timeIntervalCountdown -= (float)Game.UpdateTime.Elapsed.TotalSeconds;
                if (timeIntervalCountdown <= 0f)
                {
                    timeIntervalCountdown = TimeInterval;
                    isTriggered           = true;
                }
            }

            if (!isTriggered)
            {
                return;
            }

            EventKey.Broadcast(EventName);
        }
Example #26
0
        private void MoveBall()
        {
            var dt = Game.DrawTime.Elapsed;

            var hLimit = 7;

            if (Entity.Transform.Position.X > hLimit || Entity.Transform.Position.X < -hLimit)
            {
                var right = Math.Sign(Entity.Transform.Position.X);
                Rebound(new Vector3(-right, 0.0f, 0.0f));
                // set at free position
                Entity.Transform.Position = new Vector3(hLimit * right, Entity.Transform.Position.Y, Entity.Transform.Position.Z);
            }

            var verticalLimit = 5;
            var touchedBottom = Entity.Transform.Position.Y < -verticalLimit;

            if (Entity.Transform.Position.Y > verticalLimit || touchedBottom)
            {
                var top = Math.Sign(Entity.Transform.Position.Y);
                Rebound(new Vector3(0.0f, -top, 0.0f));
                // set at free position
                Entity.Transform.Position = new Vector3(Entity.Transform.Position.X, verticalLimit * top,
                                                        Entity.Transform.Position.Z);
            }

            if (touchedBottom)
            {
                // signal game lost.
                BallLostEK.Broadcast();
            }

            var oldpos = Entity.Transform.Position;

            oldpos += ballSpeed * (float)dt.TotalSeconds;
            Entity.Transform.Position = oldpos;
        }
Example #27
0
        private void Attack()
        {
            var dt = (float)Game.UpdateTime.Elapsed.TotalSeconds;

            attackCooldown = (attackCooldown > 0) ? attackCooldown - dt : 0f;

            PunchCollision.Enabled = (attackCooldown > 0);

            if (attackEntity == null)
            {
                return;
            }

            var directionToCharacter = attackEntity.Transform.WorldMatrix.TranslationVector -
                                       modelChildEntity.Transform.WorldMatrix.TranslationVector;

            directionToCharacter.Y = 0;

            var currentDistance = directionToCharacter.Length();

            if (currentDistance <= AttackDistance)
            {
                // Attack!
                HaltMovement();

                attackEntity           = null;
                attackCooldown         = AttackCooldown;
                PunchCollision.Enabled = true;
                IsAttackingEventKey.Broadcast(true);
            }
            else
            {
                isRunning = true;
                directionToCharacter.Normalize();
                moveDestination = attackEntity.Transform.WorldMatrix.TranslationVector;
            }
        }
Example #28
0
        public override void Update()
        {
            // Character movement: should be camera-aware
            {
                // Left stick: movement
                var moveDirection = Input.GetLeftThumbAny(DeadZone);

                // Keyboard: movement
                if (KeysLeft.Any(key => Input.IsKeyDown(key)))
                {
                    moveDirection += -Vector2.UnitX;
                }
                if (KeysRight.Any(key => Input.IsKeyDown(key)))
                {
                    moveDirection += +Vector2.UnitX;
                }
                if (KeysUp.Any(key => Input.IsKeyDown(key)))
                {
                    moveDirection += +Vector2.UnitY;
                }
                if (KeysDown.Any(key => Input.IsKeyDown(key)))
                {
                    moveDirection += -Vector2.UnitY;
                }

                // Broadcast the movement vector as a world-space Vector3 to allow characters to be controlled
                var worldSpeed = (Camera != null)
                    ? Utils.LogicDirectionToWorldDirection(moveDirection, Camera, Vector3.UnitY)
                    : new Vector3(moveDirection.X, 0, moveDirection.Y);

                // Adjust vector's magnitute - worldSpeed has been normalized
                var moveLength     = moveDirection.Length();
                var isDeadZoneLeft = moveLength < DeadZone;
                if (isDeadZoneLeft)
                {
                    worldSpeed = Vector3.Zero;
                }
                else
                {
                    if (moveLength > 1)
                    {
                        moveLength = 1;
                    }
                    else
                    {
                        moveLength = (moveLength - DeadZone) / (1f - DeadZone);
                    }

                    worldSpeed *= moveLength;
                }

                MoveDirectionEventKey.Broadcast(worldSpeed);
            }

            // Camera rotation: left-right rotates the camera horizontally while up-down controls its altitude
            {
                // Right stick: camera rotation
                var cameraDirection = Input.GetRightThumbAny(DeadZone);
                var isDeadZoneRight = cameraDirection.Length() < DeadZone;
                if (isDeadZoneRight)
                {
                    cameraDirection = Vector2.Zero;
                }
                else
                {
                    cameraDirection.Normalize();
                }

