public static void Render(GameEngine engine, GraphicsRenderer renderer, ClientGameSession session, GameTime gameTime) { ClientGameEnvironment environment = session.Environment; if (environment != null) { EnvironmentRenderer.Render(engine, renderer, environment, gameTime); } }
public static void Update(GameEngine engine, ClientGameSession session, GameTime gameTime) { ClientGameEnvironment environment = session.Environment; if (environment != null) { EnvironmentRenderer.Update(engine, environment, gameTime); } }
// GET: Client public ActionResult Index(string id) { ServerGameSession game = MvcApplication.Manager.FindSessionByClientId(id); if (game != null) { ClientGameSession session = new ClientGameSession(); session.ClientId = id; session.GameId = game.GameId; session.GameName = game.GameName; return(View(session)); } else { return(View("Error")); } }
public override void Initialise(GameEngine engine) { base.Initialise(engine); _players = new[] { new ClientPlayer("Player 1", Color.Red), new ClientPlayer("Player 2", Color.Blue) }; _gameEnvironment = new ClientGameEnvironment(); _gameSession = new ClientGameSession(_gameEnvironment, _players); // TODO: Testing only _gameEnvironment.Map = new ClientMap(9, 9); CorePlayerUnit unit = PlayerUnitFactory.CreateNew(_players[0], PlayerUnitType.TestSoldier); _gameEnvironment.Map.Entities.Add(new ClientPlayerUnit(unit)); CorePlayerUnit unit6 = PlayerUnitFactory.CreateNew(_players[0], PlayerUnitType.TestSoldier); unit6.SetPosition(3, 3); _gameEnvironment.Map.Entities.Add(new ClientPlayerUnit(unit6)); CorePlayerUnit unit2 = PlayerUnitFactory.CreateNew(_players[1], PlayerUnitType.TestSniper); unit2.SetPosition(2, 2); _gameEnvironment.Map.Entities.Add(new ClientPlayerUnit(unit2)); CorePlayerUnit unit3 = PlayerUnitFactory.CreateNew(_players[0], PlayerUnitType.TestAssault); unit3.SetPosition(1, 5); _gameEnvironment.Map.Entities.Add(new ClientPlayerUnit(unit3)); CorePlayerUnit unit4 = PlayerUnitFactory.CreateNew(_players[1], PlayerUnitType.TestMech); unit4.SetPosition(0, 6); _gameEnvironment.Map.Entities.Add(new ClientPlayerUnit(unit4)); }