public Communicator(Settings settings, Battlefield battlefield, GameStateClient gameState, out RealCharacter player) { _battlefield = battlefield; _gameState = gameState; // подключаемся к серверу ServerConnectionPacket connMsg = Connect(settings, ref _clientPort); if (connMsg == null) { _battlefield.Game.Exit(); } _messenger = new UdpMessenger(settings.ServerAddress, settings.ServerPort, _clientPort, _receiveTimeout); _gameState.SetLevel((Level)connMsg.Level); // обновление состояния игрока _gameState.CreateCharacter(connMsg.PlayerId); player = _gameState.Players[connMsg.PlayerId]; player.Position = (Vector2)connMsg.PlayerPosition; player.Health = connMsg.Health; player.Speed = connMsg.Speed; player.MoveBehavior = new PlayerMove1(player); _gameState.Player = player; _gameState.NetPlayer = new NetPlayer(_messenger, player); new Thread(StartReceiving).Start(); new Thread(StartSending).Start(); }
protected override void Initialize() { GameStateClient gameState = new GameStateClient(); battlefield = new Battlefield(this, settings, gameState); Components.Add(battlefield); Components.Add(new GameConsole(this, gameState)); base.Initialize(); }
public MovesActor(GameStateClient gameState, CollisionActor collisionsActor) { this._gameState = gameState; this._collisionsActor = collisionsActor; }
public GameConsole(Game game, GameStateClient gameState) : base(game) { _gameState = gameState; }
public ConsoleCommandsActor(GameStateClient gameState) { this._gameState = gameState; }
public RotationsActor(GameStateClient gameState) { this._gameState = gameState; }
public Battlefield(Game1 game, Settings settings, GameStateClient gameState) : base(game) { _settings = settings; _gameState = gameState; }
public ScoresActor(GameStateClient gameState) { this._gameState = gameState; }
public HealthActor(GameStateClient gameState) { this._gameState = gameState; }
public HitsActor(GameStateClient gameState) { this._gameState = gameState; }
public ConnectionsCheckActor(GameStateClient gameState) { this._gameState = gameState; }