/// <summary>User input.</summary>
 /// <param name="realm">Realm.</param>
 /// <param name="user">User.</param>
 /// <param name="state">Input state.</param>
 public override void Input(IRealm realm, User user, InputState state)
 {
     var player = (Player)user["player"];
     player.VectorX = (state.Get<bool>("right") ? 1 : state.Get<bool>("left") ? -1 : 0) * 20;
     player.VectorY = (state.Get<bool>("up") ? 1 : state.Get<bool>("down") ? -1 : 0) * 80;
     player.AimAngle = state.Get<float>("aimAngle");
 }
 /// <summary>New user joined to the game as observer.</summary>
 /// <param name="realm">Realm.</param>
 /// <param name="user">User.</param>
 /// <returns>Aceept user to the game?</returns>
 public override bool Enter(IRealm realm, User user)
 {
     user["player"] = new Player {
         X = 64 * 3,
         Name = "Player_" + DateTime.Now.Millisecond,
         ClientSessionId = user.Session
     };
     realm.AddEntity(user["player"]);
     return true;
 }
        /// <summary>User input.</summary>
        /// <param name="realm">Realm.</param>
        /// <param name="user">User.</param>
        /// <param name="state">Keys.</param>
        public override void Input(IRealm realm, User user, InputState state)
        {
            var player = (Player)user["player"];
            var aimAngle = state.Get<float>("aimAngle");
            var kickBall = state.Get<bool>("kick");
            var aimAngleRad = aimAngle / 180.0f * Math.PI;

            //
            if (kickBall) {
                foreach (var ball in realm.Entities.OfType<Ball>()) {
                    ball.VectorX = (float)Math.Cos(aimAngleRad) * 25000;
                    ball.VectorY = (float)Math.Sin(aimAngleRad) * 25000;
                }
            }
        }
        /// <summary>User input.</summary>
        /// <param name="realm">Realm.</param>
        /// <param name="user">User.</param>
        /// <param name="state">Keys.</param>
        public override void Input(IRealm realm, User user, InputState state)
        {
            var player = (Player)user["player"];
            var aimAngle = state.Get<float>("aimAngle");
            var fire = state.Get<bool>("fire");
            var aimAngleRad = aimAngle / 180.0f * Math.PI;

            if (fire) {
                var vectorX = (float)Math.Cos(aimAngleRad);
                var vectorY = (float)Math.Sin(aimAngleRad);
                var bullet = new Bullet {
                    X = player.X + vectorX * 25, Y = player.Y + vectorY * 25,
                    VectorX = vectorX * 50,
                    VectorY = vectorY * 50
                };
                realm.AddEntity(bullet);
            }
        }
 /// <summary>User outs from the game.</summary>
 /// <param name="realm">Realm.</param>
 /// <param name="user">User.</param>
 public override void Leave(IRealm realm, User user)
 {
     realm.RemoveEntity(user["player"]);
 }
Example #6
0
 /// <summary>User connection state changed.</summary>
 /// <param name="sender">Event sender.</param>
 /// <param name="e">Event args.</param>
 void OnUserConnectionStateChanged(object sender, ConnectionEventArgs e)
 {
     if (e.State == ConnectionState.Connected) {
         var user = new Ardelme.Core.User(e.User.Session);
         e.User["user"] = user;
         lock (_realm) { _realm.Enter(user); }
     } else if (e.State == ConnectionState.Disconnected)
         lock (_realm) { _realm.Leave((Ardelme.Core.User)e.User["user"]); }
 }
Example #7
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 /// <summary>Chat message received.</summary>
 /// <param name="user">User who sends the message.</param>
 /// <param name="message">Message.</param>
 /// <param name="channel">Channel.</param>
 public void Chat(User user, string message, string channel)
 {
     _behaviors.ForEach(x => x.Chat(this, user, message, channel));
 }
Example #8
0
 /// <summary>User disconnected from the game.</summary>
 /// <param name="user">User.</param>
 public void Leave(User user)
 {
     _behaviors.ForEach(x => x.Leave(this, user));
 }
Example #9
0
 /// <summary>New user joined a game.</summary>
 /// <param name="user">User.</param>
 /// <param name="team">Team.</param>
 /// <returns>Aceept user to the game?</returns>
 public bool Join(User user, Team team)
 {
     return _behaviors.Aggregate(true, (current, b) => current && b.Join(this, user, team));
 }
Example #10
0
 /// <summary>Users input data.</summary>
 /// <param name="user">User.</param>
 /// <param name="state">Input data.</param>
 public void Input(User user, InputState state)
 {
     _behaviors.ForEach(x => x.Input(this, user, state));
 }
Example #11
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 /// <summary>New user connected to the game.</summary>
 /// <param name="user">User.</param>
 /// <returns>Accept connection?</returns>
 public bool Enter(User user)
 {
     return _behaviors.Aggregate(true, (current, b) => current && b.Enter(this, user));
 }