                // Mouse-based camera rotation. Only enabled after you click the screen to lock your cursor, pressing escape cancels this
                if (Input.IsMouseButtonDown(MouseButton.Left))
                {
                    Input.LockMousePosition(true);
                    Game.IsMouseVisible = false;
                }
                if (Input.IsKeyPressed(Keys.Escape))
                {
                    Input.UnlockMousePosition();
                    Game.IsMouseVisible = true;
                }
                if (Input.IsMousePositionLocked)
                {
                    cameraDirection += new Vector2(Input.MouseDelta.X, -Input.MouseDelta.Y) * MouseSensitivity;
                }

                // Broadcast the camera direction directly, as a screen-space Vector2
                CameraDirectionEventKey.Broadcast(cameraDirection);
            }

            // Jumping: don't bother with jump restrictions here, just pass the button states
            {
                // Controller: jumping
                var isJumpDown = Input.IsGamePadButtonDownAny(GamePadButton.A);
                var didJump    = (!jumpButtonDown && isJumpDown);
                jumpButtonDown = isJumpDown;

                // Keyboard: jumping
                didJump |= (KeysJump.Any(key => Input.IsKeyPressed(key)));

                JumpEventKey.Broadcast(didJump);
            }
        }
        public void DifferentSyntax()
        {
            var game = new EventSystemTest();

            var frameCounter = 0;

            var broadcaster = new EventKey();

            game.AddTask(async () =>
            {
                var tests = 5;
                var recv = new EventReceiver(broadcaster);

                var threadId = Thread.CurrentThread.ManagedThreadId;

                while (tests-- > 0)
                {
                    await recv;
                    Assert.AreEqual(threadId, Thread.CurrentThread.ManagedThreadId);
                }
            });

            game.AddTask(async () =>
            {
                var tests = 5;
                var recv = new EventReceiver(broadcaster);

                var threadId = Thread.CurrentThread.ManagedThreadId;

                while (tests-- > 0)
                {
                    await recv;
                    Assert.AreEqual(threadId, Thread.CurrentThread.ManagedThreadId);
                }
            });

            game.AddTask(async () =>
            {
                var tests = 5;
                var recv = new EventReceiver(broadcaster);

                var threadId = Thread.CurrentThread.ManagedThreadId;

                while (tests-- > 0)
                {
                    await recv;
                    Assert.AreEqual(threadId, Thread.CurrentThread.ManagedThreadId);
                }
            });

            Task.Run(async () =>
            {
                while (!game.IsRunning)
                {
                    await Task.Delay(100);
                }

                while (true)
                {
                    frameCounter++;
                    broadcaster.Broadcast();
                    if (frameCounter == 20)
                    {
                        game.Exit();
                    }
                    await Task.Delay(50);
                }
            });

            game.Run();
        }
        public void ReceiveManyCheck()
        {
            var game = new EventSystemTest();

            var frameCount = 0;

            game.AddTask(async () =>
            {
                var evt = new EventKey();
                var rcv = new EventReceiver(evt, EventReceiverOptions.Buffered);
                while (frameCount < 25)
                {
                    evt.Broadcast();

                    if (frameCount == 20)
                    {
                        var manyEvents = rcv.TryReceiveAll();
                        Assert.AreEqual(manyEvents, 21);
                        game.Exit();
                    }
                    await game.NextFrame();
                    frameCount++;
                }
            });

            game.Run();
        }
        public void EveryFrameClear()
        {
            var game = new EventSystemTest();

            var frameCount = 0;

            var evt = new EventKey();

            game.AddTask(async () =>
            {
                while (frameCount < 25)
                {
                    evt.Broadcast();
                    evt.Broadcast();

                    await game.NextFrame();
                }
            }, 10);

            game.AddTask(async () =>
            {
                var rcv = new EventReceiver(evt, EventReceiverOptions.Buffered);
                while (frameCount < 25)
                {
                    if (frameCount == 20)
                    {
                        var manyEvents = rcv.TryReceiveAll();
                        Assert.AreEqual(2, manyEvents);
                        game.Exit();
                    }

                    rcv.Reset();

                    await game.NextFrame();

                    frameCount++;
                }
            }, -10);

