public void Rule1(float dt, World world) { Asteroids = ( (Asteroids).Select(__ContextSymbol8 => new { ___a11 = __ContextSymbol8 }) .Where(__ContextSymbol9 => ((1500f) > (__ContextSymbol9.___a11.Position.Y))) .Select(__ContextSymbol10 => __ContextSymbol10.___a11) .ToList<Asteroid>()).ToList<Asteroid>(); }
/// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { // TODO: Add your initialization logic here world = new World(); world.Start(); NetPeerConfiguration config = new NetPeerConfiguration("AsteroidShooter"); NetworkAPI.Client = new NetClient(config); NetworkAPI.Client.Start(); NetworkAPI.Client.Connect("127.0.0.1", 5432); base.Initialize(); }
public void Update(float dt, World world) { var t = System.DateTime.Now; this.Rule0(dt, world); this.Rule1(dt, world); this.Rule3(dt, world); this.Rule4(dt, world); for (int x0 = 0; x0 < Asteroids.Count; x0++) { Asteroids[x0].Update(dt, world); } Ship.Update(dt, world); this.Rule2(dt, world); }
public void Rule0(float dt, World world) { CollidingProjectiles = ( (Asteroids).Select(__ContextSymbol5 => new { ___a00 = __ContextSymbol5 }) .SelectMany(__ContextSymbol6 => (Ships).Select(__ContextSymbol7 => new { ___s00 = __ContextSymbol7, prev = __ContextSymbol6 }) .SelectMany(__ContextSymbol8 => (__ContextSymbol8.___s00.Projectiles).Select(__ContextSymbol9 => new { ___p00 = __ContextSymbol9, prev = __ContextSymbol8 }) .Where(__ContextSymbol10 => ((150f) > (Microsoft.Xna.Framework.Vector2.Distance(__ContextSymbol10.prev.prev.___a00.Position, __ContextSymbol10.___p00.Position)))) .Select(__ContextSymbol11 => __ContextSymbol11.___p00) .ToList<Projectile>()))).ToList<Projectile>(); }
public void Rule0(float dt, World world) { Asteroids = ( (Asteroids).Select(__ContextSymbol1 => new { ___a00 = __ContextSymbol1 }) .Select(__ContextSymbol2 => new { ___projs00 = ( (Ship.Projectiles).Select(__ContextSymbol3 => new { ___p00 = __ContextSymbol3, prev = __ContextSymbol2 }) .Where(__ContextSymbol4 => ((50) > (Microsoft.Xna.Framework.Vector2.Distance(__ContextSymbol4.prev.___a00.Position, __ContextSymbol4.___p00.Position)))) .Select(__ContextSymbol5 => __ContextSymbol5.___p00) .ToList<Projectile>()).ToList<Projectile>(), prev = __ContextSymbol2 }) .Where(__ContextSymbol6 => ((__ContextSymbol6.___projs00.Count) == (0))) .Select(__ContextSymbol7 => __ContextSymbol7.prev.___a00) .ToList<Asteroid>()).ToList<Asteroid>(); }
public void Rule0(float dt, World world) { Position = (Position) + ((new Microsoft.Xna.Framework.Vector2(0f, 250f)) * (dt)); }
public void Update(float dt, World world) { frame = World.frame; this.Rule0(dt, world); }
public void Rule3(float dt, World world) { switch (s3) { case -1: ___vy31 = new Microsoft.Xna.Framework.Vector2(-300f, 0f); goto case 1; case 1: if (!(world.State.IsKeyDown(Keys.A))) { s3 = 1; return; } else { goto case 0; } case 0: Position = ((Position) + (((___vy31) * (dt)))); s3 = -1; return; default: return; } }
public void Rule0(float dt, World world) { switch (s0) { case -1: if (!(KeyboardManager.KeyboardInput.GetKeyPressed(world.Input, Keys.Q))) { s0 = -1; return; } else { goto case 0; } case 0: Projectiles = new Cons<Projectile>(new Projectile(Position), (Projectiles)).ToList<Projectile>(); s0 = -1; return; default: return; } }
public void Rule1(float dt, World world) { Projectiles = ( (Projectiles).Select(__ContextSymbol13 => new { ___p11 = __ContextSymbol13 }) .Where(__ContextSymbol14 => ((__ContextSymbol14.___p11.Position.Y) > (-50f))) .Select(__ContextSymbol15 => __ContextSymbol15.___p11) .ToList<Projectile>()).ToList<Projectile>(); }
public void Update(float dt, World world) { frame = World.frame; this.Rule1(dt, world); this.Rule0(dt, world); this.Rule2(dt, world); this.Rule3(dt, world); for (int x0 = 0; x0 < Projectiles.Count; x0++) { Projectiles[x0].Update(dt, world); } }
