public Bullet(Point position, Vector velocity, double radius, int damage, GameObject owner) { Owner = owner; Damage = damage; Body = new Body(this, position, radius, radius) { Type = Body.Geometry.RECTANGLE }; Physics = new Physics.Physics(this, 200, velocity); _lifeTimeEvent = new LightEvent(5000, DestroyEvent); }
public void Activate() { _characterStatUpdateEvent = new LightEvent(300, () => { Broker.WriteCharacterStatUpdate(GetCharacterStats()); }); // every 300ms. _lastUpdate = DateTime.Now.Ticks; while (true) { Update(); Thread.Sleep(20); } }
public void Activate() { _characterStatUpdateEvent = new LightEvent(300, CharacterStatUpdate); // every 300ms. _lastUpdate = DateTime.Now.Ticks; while (true) { Update(); Thread.Sleep(20); } }
public void Activate() { timeoutEvent = new LightEvent(10000, CheckTimeouts); characterUpdateEvent = new LightEvent(300, CharacterStatUpdate); // every 300ms. _lastUpdate = DateTime.Now.Ticks; _gameObjectsActive = new ConcurrentDictionary<int, bool>(); while (true) { Update(); Thread.Sleep(20); } }
public Bullet(Point position, Vector velocity, double diameter, int damage, int bulletType, GameObject owner) { BulletType = bulletType; Owner = owner; Damage = damage; Body = new Body(this, position, diameter, diameter) { Type = Body.Geometry.CIRCLE }; Physics = new Physics.Physics(this, 200, velocity); _lifeTimeEvent = new LightEvent(5000, DestroyEvent); Type = EntityType.BULLET; }