public SpawnUtilityEvent(VTankBot bot, int utilityId, VTankObject.Utility utility, VTankObject.Point pos) : base(bot) { ID = utilityId; this.utility = utility; position = pos; }
public FlagDroppedEvent(GamePlayState _game, int droppedId, VTankObject.Point where, GameSession.Alliance flagColor) : base(_game) { this.droppedId = droppedId; this.where = where; this.flagColor = flagColor; }
public TurretSpinningEvent(VTankBot _game, int id, double angle, VTankObject.Direction direction) : base(_game) { this.id = id; this.angle = angle; this.direction = direction; }
public PlayerRotateEvent(GamePlayState _game, int id, double angle, VTankObject.Direction direction) : base(_game) { this.id = id; this.angle = angle; this.direction = direction; }
public AddUtilityEvent(GamePlayState _game, int _utilityID, VTankObject.Utility _utility, Vector3 _position) : base(_game) { utilityID = _utilityID; utility = _utility; position = _position; }
public SpawnEnvironmentEffectEvent(GamePlayState _game, int id, int typeId, VTankObject.Point location, int ownerId) : base(_game) { this.id = id; this.typeId = typeId; this.location = location; this.ownerId = ownerId; }
public AddUtilityEvent(VTankBot _game, int _utilityID, VTankObject.Utility _utility, VTankObject.Point _position) : base(_game) { utilityID = _utilityID; utility = _utility; position = _position; }
public PlayerMoveEvent(VTankBot _game, int id, VTankObject.Point point, VTankObject.Direction direction) : base(_game) { this.id = id; this.direction = direction; this.point = point; }
public ApplyUtilityEvent(VTankBot _game, int _utilityID, VTankObject.Utility _utility, int _playerID) : base(_game) { utilityID = _utilityID; utility = _utility; playerID = _playerID; }
public SpawnEnvironmentEffectEvent(VTankBot _game, int id, int typeId, VTankObject.Point location, int ownerId) : base(_game) { this.id = id; this.typeId = typeId; this.location = location; this.ownerId = ownerId; envEffect = WeaponLoader.GetEnvironmentProperty(typeId); }
public Projectile(int ID, int projectileTypeId, VTankObject.Point position, double angle) { this.ID = ID; ProjectileTypeID = projectileTypeId; this.Data = WeaponLoader.GetProjectile(ProjectileTypeID); StartingPosition = position; Angle = angle; }
public CreateProjectileEvent(GamePlayState _game, int projectileTypeId, VTankObject.Point point, int ownerId, int projectileId) : base(_game) { this.projectileTypeId = projectileTypeId; this.point = point; this.ownerId = ownerId; this.projectileId = projectileId; }
public CreateProjectileEvent(VTankBot _game, int projectileTypeId, VTankObject.Point point, int ownerId, int projectileId) : base(_game) { this.type = WeaponLoader.GetProjectile(projectileTypeId); this.point = point; this.ownerId = ownerId; this.projectileId = projectileId; }
/// <summary> /// Constructor: Will automatically select the tank that is passed in if it exists. /// </summary> public TankListState(VTankObject.TankAttributes _selectedTank) { ServiceManager.Game.Renderer.ActiveScene.ClearAll(); form = new TankList(ServiceManager.Game.Manager); form.CreateButton.Click += new TomShane.Neoforce.Controls.EventHandler(CreateButton_Click); form.EditButton.Click += new TomShane.Neoforce.Controls.EventHandler(EditButton_Click); form.DeleteButton.Click += new TomShane.Neoforce.Controls.EventHandler(DeleteButton_Click); form.PlayButton.Click += new TomShane.Neoforce.Controls.EventHandler(PlayButton_Click); form.BackButton.Click += new TomShane.Neoforce.Controls.EventHandler(BackButton_Click); form.SelectionChanged += new TomShane.Neoforce.Controls.EventHandler(SelectionChanged); form.PlayButton.Enabled = false; form.EditButton.Enabled = false; form.DeleteButton.Enabled = false; selectedTank = _selectedTank; RefreshTankList(); ServiceManager.Game.Renderer.ActiveScene.SwitchCamera("Tank Display View"); GraphicOptions.graphics.GraphicsDevice.RenderState.DepthBufferEnable = true; Renderer.GraphicOptions.BackgroundColor = Color.Black; }
private GameModeHandler CreateGameHandler(VTankObject.GameMode mode) { if (mode == VTankObject.GameMode.CAPTURETHEBASE) return new CaptureTheBaseMode(Game.CurrentMap); return null; }
public void InvokeSpawnUtility(int utilityID, VTankObject.Utility util, VTankObject.Point pos) { }
