コード例 #1
0
ファイル: Player.cs プロジェクト: dvicory/AngryTanks
        /// <summary>
        /// Handles end shots by players and broadcasts that to all other <see cref="Player"/>s.
        /// </summary>
        /// <param name="incomingMessage"></param>
        public void EndShot(NetIncomingMessage incomingMessage)
        {
            MsgEndShotPacket incomingShotEndPacket = MsgEndShotPacket.Read(incomingMessage);

            // create our shot end message and packet
            NetOutgoingMessage shotEndMessage = gameKeeper.Server.CreateMessage();

            MsgEndShotPacket shotEndPacket = new MsgEndShotPacket(incomingShotEndPacket.Slot, incomingShotEndPacket.ShotSlot, incomingShotEndPacket.Explode);

            // write to the message
            shotEndMessage.Write((Byte)shotEndPacket.MsgType);
            shotEndPacket.Write(shotEndMessage);

            // send the shot end message to everyone except the player who reported it
            gameKeeper.Server.SendToAll(shotEndMessage, this.Connection, NetDeliveryMethod.ReliableUnordered, 0);
        }
コード例 #2
0
ファイル: Shot.cs プロジェクト: pr0gramm3r1/AngryTanks
        public void End(bool explode)
        {
            // we are no longer moving now
            Velocity = Vector2.Zero;

            // and we are ending, if we choose to explode, or go straight to ended
            if (explode)
                state = ShotState.Ending;
            else
                state = ShotState.Ended;

            explosion = new AnimatedSprite(World,
                                           World.Content.Load<Texture2D>("textures/bz/explode1"),
                                           Position,
                                           new Vector2(8, 8),
                                           Rotation,
                                           new Point(8, 8), new Point(64, 64), SpriteSheetDirection.RightToLeft, false);

            // we only broadcast the end shot if it's a local one we're keeping track of
            if (Local)
            {
                NetOutgoingMessage endShotMessage = World.ServerLink.CreateMessage();

                MsgEndShotPacket endShotPacket = new MsgEndShotPacket(this.Slot, explode);

                endShotMessage.Write((Byte)endShotPacket.MsgType);
                endShotPacket.Write(endShotMessage);

                World.ServerLink.SendMessage(endShotMessage, NetDeliveryMethod.ReliableUnordered, 0);
            }
        }