public void Rule7(float dt, World world) { switch (s7) { case -1: ___randomPos70 = new Microsoft.Xna.Framework.Vector2(Utilities.Random.RandFloat(0f, 1500f), -50f); ___randomWait70 = Utilities.Random.RandFloat(0.5f, 3f); Asteroids = new Cons<Asteroid>(new Asteroid(___randomPos70), (Asteroids)).ToList<Asteroid>(); s7 = 0; return; case 0: count_down1 = ___randomWait70; goto case 1; case 1: if (((count_down1) > (0f))) { count_down1 = ((count_down1) - (dt)); s7 = 1; return; } else { s7 = -1; return; } default: return; } }
public void Rule4(float dt, World world) { State = Microsoft.Xna.Framework.Input.Keyboard.GetState(); }
public void Rule2(float dt, World world) { switch (s2) { case -1: if (!(((ColliderShipAsteroid.Count) > (0)))) { s2 = -1; return; } else { goto case 1; } case 1: ___updatedAsteroids20 = ( (Asteroids).Select(__ContextSymbol30 => new { ___a21 = __ContextSymbol30 }) .Select(__ContextSymbol31 => new { ___colliders20 = ( (ColliderShipAsteroid).Select(__ContextSymbol32 => new { ___c20 = __ContextSymbol32, prev = __ContextSymbol31 }) .Where(__ContextSymbol33 => ((__ContextSymbol33.___c20.Item2) == (__ContextSymbol33.prev.___a21))) .Select(__ContextSymbol34 => __ContextSymbol34.___c20.Item2) .ToList<Asteroid>()).ToList<Asteroid>(), prev = __ContextSymbol31 }) .Where(__ContextSymbol35 => ((__ContextSymbol35.___colliders20.Count) == (0))) .Select(__ContextSymbol36 => __ContextSymbol36.prev.___a21) .ToList<Asteroid>()).ToList<Asteroid>(); ColliderShipAsteroid = ( Enumerable.Empty<Casanova.Prelude.Tuple<Ship, Asteroid>>()).ToList<Casanova.Prelude.Tuple<Ship, Asteroid>>(); Asteroids = ___updatedAsteroids20; s2 = -1; return; default: return; } }
public void Rule2(float dt, World world) { switch (s2) { case -1: if (!(world.State.IsKeyDown(Keys.Space))) { s2 = -1; return; } else { goto case 1; } case 1: Projectiles = new Cons<Projectile>(new Projectile(Position, this), (Projectiles)).ToList<Projectile>(); s2 = 0; return; case 0: if (!(!(world.State.IsKeyDown(Keys.Space)))) { s2 = 0; return; } else { s2 = -1; return; } default: return; } }
public void Rule1(float dt, World world) { switch (s1) { case -1: if (!(((world.ColliderShipAsteroid.Count) > (0)))) { s1 = -1; return; } else { goto case 5; } case 5: ___colliders11 = ( (world.ColliderShipAsteroid).Select(__ContextSymbol60 => new { ___c11 = __ContextSymbol60 }) .Where(__ContextSymbol61 => ((__ContextSymbol61.___c11.Item1) == (this))) .Select(__ContextSymbol62 => __ContextSymbol62.___c11) .ToList<Casanova.Prelude.Tuple<Ship, Asteroid>>()).ToList<Casanova.Prelude.Tuple<Ship, Asteroid>>(); if (((___colliders11.Count) > (0))) { goto case 0; } else { goto case 1; } case 0: Health = ((Health) - (___colliders11.Head().Item2.Damage)); s1 = -1; return; case 1: Health = Health; s1 = -1; return; default: return; } }
public void Rule0(float dt, World world) { switch (s0) { case -1: if (!(((world.CollidingProjectiles.Count) > (0)))) { s0 = -1; return; } else { goto case 2; } case 2: ___hits00 = ( (Projectiles).Select(__ContextSymbol48 => new { ___p02 = __ContextSymbol48 }) .SelectMany(__ContextSymbol49 => (world.CollidingProjectiles).Select(__ContextSymbol50 => new { ___cp00 = __ContextSymbol50, prev = __ContextSymbol49 }) .Where(__ContextSymbol51 => ((((__ContextSymbol51.prev.___p02) == (__ContextSymbol51.___cp00))) && (((__ContextSymbol51.prev.___p02.Owner) == (this))))) .Select(__ContextSymbol52 => __ContextSymbol52.prev.___p02) .ToList<Projectile>())).ToList<Projectile>(); ___updatedProjs00 = ( (Projectiles).Select(__ContextSymbol53 => new { ___p03 = __ContextSymbol53 }) .Select(__ContextSymbol54 => new { ___hits01 = ( (world.CollidingProjectiles).Select(__ContextSymbol55 => new { ___cp01 = __ContextSymbol55, prev = __ContextSymbol54 }) .Where(__ContextSymbol56 => ((((__ContextSymbol56.prev.___p03) == (__ContextSymbol56.___cp01))) && (((__ContextSymbol56.prev.___p03.Owner) == (this))))) .Select(__ContextSymbol57 => __ContextSymbol57.prev.___p03) .ToList<Projectile>()).ToList<Projectile>(), prev = __ContextSymbol54 }) .Where(__ContextSymbol58 => ((__ContextSymbol58.___hits01.Count) == (0))) .Select(__ContextSymbol59 => __ContextSymbol59.prev.___p03) .ToList<Projectile>()).ToList<Projectile>(); Projectiles = ___updatedProjs00; Score = ((Score) + (___hits00.Count)); s0 = -1; return; default: return; } }