            game.Run();
        }
Example #32
0
        public void DifferentSyntax()
        {
            var game = new EventSystemTest();

            var frameCounter = 0;

            var broadcaster = new EventKey();

            game.AddTask(async() =>
            {
                var tests = 5;
                var recv  = new EventReceiver(broadcaster);

                var threadId = Thread.CurrentThread.ManagedThreadId;

                while (tests-- > 0)
                {
                    await recv;
                    Assert.Equal(threadId, Thread.CurrentThread.ManagedThreadId);
                }
            });

            game.AddTask(async() =>
            {
                var tests = 5;
                var recv  = new EventReceiver(broadcaster);

                var threadId = Thread.CurrentThread.ManagedThreadId;

                while (tests-- > 0)
                {
                    await recv;
                    Assert.Equal(threadId, Thread.CurrentThread.ManagedThreadId);
                }
            });

            game.AddTask(async() =>
            {
                var tests = 5;
                var recv  = new EventReceiver(broadcaster);

                var threadId = Thread.CurrentThread.ManagedThreadId;

                while (tests-- > 0)
                {
                    await recv;
                    Assert.Equal(threadId, Thread.CurrentThread.ManagedThreadId);
                }
            });

            Task.Run(async() =>
            {
                while (!game.IsRunning)
                {
                    await Task.Delay(100);
                }

                while (true)
                {
                    frameCounter++;
                    broadcaster.Broadcast();
                    if (frameCounter == 20)
                    {
                        game.Exit();
                    }
                    await Task.Delay(50);
                }
            });

            game.Run();
        }
        public void DifferentThreadBroadcast()
        {
            var game = new EventSystemTest();

            var counter = 0;

            var broadcaster = new EventKey();

            var readyCount = 0;

            game.AddTask(async () =>
            {
                var recv = new EventReceiver(broadcaster, EventReceiverOptions.Buffered);

                Interlocked.Increment(ref readyCount);

                for (;;)
                {
                    await recv.ReceiveAsync();
                    Interlocked.Increment(ref counter);
                }
            });

            game.AddTask(async () =>
            {
                var recv = new EventReceiver(broadcaster, EventReceiverOptions.Buffered);

                Interlocked.Increment(ref readyCount);

                for (;;)
                {
                    await recv.ReceiveAsync();
                    Interlocked.Increment(ref counter);
                }
            });

            game.AddTask(async () =>
            {
                var recv = new EventReceiver(broadcaster, EventReceiverOptions.Buffered);

                Interlocked.Increment(ref readyCount);

                for (;;)
                {
                    await recv.ReceiveAsync();
                    Interlocked.Increment(ref counter);
                }
            });

            var t1W = new AutoResetEvent(false);
            var t2W = new AutoResetEvent(false);

            var waitHandles = new WaitHandle[]
            {
                t1W,
                t2W
            };

            Exception threadException = null;

            new Thread(() =>
            {
                try
                {
                    while (!game.IsRunning && readyCount < 3)
                    {
                        Thread.Sleep(200);
                    }

                    var frameCounter = 0;

                    while (true)
                    {
                        Thread.Sleep(50);
                        frameCounter++;
                        broadcaster.Broadcast();

                        if (frameCounter < 200) continue;
                        t1W.Set();
                        return;
                    }
                }
                catch (Exception e)
                {
                    threadException = e;
                }
            }).Start();

            new Thread(() =>
            {
                try
                {
                    while (!game.IsRunning && readyCount < 3)
                    {
                        Thread.Sleep(200);
                    }

                    var frameCounter = 0;

                    while (true)
                    {
                        Thread.Sleep(50);
                        frameCounter++;
                        broadcaster.Broadcast();

                        if (frameCounter < 200) continue;
                        t2W.Set();
                        return;
                    }
                }
                catch (Exception e)
                {
                    threadException = e;
                }
            }).Start();

            new Thread(() =>
            {
                try
                {
                    //wait until both threads have broadcasted 200 times each
                    if (!WaitHandle.WaitAll(waitHandles, TimeSpan.FromMinutes(2)))
                    {
                        throw new Exception("DifferentThreadBroadcast test timedout.");
                    }

                    Thread.Sleep(2000);

                    game.Exit();
                }
                catch (Exception e)
                {
                    threadException = e;
                }
            }).Start();

            game.Run();

            Assert.IsNull(threadException);

