public ServerEngine(int serverPort, int maxClients/*map name, etc*/) { // Server creation elapsedTime = 0; commands = new ConcurrentQueue<Command.Command>(); updatedPositions = new ConcurrentQueue<KeyValuePair<Player, Position>>(); newPlayers = new ConcurrentQueue<Player>(); communication = new ENetServer(serverPort, maxClients, this); communication.Launch(); // Environment initialization //XMLReader xmlTest = new XMLReader("../../../map_official.xml"); XMLReader xmlTest = new XMLReader("xml/map.xml"); Constants.Instance.init(); Map map = new Map(xmlTest.upperLeft, xmlTest.lowerRight, xmlTest.listObstacle, xmlTest.listWall); Player player = new Player("Champ"); environment = GameEnvironment.Instance; environment.init(map, player); pengine = new PhysicsEngine(environment.Map); Character character = new Character("swattds", pengine, new Vector2(200, 100), new Vector2(75, 75), 55); //Character redshirt = new Character("Redshirt", pengine, new Vector2(400, 100), new Vector2(100, 100)); player.addCharacter(character); //player.addCharacter(redshirt); }
// protected int milliseconds; public Move(Character.MovementDirection _direction, Character _charToMove) : base(Type.Move) { direction = _direction; charToMove = _charToMove; // milliseconds = _milliseconds; }
// TODO: get real values public Weapon(WeaponInfo.Type _type) : base(null, new Vector2(1,1)) { owner = null; info = Constants.Instance.getWeaponInfo(_type); lastShotTime = 0; ammoLeft = info.magSize; }
/// <summary> /// Assigns this weapon to a character /// <param name="c">The character to set as owner</param> /// </summary> public void setOwner(Character c) { owner = c; }
public LightCharacter(Character c) { textureName = c.getTextureName(); position = c.body.position; size = c.getSize(); }
public Shoot(Character _shooter, int _time) : base(Type.Shoot) { shooter = _shooter; time = _time; }
public void setEnvironment(LightEnvironment env) { Player local = new Player("Georges"); // TODO : change this environment = GameEnvironment.Instance; environment.init(env.map, local); pengine = new PhysicsEngine(environment.Map); //Character character = new Character("patate", pengine, new Vector2(150, 300), new Vector2(50, 50)); Character character = new Character("swattds", pengine, new Vector2(150, 300), new Vector2(75, 75), 55); local.addCharacter(character); foreach (LightPlayer lp in env.players) { Player p = new Player(lp.name); Character c = new Character(lp.character.textureName, pengine, lp.character.position, lp.character.size, lp.character.size.X); p.addCharacter(c); environment.AddPlayer(p); } // Sending local info to server communication.SendReliable(new LightPlayer(local), NetFrame.FrameType.player); ready = true; }
public void setFollowedCharacter(Character character) { // set the character as the new followed object followedCharacter = character; // Centers view on the character cameraPosition = -character.getPosition(); cameraPosition.X += graphics.PreferredBackBufferWidth / 2; cameraPosition.Y += graphics.PreferredBackBufferHeight / 2; }
public Reload(Character _reloader) : base(Type.Reload) { reloader = _reloader; }
public Player AddPlayer(LightPlayer lp) { Player p = new Player(lp.name); Character c = new Character(lp.character.textureName, pengine, lp.character.position, lp.character.size, lp.character.size.X); p.addCharacter(c); newPlayers.Enqueue(p); return p; }