Example #1
0
        public void EndGame(GameOverUpdate gameOver)
        {
            State = RunStates.GameOver;
            // Wait for few seconds
            Thread.Sleep(2000);

            Deployment.Current.Dispatcher.BeginInvoke(() =>
                                                      ((Page)Application.Current.RootVisual).ActiveState = new GameOverState(_mainState.LocalPlayer.Color, gameOver.Winner));
        }
Example #2
0
        private void MessageReceived()
        {
            lock (_receivedData)
            {
                _receivedData.Seek(0, SeekOrigin.Begin);

                int messageType        = _receivedData.ReadByte();
                ServerMessageType type = (ServerMessageType)messageType;

                switch (type)
                {
                case ServerMessageType.Map:
                    Map map = Serializer.DeserializeWithLengthPrefix <Map>(_receivedData, PrefixStyle.Base128);
                    Debug.WriteLine("Map received.");

                    // Map successfully received, change game state to wait for start
                    _gameInfo.Level = map;
                    _gameInfo.State = RunStates.WaitingForGameStart;

                    // Update status display
                    Deployment.Current.Dispatcher.BeginInvoke(() => _mainState.DisplayStatusMessage("Waiting for players to be ready...\nYou are NOT ready."));

                    SendResponse(new ClientStatusUpdate(ClientUpdate.MapOk));
                    break;

                case ServerMessageType.Player:
                    PlayerInfo playerInfo = Serializer.DeserializeWithLengthPrefix <PlayerInfo>(_receivedData, PrefixStyle.Base128);

                    _gameInfo.AddPlayer(playerInfo.Color, playerInfo.X, playerInfo.Y);
                    SendResponse(new ClientStatusUpdate(ClientUpdate.PlayerInfoOk));

                    Debug.WriteLine("Player info received...");
                    break;

                case ServerMessageType.StatusUpdate:
                    ServerStatusUpdate update = Serializer.DeserializeWithLengthPrefix <ServerStatusUpdate>(_receivedData, PrefixStyle.Base128);
                    _gameInfo.UpdateStatus(update);
                    break;

                case ServerMessageType.BombExplosion:
                    BombExplode explosion = Serializer.DeserializeWithLengthPrefix <BombExplode>(_receivedData, PrefixStyle.Base128);
                    _gameInfo.ExplodeBomb(explosion);
                    break;

                case ServerMessageType.PlayerDeath:
                    PlayerDeath playerDeath = Serializer.DeserializeWithLengthPrefix <PlayerDeath>(_receivedData, PrefixStyle.Base128);
                    _gameInfo.KillPlayer(playerDeath);
                    break;

                case ServerMessageType.GameOver:
                    GameOverUpdate gameOverUpdate = Serializer.DeserializeWithLengthPrefix <GameOverUpdate>(_receivedData, PrefixStyle.Base128);
                    _gameInfo.EndGame(gameOverUpdate);
                    SendResponseSync("GO OK");
                    break;

                default:
                    Debug.WriteLine("Unrecognised package received!");
                    break;
                }

                _receivedData = new MemoryStream();
            }
        }