Exemple #1
0
        private void respawnData(PlayerID _id)
        {
            switch (_id)
            {
            case PlayerID.one:
            {
                Ship p2Ship = PlayerManager.getPlayer(PlayerID.two).playerShip;

                if (p2Ship.spriteRef.pos.Y < 95)
                {
                    Data.Instance().createShip1(new Vector2(150, 130), (float)(90.0f * (Math.PI / 180.0f)));
                }
                else
                {
                    Data.Instance().createShip1(new Vector2(150, 60), -(float)(90.0f * (Math.PI / 180.0f)));
                }
                break;
            }

            case PlayerID.two:
                Ship p1Ship = PlayerManager.getPlayer(PlayerID.one).playerShip;

                if (p1Ship.spriteRef.pos.Y > 95)
                {
                    Data.Instance().createShip2(new Vector2(150, 60), -(float)(90.0f * (Math.PI / 180.0f)));
                }
                else
                {
                    Data.Instance().createShip2(new Vector2(150, 130), (float)(90.0f * (Math.PI / 180.0f)));
                }
                break;
            }
        }
Exemple #2
0
        public void process()
        {
            int count = inpQ.Count;

            CollisionManager.GameObjManager pObj = CollisionManager.GameObjManager.Instance();

            for (int i = 0; i < count; i++)
            {
                qHeader pInstance = inpQ.Dequeue();

                switch (pInstance.type)
                {
                case QueueType.ship_impulse:
                    ship_impulse imp = (ship_impulse)pInstance.obj;
                    imp.execute();
                    break;

                case QueueType.ship_missile:
                    Ship_Create_Missile_Message smiss = (Ship_Create_Missile_Message)pInstance.obj;
                    CollisionManager.Player     p2    = PlayerManager.getPlayer(smiss.id);
                    p2.createMissile();
                    break;

                case QueueType.ship_rot_anti:
                    Ship_rot_message srmsg = (Ship_rot_message)pInstance.obj;
                    srmsg.rot = -0.1f;
                    srmsg.execute();
                    break;

                case QueueType.ship_bomb:
                    Ship_Create_Bomb_Message smsg = (Ship_Create_Bomb_Message)pInstance.obj;
                    CollisionManager.GameObjManager.Instance().createBomb(smsg.id);
                    break;


                case QueueType.EventMessage:
                    EvenMessage msg = (EvenMessage)pInstance.obj;
                    msg.execute();
                    break;

                case QueueType.ship_rot_clock:
                    Ship_rot_message p3 = (Ship_rot_message)pInstance.obj;
                    p3.rot = 0.1f;
                    p3.execute();
                    break;
                }
            }
        }
Exemple #3
0
        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // TODO: use this.Content to load your game content here
            spriteBatch = new SpriteBatch(GraphicsDevice);
            font        = Content.Load <SpriteFont>("SpriteFont1");

            world = new World(new Vector2(0, 0), true);
            myContactListener myContactListener = new myContactListener();

            world.ContactListener = myContactListener;
            Data.Instance().createData();
            backgroundTexture = Content.Load <Texture2D>("background");
            //backgroundTexture = Content.Load<Texture2D>("MainmenuLobby");
            player1 = PlayerManager.getPlayer(PlayerID.one);
            player2 = PlayerManager.getPlayer(PlayerID.two);
        }
Exemple #4
0
        public void removeBomb(Bomb b)
        {
            if (b.state == BombState.alive)
            {
                b.state = BombState.dead;

                b.spriteRef.sprite.image = b.image1;

                GameObjManager.Instance().remove(batchEnum.bomb, b);

                BombManager.Instance().addBomb(b);

                playBombHitSound();

                PlayerManager.getPlayer(b.owner).addBombSprite();
            }
        }
Exemple #5
0
        /// <summary>
        /// This event handler will be called whenever a new gamer joins the session.
        /// We use it to allocate a Tank object, and associate it with the new gamer.
        /// </summary>
        void GamerJoinedEventHandler(object sender, GamerJoinedEventArgs e)
        {
            int gamerIndex = networkSession.AllGamers.IndexOf(e.Gamer);

            if (Host == true && gamerIndex == 0)
            {
                e.Gamer.Tag = PlayerManager.getPlayer(PlayerID.one);
            }
            else if (Host == true && gamerIndex == 1)
            {
                e.Gamer.Tag = PlayerManager.getPlayer(PlayerID.two);
            }
            else if (Host == false && gamerIndex == 0)
            {
                e.Gamer.Tag = PlayerManager.getPlayer(PlayerID.two);
            }
            else if (Host == false && gamerIndex == 1)
            {
                e.Gamer.Tag = PlayerManager.getPlayer(PlayerID.one);
            }
        }
Exemple #6
0
        public void createShip1(Vector2 pos, float _rot)
        {
            World world = Game1.GameInstance.getWorld();

            ////////////////  For Sprite System use ///////////////
            Sprite       shipSprite = (Sprite)DisplayManager.Instance().getDisplayObj(SpriteEnum.Ship);
            Sprite_Proxy proxyShip  = new Sprite_Proxy(shipSprite, pos.X, pos.Y, shipScale, Color.Blue);
            Ship         p1         = new Ship(GameObjType.p1ship, proxyShip);


            SBNode shipBatch = SpriteBatchManager.Instance().getBatch(batchEnum.ships);

            shipBatch.addDisplayObject(proxyShip);

