Esempio n. 1
0
        /// <summary>
        /// Runs a series of tasks related to a frame.
        /// </summary>
        /// <param name="deltaTime">The timefactor to consider</param>
        private static void runGameLoopTasks(double deltaTime)
        {
            List <Task> tasks = new List <Task>();

            // Move opponents
            foreach (IMoveable opponent in Opponents.Values)
            {
                tasks.Add(Task.Factory.StartNew(() => opponent.Move(deltaTime)));
            }
            //Remove out of bounds bullets, and move the rest
            foreach (IBullet bullet in Bullets.Values)
            {
                tasks.Add(Task.Factory.StartNew(() => {
                    Point p = UIDispatcher.Invoke(() => { return(bullet.BulletShip.Shape.Ray.CenterPoint); });
                    if (bulletOutOfBounds(p))
                    {
                        BulletAdapter.removeBulletFromCanvas(bullet.ID);
                        Bullets.TryRemove(bullet.ID, out IBullet bulletOut);
                    }
                    else
                    {
                        bullet.BulletShip.Move(deltaTime);
                    }
                }));
            }
            Task.WaitAll(tasks.ToArray());
        }
 private static void removeBullet(BulletDTO bullet)
 {
     BulletAdapter.removeBulletFromCanvas(bullet.ID);
 }
        /// <summary>
        /// Checks for rough collissions on a entity and then runs a intersects detection
        /// </summary>
        public static void runCollisionDetection()
        {
            if (GameController.DebugFrameTimings)
            {
                FrameDebugTimer.startCollisionTimer();
            }
            List <Task> taskList = new List <Task>();

            if (GameController.Resources != null)
            {
                RoughCollition rc = new RoughCollition();

                ConcurrentBag <IResource> collidedWithResource = new ConcurrentBag <IResource>();
                ConcurrentBag <IBullet>   collidedWithBullet   = new ConcurrentBag <IBullet>();

                IShape                  player = GameController.Player.PlayerShip.Shape;
                List <Task>             tl     = new List <Task>();
                IEnumerable <IResource> roughResourceCollitions = rc.checkCollision(player, GameController.Resources.Values, (r) => { return(r.Shape); });
                foreach (IResource resource in roughResourceCollitions)
                {
                    tl.Add(Task.Factory.StartNew(() => {
                        UIDispatcher.Invoke(() => {
                            if (resource.Shape.Polygon.RenderedGeometry.Bounds.IntersectsWith(player.Polygon.RenderedGeometry.Bounds))
                            {
                                collidedWithResource.Add(resource);
                            }
                        });
                    }));
                }
                Task.WaitAll(tl.ToArray());
                tl.Clear();
                IEnumerable <IBullet> roughBulletCollitions = rc.checkCollision(player, GameController.Bullets.Values /*.Where(x => x.ID == GameController.Username)*/, (b) => { return(b.BulletShip.Shape); });
                foreach (IBullet bullet in roughBulletCollitions)
                {
                    tl.Add(Task.Factory.StartNew(() => {
                        UIDispatcher.Invoke(() => {
                            if (bullet.PlayerID != GameController.Player.Name && player.Polygon.RenderedGeometry.Bounds.IntersectsWith(bullet.BulletShip.Shape.Polygon.RenderedGeometry.Bounds))
                            {
                                collidedWithBullet.Add(bullet);
                            }
                        });
                    }));
                }
                Task.WaitAll(tl.ToArray());
                tl.Clear();
                tl.Add(Task.Factory.StartNew(() => {
                    while (!collidedWithResource.IsEmpty)
                    {
                        if (collidedWithResource.TryTake(out IResource resource))
                        {
                            taskList.Add(taskFactory.StartNew(async() => {
                                bool result = await NetworkController.GameService.playerCollectedResource(resource);
                                if (result)
                                {
                                    if (GameController.Resources != null)
                                    {
                                        System.Windows.Shapes.Polygon p = GameController.Resources[resource.ID].Shape.Polygon;
                                        UIDispatcher.Invoke(() => {
                                            ArenaController.ArenaCanvas.Children.Remove(p);
                                        });
                                        if (!GameController.Resources.TryRemove(resource.ID, out IResource res))
                                        {
                                            collidedWithResource.Add(resource);
                                        }
                                    }
                                }
                            }));
                        }
                    }
                }));
                tl.Add(Task.Factory.StartNew(() => {
                    while (!collidedWithBullet.IsEmpty)
                    {
                        if (collidedWithBullet.TryTake(out IBullet bullet))
                        {
                            taskList.Add(taskFactory.StartNew(async() => {
                                bool result = await NetworkController.GameService.playerGotShot(BulletAdapter.bulletToDTO(bullet));
                                if (result)
                                {
                                    if (GameController.Bullets != null)
                                    {
                                        BulletAdapter.removeBulletFromCanvas(bullet.ID);
                                    }
                                }
                            }));
                        }
                        else
                        {
                            collidedWithBullet.Add(bullet);
                        }
                    }
                    // TODO DEBUG - Stops collision Timer
                }));
                Task.WaitAll(taskList.ToArray());
            }
        }