コード例 #1
0
ファイル: ScreenManager.cs プロジェクト: PyrO70/hwkinect
        public void MoveBalloonOffscreen(ClientBalloon balloon, Direction direction, float exitHeight, Vector2 velocity)
        {
            Console.WriteLine("Sending balloon away!");
            // Did we already notify the server that the balloon is off-screen?
            if (balloon.OffScreen)
            {
                return;
            }

            // notify the server that the balloon is moving off-screen
            m_conn.SendMessage(new ChangeScreenMessage(balloon.ID, direction, exitHeight, new Vector2D(velocity.X, velocity.Y)));
            balloon.OffScreen = true;
        }
コード例 #2
0
ファイル: BubblesClientGame.cs プロジェクト: PyrO70/hwkinect
 private void ApplyBucketToBalloon(Bucket bucket, ClientBalloon balloon)
 {
     //Note to Lauren: Place your balloon bucket stuff here (in case the name wasn't descriptive enough :P)
     Console.WriteLine("Bucket {0} collided with ballon {1}", bucket.ID, balloon.ID);
 }
コード例 #3
0
ファイル: BubblesClientGame.cs プロジェクト: PyrO70/hwkinect
        public void OnNewBalloon(NewBalloonMessage m)
        {
            // Choose where to place the balloon
            Vector2 position = new Vector2();
            switch (m.Direction)
            {
                case Direction.Left:
                    position.X = balloonTexture.Width * -1;
                    break;
                case Direction.Right:
                    position.X = balloonTexture.Width + screenDimensions.X;
                    break;

                case Direction.Any:
                default:
                    position.X = new Random().Next((int)screenDimensions.X);
                    break;
            }

            position.Y = m.Y * screenDimensions.Y;

            // Setup the balloon's body.
            Body balloonBody = BodyFactory.CreateCircle(_world, 128f / (2f * MeterInPixels), 1f, PixelToWorld(position));
            balloonBody.BodyType = BodyType.Dynamic;
            balloonBody.Restitution = 0.3f;
            balloonBody.Friction = 0.5f;
            balloonBody.LinearDamping = 1.0f;

            Vector2 velocity = new Vector2(m.Velocity.X, m.Velocity.Y);
            balloonBody.ApplyLinearImpulse(velocity * balloonBody.Mass);

            ClientBalloon b = new ClientBalloon(m.BalloonID, balloonBody);
            balloons.Add(b.ID, b);
        }