            Assert.AreEqual(1200, counter);
        }
        public void SameFrameReceiveAsync()
        {
            var test = new EventSystemTest();

            var frameCounter = 0;

            test.AddTask(async () =>
            {
                while (test.IsRunning)
                {
                    frameCounter++;
                    await test.NextFrame();
                }
            }, 100);

            test.AddTask(async () =>
            {
                var key = new EventKey();
                var recv = new EventReceiver(key);

                key.Broadcast();

                var currentFrame = frameCounter;

                await recv.ReceiveAsync();

                Assert.AreEqual(currentFrame, frameCounter);

                test.Exit();
            });

            test.Run();
        }
Example #35
0
        public override void Update()
        {
            // Character movement
            //  The character movement can be controlled by a game controller or a keyboard
            //  The character receives input in 3D world space, so that it can be controlled by an AI script as well
            //  For this reason we map the 2D user input to a 3D movement using the current camera
            {
                // Game controller: left stick
                var moveDirection  = Input.GetLeftThumbAny(DeadZone);
                var isDeadZoneLeft = moveDirection.Length() < DeadZone;
                if (isDeadZoneLeft)
                {
                    moveDirection = Vector2.Zero;
                }
                else
                {
                    moveDirection.Normalize();
                }

                // Keyboard
                if (KeysLeft.Any(key => Input.IsKeyDown(key)))
                {
                    moveDirection += -Vector2.UnitX;
                }
                if (KeysRight.Any(key => Input.IsKeyDown(key)))
                {
                    moveDirection += +Vector2.UnitX;
                }
                if (KeysUp.Any(key => Input.IsKeyDown(key)))
                {
                    moveDirection += +Vector2.UnitY;
                }
                if (KeysDown.Any(key => Input.IsKeyDown(key)))
                {
                    moveDirection += -Vector2.UnitY;
                }

                // Broadcast the movement vector as a world-space Vector3 to allow characters to be controlled
                var worldSpeed = (Camera != null)
                    ? Utils.LogicDirectionToWorldDirection(moveDirection, Camera, Vector3.UnitY)
                    : new Vector3(moveDirection.X, 0, moveDirection.Y); // If we don't have the correct camera attached we can send the directions anyway, but they probably won't match

                MoveDirectionEventKey.Broadcast(worldSpeed);
            }

            // Camera rotation
            //  Camera rotation is ALWAYS in camera space, so we don't need to account for View or Projection matrices
            {
                // Game controller: right stick
                var cameraDirection = Input.GetRightThumbAny(DeadZone);
                var isDeadZoneRight = cameraDirection.Length() < DeadZone;
                if (isDeadZoneRight)
                {
                    cameraDirection = Vector2.Zero;
                }
                else
                {
                    cameraDirection.Normalize();
                }

                // Mouse-based camera rotation.
                //  Only enabled after you click the screen to lock your cursor, pressing escape will cancel it.
                if (Input.IsMouseButtonDown(MouseButton.Left))
                {
                    Input.LockMousePosition(true);
                    Game.IsMouseVisible = false;
                }
                if (Input.IsKeyPressed(Keys.Escape))
                {
                    Input.UnlockMousePosition();
                    Game.IsMouseVisible = true;
                }
                if (Input.IsMousePositionLocked)
                {
                    cameraDirection += new Vector2(Input.MouseDelta.X, -Input.MouseDelta.Y) * MouseSensitivity;
                }

                // Broadcast the camera direction directly, as a screen-space Vector2
                CameraDirectionEventKey.Broadcast(cameraDirection);
            }

            {
                // Controller: Right trigger
                // Mouse: Left button, Tap events
                var didShoot = Input.GetRightTriggerAny(0.2f) > 0.2f;   // This will allow for continuous shooting

                if (Input.PointerEvents.Any(x => x.EventType == PointerEventType.Pressed))
                {
                    didShoot = true;
                }

                if (Input.HasMouse && Input.IsMouseButtonDown(MouseButton.Left))                  // This will allow for continuous shooting
                {
                    didShoot = true;
                }

                ShootEventKey.Broadcast(didShoot);
            }

            {
                // Reload weapon
                var isReloading = Input.IsGamePadButtonDownAny(GamePadButton.X);
                if (KeysReload.Any(key => Input.IsKeyDown(key)))
                {
                    isReloading = true;
                }

                ReloadEventKey.Broadcast(isReloading);
            }
        }
Example #36
0
        public void DifferentThreadBroadcast()
        {
            var game = new EventSystemTest();

            var counter = 0;

            var broadcaster = new EventKey();

            var readyCount = 0;

            game.AddTask(async() =>
            {
                var recv = new EventReceiver(broadcaster, EventReceiverOptions.Buffered);

