public Game() { world = new World(); user = new User(); networkManager = new ClientNetworkManager(world, user); _graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; }
public Game() { world = new World(); user = new User(); networkManager = new ClientNetworkManager(world, user); worldView = new WorldView(world, user); userController = new UserController(user, networkManager); networkManager.UserController = userController; _graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; }
public ServerNetworkManager(World world, UserManager userManager) { packetSerializer = new PacketSerializer(); this.world = world; this.userManager = userManager; context = GlobalHost.ConnectionManager.GetHubContext<ServerHub>(); // Setup the synchronization timer syncTimer = new Timer(1000 / syncsPerSecond); syncTimer.AutoReset = true; syncTimer.Elapsed += Sync; }
public Ship(World world) { Movement = new ShipMovement(this); Health = new ShipHealth(); Weapons = new ShipWeapons(this, world); Actions = new Dictionary<Action, bool>(); Actions.Add(Action.TurnLeft, false); Actions.Add(Action.TurnRight, false); Actions.Add(Action.ThrustForward, false); Actions.Add(Action.ThrustBackward, false); Actions.Add(Action.Fire, false); }
/// <summary> /// Constructs the game /// </summary> public Game() { world = new World(); updateTimer = new Timer(1000 / updatesPerSecond); updateTimer.AutoReset = true; updateTimer.Elapsed += Update; previousUpdateTime = DateTime.Now; UserManager = new UserManager(world.ShipManager); networkManager = new ServerNetworkManager(world, UserManager); Initialize(); }
public object[] Serialize(World world, User user) { // Serialize the ships List<object> serializedShips = new List<object>(); foreach (Ship ship in world.ShipManager.Ships.Values) { object[] serializedShip = Serialize(ship); serializedShips.Add(serializedShip); } // Serialize the bullets List<object> serializedBullets = new List<object>(); lock (world.BulletManager.Bullets) { List<Bullet> bullets = new List<Bullet>(world.BulletManager.Bullets); foreach (Bullet bullet in bullets) { object[] seriealizedBullet = Serialize(bullet); serializedBullets.Add(seriealizedBullet); } } // Serialize the bots List<object> serializedBots = new List<object>(); foreach (Bot bot in world.BotManager.Bots) { object[] serializedBot = Serialize(bot); serializedBots.Add(serializedBot); } // Serialize the world object[] serializedWorld = new object[4]; serializedWorld[0] = serializedShips; serializedWorld[1] = serializedBullets; serializedWorld[2] = serializedBots; serializedWorld[3] = user.LatestCommandId; return serializedWorld; }
/// <summary> /// Constructs the client network manager /// </summary> public ClientNetworkManager(World world, User user) { // Construct the connection to the hub #if DEBUG connection = new HubConnection("http://localhost:29058"); #else connection = new HubConnection("http://vectorarena.cloudapp.net"); #endif // Construct the proxy to the hub proxy = connection.CreateHubProxy("ServerHub"); // Setup the packet deserializer packetDeserializer = new PacketDeserializer(); // Set the world context this.world = world; this.user = user; }
/// <summary> /// Constructs the world display /// </summary> /// <param name="world"></param> /// <param name="user"></param> public WorldView(World world, User user) { this.world = world; this.user = user; starfield = new Starfield(World.Width, World.Height); grid = new Grid(World.Width, World.Height); shipView = new ShipView(); }
public ShipWeapons(Ship ship, World world) { this.ship = ship; this.world = world; lastBulletFired = DateTime.Now; }
public ShipManager(World world) { Ships = new Dictionary<int, Ship>(); this.world = world; }