コード例 #1
0
ファイル: Game1.cs プロジェクト: GriffinLedingham/gravity
        private void reset()
        {
            objectMoving = false;
            objectDrag = false;

            Projectiles.Clear();
            myTurn = false;

            zoom = 1.0f;
            lastScale = 1.0f;

            LastVelocity = Vector2.Zero;
            CurrentProjectile = null;
            myTurnPending = null;
            myTurn = true;

            freeMove = false;

            camY = 0;

            camX = 0;
            isGameScreen = false;
            isEndScreen = false;
            isMenuScreen = true;
        }
コード例 #2
0
ファイル: Game1.cs プロジェクト: GriffinLedingham/gravity
        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            // Allows the game to exit
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
            {
                if (!isMenuScreen)
                {
                    if(websocket != null && websocket.State == WebSocketState.Open)
                        websocket.Close();
                    isGameScreen = false;
                    isMenuScreen = true;
                }
                else
                {
                    if (websocket != null && websocket.State == WebSocketState.Open)
                        websocket.Close();
                    Exit();
                }
                reset();
            }

            if (isMenuScreen)
            {
                TouchCollection touchCollection = TouchPanel.GetState();

                Menu.Update(touchCollection, gameTime);
                if (Menu.StartPress)
                {

                    isMenuScreen = false;
                    isGameScreen = true;
                    Menu.StartPress = false;

                    websocket = new WebSocket("ws://134.87.140.178:8142/");
                    websocket.EnableAutoSendPing = true;
                    websocket.Opened += websocket_Opened;
                    websocket.Closed += websocket_Closed;
                    websocket.Error += websocket_Error;
                    websocket.MessageReceived += websocket_MessageReceived;
                    websocket.Open();

                }
            }
            else if (isEndScreen)
            {
                TouchCollection touchCollection = TouchPanel.GetState();

                End.Update(touchCollection, gameTime);
            }

            if (betweenTurns)
                return;

            if (myTurnPending == "true")
            {
                objectMoving = false;
                objectDrag = false;

                Projectiles.Clear();

                zoom = 1.0f;
                lastScale = 1.0f;

                LastVelocity = Vector2.Zero;

                myTurnPending = null;
                myTurn = true;

                freeMove = false;

                if (playerNum == "one")
                {

                    if (CurrentProjectile != null && CurrentProjectile.Proj != null)
                    {
                        CurrentProjectile.Proj.OnCollision -= proj_OnCollision;
                    }

                    CurrentProjectile = new Projectile(new Vector2(20, 20), new Vector2(DS1Pos + 100, 250), world, true);
                    CurrentProjectile.Proj.OnCollision += proj_OnCollision;
                }
                else if (playerNum == "two")
                {

                    if (CurrentProjectile != null && CurrentProjectile.Proj != null)
                    {
                        CurrentProjectile.Proj.OnCollision -= proj_OnCollision;
                    }
                    CurrentProjectile = new Projectile(new Vector2(20, 20), new Vector2(DS2Pos - 100, 250), world, true);
                    CurrentProjectile.Proj.OnCollision += proj_OnCollision;
                }

                //THIS FOCUSES ON THE CAMERA WHEN YOU DO A PINCH ZOOM BACK IN, SO WE AREN'T LOST
                camY = (int)(-CurrentProjectile.Position.Y + windowHeight / 2.0f);
                camX = (int)(-CurrentProjectile.Position.X + windowWidth / 2.0f);
            }
            else if (myTurnPending == "false")
            {
                objectMoving = false;
                objectDrag = false;

                Projectiles.Clear();

                zoom = 1.0f;
                lastScale = 1.0f;