public void InvokeResetPosition(VTankObject.Point position) { Game.LocalPlayer.Position = position; OnPositionReset(); }
public void InvokePlayerHasRespawned(int playerID, VTankObject.Point position) { Player player = Game.GetPlayerByID(playerID); if (player != null) { player.Respawn(position); PlayerRespawnEventArgs args = new PlayerRespawnEventArgs(player); PlayerHasRespawned(args); args.Dispose(); } }
public void InvokeOnProjectileFired(int projectileID, int ownerID, int projectileTypeId, VTankObject.Point projectilePosition) { Player owner = Game.GetPlayerByID(ownerID); if (owner != null) { double angle = Math.Atan2(owner.Position.y - projectilePosition.y, owner.Position.x - projectilePosition.x); Projectile projectile = new Projectile( projectileID, owner.Weapon.ProjectileID, projectilePosition, angle); ProjectileFiredEventArgs args = new ProjectileFiredEventArgs( owner, projectile); Game.AddProjectile(projectile); OnProjectileFired(args); args.Dispose(); } }
/// <summary> /// Ask the game tracker to move a player to a certain position. /// </summary> /// <param name="player">Player to move.</param> /// <param name="x">X-position to move to.</param> /// <param name="y">Y-position to move to.</param> public void StartMoving(VTankObject.Direction direction) { MetaPlayer movingPlayer = players[LocalPlayer.ID]; SetPlayerMovement(LocalPlayer, LocalPlayer.Position, direction); bot.GameServer.Move(movingPlayer.Player.Position.x, movingPlayer.Player.Position.y, direction); }
public ResetPositionEvent(GamePlayState _game, VTankObject.Point position) : base(_game) { this.position = position; }
public override void ice_response(VTankObject.Map ret__) { Map = ret__; if (callback != null) { callback(new Result<VTankObject.Map>(ret__)); } }
/// <summary> /// Start moving forward. /// </summary> /// <param name="player"></param> /// <param name="pos"></param> private void StartMovingForward(MetaPlayer player, VTankObject.Point pos) { player.Player.MovementDirection = VTankObject.Direction.FORWARD; player.Player.Position = pos; bot.GameServer.Move(pos.x, pos.y, VTankObject.Direction.FORWARD); }
/// <summary> /// Perform a movement on the player if that player wants to move. /// </summary> /// <param name="player"></param> /// <param name="deltaTimeSeconds"></param> private bool CheckCollision(VTankObject.Point position) { return false; /*const float TANK_RADIUS = 25f; int tileX = (int)Math.Round(position.x / Tile.TILE_SIZE_IN_PIXELS); int tileY = (int)Math.Round((-position.y) / Tile.TILE_SIZE_IN_PIXELS); Circle circle = new Circle(position.x, position.y, TANK_RADIUS); for (int y = tileY - 2; y < tileY + 2 && y < CurrentMap.Height; ++y) { if (y < 0) continue; for (int x = tileX - 2; x < tileX + 2 && x < CurrentMap.Width; ++x) { if (x < 0) continue; Tile currentTile = CurrentMap.GetTile(x, y); Rectangle tileRect = new Rectangle(x * Tile.TILE_SIZE_IN_PIXELS, -(y * Tile.TILE_SIZE_IN_PIXELS + 64), Tile.TILE_SIZE_IN_PIXELS, Tile.TILE_SIZE_IN_PIXELS); if (!currentTile.IsPassable && circle.CollidesWith(tileRect)) { return true; } } } return false;*/ }
public override void ice_response(VTankObject.TankAttributes[] ret__) { if (callback != null) { callback(new Result<VTankObject.TankAttributes[]>(ret__)); } }
public void InvokeApplyUtility(int utilityId, VTankObject.Utility utility, int playerId) { }
public PlayerRespawnedEvent(GamePlayState _game, int id, VTankObject.Point where) : base(_game) { this.id = id; this.where = where; }
public void InvokeOnPlayerMove(int playerID, VTankObject.Point position, VTankObject.Direction direction) { Player player = Game.GetPlayerByID(playerID); if (player != null) { Game.SetPlayerMovement(player, position, direction); } }
/// <summary> /// Stop moving forward. /// </summary> /// <param name="player"></param> /// <param name="pos"></param> private void StopMovingForward(MetaPlayer player, VTankObject.Point pos) { player.Player.Position = pos; //if (player.Player.MovementDirection != VTankObject.Direction.NONE) //{ player.Player.MovementDirection = VTankObject.Direction.NONE; bot.GameServer.Move(pos.x, pos.y, VTankObject.Direction.NONE); //} }
public void InvokeOnPlayerRotate(int playerID, double angle, VTankObject.Direction direction) { Player player = Game.GetPlayerByID(playerID); if (player != null) { Game.SetPlayerRotation(player, angle, direction); } }