public static string GetState(GameState state) { string str = ""; string sc = " "; int playersCount = state.players.Count; for (int i = 0; i < playersCount; i++) { str += state.players[i].name + sc; str += state.players[i].ID + sc; str += state.players[i].position.x.ToString() + sc; str += state.players[i].position.y.ToString() + sc; str += state.players[i].currentSpeed.x.ToString() + sc; str += state.players[i].currentSpeed.y.ToString() + sc; str += state.players[i].radius + sc; } str += ";"; return str; }
static bool Init() { //log = new StreamWriter("log.log", false); clientConnected = false; port = 11000; playersCount = 1; ///////////NET WORK/////////// playerRadius = 10; tickCurrent = 0; tickCount = 3000; ///////////NET WORK/////////// worldHeightSize = 768; worldWidthSize = 1024; world = new GameState(0, playerRadius); //debug cout("loading config"); if (!configLoad()) { cout("config load filed"); return false; } if (!connectToCore()) { return false; } if (!initNetwork()) { return false; } logWriter = new StreamWriter(logFileName,false); return true; }
static void logStateReader() { if (tickCurrent < tickCount) { world = new GameState(logReader.ReadLine(), playersCount); tickCurrent++; } }