Example #1
0
        public void UpdateView(Vector2 pos, float dt, int clientId)
        {
            // Updated by the player that owns it and sent to client
            Vector2 prev = ViewPosition;

            ViewPosition = Vector2.Lerp(prev, pos, dt);

            float halfViewX = ViewSize.X * 0.5f;
            float halfViewY = ViewSize.Y * 0.5f;

            if (ViewPosition.X <= halfViewX)
            {
                ViewPosition.X = halfViewX;
            }
            else if (ViewPosition.X >= GameSimulation.instance.MapWidth() - halfViewX)
            {
                ViewPosition.X = GameSimulation.instance.MapWidth() - halfViewX;
            }

            if (ViewPosition.Y <= halfViewY)
            {
                ViewPosition.Y = halfViewY;
            }
            else if (ViewPosition.Y >= GameSimulation.instance.MapHeight() - halfViewY)
            {
                ViewPosition.Y = GameSimulation.instance.MapHeight() - halfViewY;
            }

            // Send packet of this calculated view centre
            PacketDefs.ViewUpdatePacket vp = new PacketDefs.ViewUpdatePacket(ViewPosition.X, ViewPosition.Y);
            ServerManager.instance.SendUdp(clientId, fastJSON.JSON.ToJSON(vp, PacketDefs.JsonParams()));
        }
        private void UpdateSimulation(float dt)
        {
            // Loop through game objects
            for (int i = 0; i < m_UpdateObjects.Count; ++i)
            {
                GameObject gameObj = m_UpdateObjects[i];

                if (gameObj != null)
                {
                    // We will send a packet to each client from updateable things such as enemies
                    gameObj.Update();

                    // Send this player to all other clients, ensure we send one update when deactivated
                    if (!gameObj.SentInactivePacket)
                    {
                        // Send out the new position update here
                        PacketDefs.PlayerInputUpdatePacket updatePacket = new PacketDefs.PlayerInputUpdatePacket(
                            gameObj.UnqId(), gameObj.Position.X, gameObj.Position.Y, gameObj.FrameX(), gameObj.FrameY(), gameObj.Active);

                        ServerManager.instance.SendAllUdp(fastJSON.JSON.ToJSON(
                                                              updatePacket, PacketDefs.JsonParams()));
                    }

                    if (!gameObj.Active && !gameObj.SentInactivePacket)
                    {
                        // So only send one packet out when deactivated
                        // This will be set back to false when Active prop is set to true
                        gameObj.SentInactivePacket = true;
                    }
                }
            }

            if (m_ShouldClearData)
            {
                m_ShouldClearData = false;
                ClearGameData();
            }
        }