            //////////////////////////////////////


            // Box2D Body Setup/////////////////////////
            var shipShape = new PolygonShape();

            Vector2[] verts = new Vector2[5];


            verts[0] = new Vector2(-5.0f, -5.0f);
            verts[1] = new Vector2(4.8f, -0.10f);
            verts[2] = new Vector2(5.0f, 0.00f);
            verts[3] = new Vector2(4.8f, 0.10f);
            verts[4] = new Vector2(-5.0f, 5.0f);

            shipShape.Set(verts, 5);
            shipShape._centroid = new Vector2(0, 0);


            var fd = new FixtureDef();

            fd.shape       = shipShape;
            fd.restitution = 0.9f;
            fd.friction    = 0.0f;
            fd.density     = 1.0f;
            fd.userData    = p1;

            BodyDef bd = new BodyDef();

            bd.allowSleep    = false;
            bd.fixedRotation = true;
            bd.type          = BodyType.Dynamic;
            bd.position      = p1.spriteRef.pos;


            var body = world.CreateBody(bd);

            body.CreateFixture(fd);
            body.SetUserData(p1);
            body.Rotation = _rot;
            ///////////////////////////////////////

            // Set sprite body reference


            PhysicsMan.Instance().addPhysicsObj(p1, body);
            //////////////////

            // Set Player's ship and add it to the GameObjManager //////////////
            PlayerManager.getPlayer(PlayerID.one).setShip(p1);

            GameObjManager.Instance().addGameObj(p1);
        }
 public override void execute()
 {
     CollisionManager.Player p = PlayerManager.getPlayer(this.id);
     p.playerShip.physicsObj.body.ApplyLinearImpulse(this.impulse, p.playerShip.physicsObj.body.GetWorldCenter());
 }
 public override void execute()
 {
     CollisionManager.Player p = PlayerManager.getPlayer(this.id);
     p.playerShip.physicsObj.body.Rotation += this.rot;
 }
Exemple #9
0
        private void checkInput()
        {
            newState      = Keyboard.GetState();
            P1newPadState = GamePad.GetState(PlayerIndex.One);
            P2newPadState = GamePad.GetState(PlayerIndex.Two);
            Player p;

            if (Host)
            {
                p = PlayerManager.getPlayer(PlayerID.one);
            }
            else
            {
                p = PlayerManager.getPlayer(PlayerID.two);
            }

            ////Player 1 controls
            if (oldState.IsKeyDown(Keys.D) || P1oldPadState.IsButtonDown(Buttons.DPadRight))
            {
                Ship_rot_message pShip = new Ship_rot_message(p, 0.1f);
                pShip.serverRotvalue = p.playerShip.rotation;
                pShip.x = p.playerShip.location.X;
                pShip.y = p.playerShip.location.Y;
                OutQueue.add(QueueType.ship_rot_clock, pShip, p.id);
            }

            if (oldState.IsKeyDown(Keys.A) || P1oldPadState.IsButtonDown(Buttons.DPadLeft))
            {
                Ship_rot_message pShip = new Ship_rot_message(p, -0.1f);
                pShip.serverRotvalue = p.playerShip.rotation;
                pShip.x = p.playerShip.location.X;
                pShip.y = p.playerShip.location.Y;
                OutQueue.add(QueueType.ship_rot_anti, pShip, p.id);
            }

            if (oldState.IsKeyDown(Keys.W) || P1oldPadState.IsButtonDown(Buttons.DPadUp))
            {
                Ship    Player1Ship = p.playerShip;
                Vector2 direction   = new Vector2((float)(Math.Cos(Player1Ship.physicsObj.body.GetAngle())), (float)(Math.Sin(Player1Ship.physicsObj.body.GetAngle())));
                direction.Normalize();
                direction *= shipSpeed;
                ship_impulse p1 = new ship_impulse(p, direction);
                p1.rot = p.playerShip.rotation;
                OutQueue.add(QueueType.ship_impulse, p1, p.id);
            }

            if ((oldState.IsKeyDown(Keys.X) && newState.IsKeyUp(Keys.X)) || (P1oldPadState.IsButtonDown(Buttons.A) && P1newPadState.IsButtonUp(Buttons.A)))
            {
                if (player1.state == PlayerState.alive && player1.missileAvailable())
                {
                    Ship_Create_Bomb_Message p1 = new Ship_Create_Bomb_Message(p);
                    p1.x   = p.playerShip.location.X;
                    p1.y   = p.playerShip.location.Y;
                    p1.rot = p.playerShip.rotation;
                    OutQueue.add(QueueType.ship_bomb, p1, p.id);
                }
            }

            if (oldState.IsKeyDown(Keys.C) && newState.IsKeyUp(Keys.C) || (P1oldPadState.IsButtonDown(Buttons.B) && P1newPadState.IsButtonUp(Buttons.B)))
            {
                if (player1.state == PlayerState.alive && BombManager.Instance().bombAvailable(p.id))
                {
                    Ship_Create_Missile_Message p1 = new Ship_Create_Missile_Message(p);
                    p1.x   = p.playerShip.location.X;
                    p1.y   = p.playerShip.location.Y;
                    p1.rot = p.playerShip.rotation;
                    OutQueue.add(QueueType.ship_missile, p1, p.id);
                }
            }

            P1oldPadState = P1newPadState;
            P2oldPadState = P2newPadState;
            oldState      = newState;
        }