                LastVelocity = Vector2.Zero;

                myTurnPending = null;
                myTurn = false;

                freeMove = false;

                if (playerNum == "one")
                {

                    if (CurrentProjectile != null && CurrentProjectile.Proj != null)
                    {
                        CurrentProjectile.Proj.OnCollision -= proj_OnCollision;
                    }
                    CurrentProjectile = new Projectile(new Vector2(20, 20), new Vector2(DS2Pos - 100, 250), world, false);
                    CurrentProjectile.Proj.OnCollision += proj_OnCollision;
                }
                else if (playerNum == "two")
                {

                    if (CurrentProjectile != null && CurrentProjectile.Proj != null)
                    {
                        CurrentProjectile.Proj.OnCollision -= proj_OnCollision;
                    }
                    CurrentProjectile = new Projectile(new Vector2(20, 20), new Vector2(DS1Pos + 100, 250), world, false);
                    CurrentProjectile.Proj.OnCollision += proj_OnCollision;

                }

                //THIS FOCUSES ON THE CAMERA WHEN YOU DO A PINCH ZOOM BACK IN, SO WE AREN'T LOST
                camY = (int)(-CurrentProjectile.Position.Y + windowHeight / 2.0f);
                camX = (int)(-CurrentProjectile.Position.X + windowWidth / 2.0f);
            }

            Vector2 projForce = Vector2.Zero;

            if (TouchPanel.IsGestureAvailable && (myTurn == false || objectMoving)) //THIS IS SO YOU CAN ONLY PINCH ZOOM OUT ON OPPONENT'S TURN
            {
                GestureSample gs = TouchPanel.ReadGesture();
                switch (gs.GestureType)
                {
                    case GestureType.Pinch:

                        break;
                    case GestureType.PinchComplete:

                        if (zoom >= 1)
                        {
                            zoom = 0.25f;
                        }
                        else
                        {
                            zoom = 1.0f;
                            camY = (int)(-CurrentProjectile.Position.Y + windowHeight / 2.0f);
                            camX = (int)(-CurrentProjectile.Position.X + windowWidth / 2.0f);
                        }

                        //blah
                        break;
                }
            }
            else if (!objectMoving && myTurn == true) //THIS MAKES IT SO YOU CAN'T SHOOT THE PROJ ON YOUR OPPONENTS TURN
            {
                TouchCollection touchCollection = TouchPanel.GetState();
                foreach (TouchLocation tl in touchCollection)
                {
                    if ((tl.State == TouchLocationState.Pressed) || (tl.State == TouchLocationState.Moved))
                    {

                        TouchLocation old;

                        tl.TryGetPreviousLocation(out old);
                        if (CurrentProjectile != null && Vector2.Distance(tl.Position - new Vector2(camX, camY), CurrentProjectile.Position) < 50)
                        {

                            if (old.Position.X > 0)
                                CurrentProjectile.Position = (CurrentProjectile.Position + (tl.Position - old.Position));
                            else
                                originalPos = tl.Position;
                            objectDrag = true;
                        }
                        else
                        {

                            if (old.Position.X > 0)
                            {
                                camX = camX + (tl.Position.X - old.Position.X);
                                camY = camY + (tl.Position.Y - old.Position.Y);
                            }
                            else
                                originalPos = tl.Position;

                        }

                    }
                    else if (tl.State == TouchLocationState.Released && objectDrag)
                    {
                        Debug.WriteLine("Shit dawg");
                        objectMoving = true;
                        objectDrag = false;

                        projForce = originalPos - tl.Position;
                        Vector2 oldForce = projForce;

                        float len = projForce.Length() * 15;
                        projForce.Normalize();

                        projForce = projForce * len * pixelToUnit;

                        camX = CurrentProjectile.Position.X;
                        camY = CurrentProjectile.Position.Y;

                        JsonObject msg = new JsonObject();
                        msg["type"] = "initialFire";

                        websocket.Send(SimpleJson.SimpleJson.SerializeObject(msg));

                    }
                }
            }
            else
            {
                TouchCollection touchCollection = TouchPanel.GetState();
                foreach (TouchLocation tl in touchCollection)
                {
                    if ((tl.State == TouchLocationState.Pressed) || (tl.State == TouchLocationState.Moved))
                    {

                        TouchLocation old;