public void Rule3(float dt, World world) { Projectiles = ( (Projectiles).Select(__ContextSymbol45 => new { ___p34 = __ContextSymbol45 }) .Where(__ContextSymbol46 => ((__ContextSymbol46.___p34.Position.Y) > (-50f))) .Select(__ContextSymbol47 => __ContextSymbol47.___p34) .ToList<Projectile>()).ToList<Projectile>(); }
public void Rule6(float dt, World world) { Asteroids = ( (Asteroids).Select(__ContextSymbol27 => new { ___a65 = __ContextSymbol27 }) .Where(__ContextSymbol28 => ((1500f) > (__ContextSymbol28.___a65.Position.Y))) .Select(__ContextSymbol29 => __ContextSymbol29.___a65) .ToList<Asteroid>()).ToList<Asteroid>(); }
public void Rule4(float dt, World world) { CollidingAsteroids = ( (Asteroids).Select(__ContextSymbol20 => new { ___a43 = __ContextSymbol20 }) .SelectMany(__ContextSymbol21 => (Ships).Select(__ContextSymbol22 => new { ___s43 = __ContextSymbol22, prev = __ContextSymbol21 }) .SelectMany(__ContextSymbol23 => (__ContextSymbol23.___s43.Projectiles).Select(__ContextSymbol24 => new { ___p41 = __ContextSymbol24, prev = __ContextSymbol23 }) .Where(__ContextSymbol25 => ((150f) > (Microsoft.Xna.Framework.Vector2.Distance(__ContextSymbol25.prev.prev.___a43.Position, __ContextSymbol25.___p41.Position)))) .Select(__ContextSymbol26 => __ContextSymbol26.prev.prev.___a43) .ToList<Asteroid>()))).ToList<Asteroid>(); }
public void Rule5(float dt, World world) { switch (s5) { case -1: if (!(((CollidingAsteroids.Count) > (0)))) { s5 = -1; return; } else { goto case 0; } case 0: Asteroids = ( (Asteroids).Select(__ContextSymbol38 => new { ___a54 = __ContextSymbol38 }) .SelectMany(__ContextSymbol39 => (CollidingAsteroids).Select(__ContextSymbol40 => new { ___ca50 = __ContextSymbol40, prev = __ContextSymbol39 }) .Where(__ContextSymbol41 => !(((__ContextSymbol41.prev.___a54) == (__ContextSymbol41.___ca50)))) .Select(__ContextSymbol42 => __ContextSymbol42.prev.___a54) .ToList<Asteroid>())).ToList<Asteroid>(); s5 = -1; return; default: return; } }
public void Rule3(float dt, World world) { new Casanova.Prelude.Tuple<Microsoft.Xna.Framework.Input.KeyboardState, Microsoft.Xna.Framework.Input.KeyboardState>(Input.CurrentState, Input.OldState); }
public void Rule1(float dt, World world) { Ships = ( (Ships).Select(__ContextSymbol12 => new { ___s11 = __ContextSymbol12 }) .Where(__ContextSymbol13 => ((__ContextSymbol13.___s11.Health) > (0))) .Select(__ContextSymbol14 => __ContextSymbol14.___s11) .ToList<Ship>()).ToList<Ship>(); }
public void Rule2(float dt, World world) { switch (s2) { case -1: Asteroids = new Cons<Asteroid>(new Asteroid(new Microsoft.Xna.Framework.Vector2(250f, -50f)), (Asteroids)).ToList<Asteroid>(); s2 = 0; return; case 0: count_down1 = 3f; goto case 1; case 1: if (((count_down1) > (0f))) { count_down1 = ((count_down1) - (dt)); s2 = 1; return; } else { s2 = -1; return; } default: return; } }
public void Rule3(float dt, World world) { ColliderShipAsteroid = ( (Asteroids).Select(__ContextSymbol15 => new { ___a32 = __ContextSymbol15 }) .SelectMany(__ContextSymbol16 => (Ships).Select(__ContextSymbol17 => new { ___s32 = __ContextSymbol17, prev = __ContextSymbol16 }) .Where(__ContextSymbol18 => ((150f) > (Microsoft.Xna.Framework.Vector2.Distance(__ContextSymbol18.prev.___a32.Position, __ContextSymbol18.___s32.Position)))) .Select(__ContextSymbol19 => new Casanova.Prelude.Tuple<Ship, Asteroid>(__ContextSymbol19.___s32, __ContextSymbol19.prev.___a32)) .ToList<Casanova.Prelude.Tuple<Ship, Asteroid>>())).ToList<Casanova.Prelude.Tuple<Ship, Asteroid>>(); }