                Interlocked.Increment(ref readyCount);

                for (;;)
                {
                    await recv.ReceiveAsync();
                    Interlocked.Increment(ref counter);
                }
            });

            game.AddTask(async() =>
            {
                var recv = new EventReceiver(broadcaster, EventReceiverOptions.Buffered);

                Interlocked.Increment(ref readyCount);

                for (;;)
                {
                    await recv.ReceiveAsync();
                    Interlocked.Increment(ref counter);
                }
            });

            game.AddTask(async() =>
            {
                var recv = new EventReceiver(broadcaster, EventReceiverOptions.Buffered);

                Interlocked.Increment(ref readyCount);

                for (;;)
                {
                    await recv.ReceiveAsync();
                    Interlocked.Increment(ref counter);
                }
            });

            var t1W = new AutoResetEvent(false);
            var t2W = new AutoResetEvent(false);

            var waitHandles = new WaitHandle[]
            {
                t1W,
                t2W
            };

            Exception threadException = null;

            new Thread(() =>
            {
                try
                {
                    while (!game.IsRunning && readyCount < 3)
                    {
                        Thread.Sleep(200);
                    }

                    var frameCounter = 0;

                    while (true)
                    {
                        Thread.Sleep(50);
                        frameCounter++;
                        broadcaster.Broadcast();

                        if (frameCounter < 200)
                        {
                            continue;
                        }
                        t1W.Set();
                        return;
                    }
                }
                catch (Exception e)
                {
                    threadException = e;
                }
            }).Start();

            new Thread(() =>
            {
                try
                {
                    while (!game.IsRunning && readyCount < 3)
                    {
                        Thread.Sleep(200);
                    }

                    var frameCounter = 0;

                    while (true)
                    {
                        Thread.Sleep(50);
                        frameCounter++;
                        broadcaster.Broadcast();

                        if (frameCounter < 200)
                        {
                            continue;
                        }
                        t2W.Set();
                        return;
                    }
                }
                catch (Exception e)
                {
                    threadException = e;
                }
            }).Start();

            new Thread(() =>
            {
                try
                {
                    //wait until both threads have broadcasted 200 times each
                    if (!WaitHandle.WaitAll(waitHandles, TimeSpan.FromMinutes(2)))
                    {
                        throw new Exception("DifferentThreadBroadcast test timedout.");
                    }

                    Thread.Sleep(2000);

                    game.Exit();
                }
                catch (Exception e)
                {
                    threadException = e;
                }
            }).Start();

            game.Run();

            Assert.Null(threadException);

            Assert.Equal(1200, counter);
        }
        public void ReceiveFirstCheck()
        {
            var game = new EventSystemTest();

            var frameCount = 0;

            var evt1 = new EventKey();
            var evt2 = new EventKey();

            game.AddTask(async () =>
            {
                var rcv1 = new EventReceiver(evt1);
                var rcv2 = new EventReceiver(evt2);

                for (;;)
                {
                    var rcv = await EventReceiver.ReceiveOne(rcv1, rcv2);

                    if (rcv.Receiver == rcv1)
                    {
                        evt2.Broadcast(); //this is the point of this test.. see if t2 will get populated next loop
                        await game.NextFrame();
                    }
                    else if (rcv.Receiver == rcv2)
                    {
                        await game.NextFrame();
                        game.Exit();
                    }
                }
            });

            game.AddTask(async () =>
            {
                while (frameCount < 30 && game.IsRunning)
                {
                    frameCount++;

                    if (frameCount == 20)
                    {
                        evt1.Broadcast();
                    }

                    await game.NextFrame();
                }

                Assert.Fail("t2 should be completed");
            });
        }
        public void DelayedReceiverCreation()
        {
            var game = new EventSystemTest();

            var frameCount = 0;

            game.AddTask(async () =>
            {
                var evt = new EventKey();
                EventReceiver rcv = null;
                while (frameCount < 25)
                {
                    if (frameCount == 5)
                    {
                        evt.Broadcast();
                    }
                    if (frameCount == 20)
                    {
                        rcv = new EventReceiver(evt);
                        Assert.False(rcv.TryReceive());
                        evt.Broadcast();
                    }
                    if (frameCount == 22)
                    {
                        Assert.NotNull(rcv);
                        Assert.True(rcv.TryReceive());

                        game.Exit();
                    }
                    await game.NextFrame();
                    frameCount++;
                }
            });

            game.Run();
        }