                        tl.TryGetPreviousLocation(out old);
                        if (Vector2.Distance(tl.Position - new Vector2(camX, camY), CurrentProjectile.Position) > 50)
                        {
                            if (old.Position.X > 0)
                            {
                                camX = camX + (tl.Position.X - old.Position.X);
                                camY = camY + (tl.Position.Y - old.Position.Y);
                            }
                            else
                                originalPos = tl.Position;
                            freeMove = true;
                        }
                    }
                }
            }

            if (CurrentProjectile != null && !CurrentProjectile.Mine && CurrentProjectile.THISVARIABLEFUCKINGSUCKS)
            {
                objectMoving = true;
                objectDrag = false;

                projForce = LastVelocity;

                float len = projForce.Length() * 15;
                projForce.Normalize();

                projForce = projForce * len * pixelToUnit;

                camY = (int)(-CurrentProjectile.Position.Y + windowHeight / 2.0f);
                camX = (int)(-CurrentProjectile.Position.X + windowWidth / 2.0f);

                CurrentProjectile.THISVARIABLEFUCKINGSUCKS = false;
            }

            if (objectMoving)
            {

                foreach (DeathStar d in DeathStars)
                {
                    Vector2 forcedir = (d.Position) - CurrentProjectile.Position;
                    float len = forcedir.Length();
                    forcedir.Normalize();

                    if (len < 1000)
                    {
                        forcedir = forcedir * (1 - len / 1000) * d.Pull;
                        projForce += forcedir;

                    }

                }

                if (CurrentProjectile.Mine)
                {
                    try
                    {
                        JsonObject msg = new JsonObject();
                        msg["type"] = "fire";
                        msg["pos_x"] = CurrentProjectile.Position.X;
                        msg["pos_y"] = CurrentProjectile.Position.Y;
                        msg["ang"] = CurrentProjectile.Proj.AngularVelocity;
                        msg["vel_x"] = CurrentProjectile.Proj.LinearVelocity.X;
                        msg["vel_y"] = CurrentProjectile.Proj.LinearVelocity.Y;
                        msg["inertia"] = CurrentProjectile.Proj.Inertia;
                        msg["rot"] = CurrentProjectile.Proj.Rotation;

                        websocket.Send(SimpleJson.SimpleJson.SerializeObject(msg));
                    }
                    catch (Exception e)
                    {

                    }

                    CurrentProjectile.Proj.ApplyForce(projForce);
                }
                else
                {

                }
            }

            if (!(colliding == false && CurrentProjectile != null))
            {
                colliding = false;

                Debug.WriteLine("GG PLANET, YOU HIT");
                betweenTurns = true;
                try
                {
                    if (CurrentProjectile != null && CurrentProjectile.Proj != null)
                    {
                        CurrentProjectile.Proj.OnCollision -= proj_OnCollision;
                    }
                    JsonObject msg = new JsonObject();
                    msg["type"] = "turn";
                    if (playerHit == 1)
                        msg["hit"] = "one";
                    else if (playerHit == 2)
                        msg["hit"] = "two";
                    else if (playerHitCity == 1)
                        msg["cityHit"] = "one";
                    else if (playerHitCity == 2)
                        msg["cityHit"] = "two";
                    else
                    {
                        msg["hit"] = "zero";
                        msg["cityHit"] = "zero";
                    }

                    playerHit = 0;
                    playerHitCity = 0;

                    if (myTurn)
                    {
                        websocket.Send(SimpleJson.SimpleJson.SerializeObject(msg));
                    }
                    CurrentProjectile.Proj.OnCollision += proj_OnCollision;
                }
                catch (Exception e)
                {

                }

            }

            world.Step((float)0.03f);

            if (objectMoving && !freeMove)
            {

                camY = (int)(-CurrentProjectile.Position.Y + windowHeight / 2.0f);

                camX = (int)(-CurrentProjectile.Position.X + windowWidth / 2.0f);

            }

            base.Update(gameTime);
        }