Represents a player/smiley in the game map
상속: Common.Entities.Player
예제 #1
0
 /// <summary>
 /// Broadcasts a message to all players in a room, EXCEPT for the one specified
 /// </summary>
 /// <param name="gameMessage">IMessage to send</param>
 /// <param name="player">Player NOT to send to</param>
 public void BroadcastExcept(IMessage gameMessage, Player player)
 {
     BroadcastExcept(gameMessage,
         (NetConnection)NetServer.Connections.Where(x => x.RemoteUniqueIdentifier == player.RUI
         && Server.PlayerFromRUI(x.RemoteUniqueIdentifier, true).Map.ID == player.Map.ID)
         .ElementAt(0));
 }
예제 #2
0
 public PlayerStateMessage(Player player)
 {
     this.ID = player.ID;
     this.Position = player.SimulationState.Position.ToPoint();
     this.Velocity = player.SimulationState.Velocity.ToPoint();
     this.Movement = player.SimulationState.Movement.ToPoint();
     this.MessageTime = NetTime.Now;
 }
예제 #3
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 public PlayerModeMessage(Player player)
 {
     this.Mode = player.Mode;
     this.ID = player.ID;
     this.MessageTime = NetTime.Now;
 }
예제 #4
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 public ChatMessage(Player player,string message)
 {
     this.ID = player.ID;
     this.Message = message;
     this.MessageTime = NetTime.Now;
 }
예제 #5
0
 public PlayerSmileyMessage(Player player, SmileyType smiley)
 {
     this.ID = player.ID;
     this.Smiley = smiley;
 }
예제 #6
0
        /// <summary>
        /// Handles a data message (The bulk of all messages recieved, containing player movements, block places, etc)
        /// </summary>
        private void HandleDataMessage(NetIncomingMessage im)
        {
            MessageTypes messageType = (MessageTypes)im.ReadByte(); //Find the type of data message sent

            switch (messageType)
            {
            case MessageTypes.Lobby:     //Lobby list packet
            {
                if (Game.CurrentGameState == GameState.Lobby)
                {
                    LobbyScreen  screen = MainWindow.ScreenManager.Current as LobbyScreen;
                    LobbyMessage msg    = new LobbyMessage(im);
                    screen.Name        = msg.ServerName;
                    screen.Description = msg.Description;
                    screen.Intro       = msg.Intro;
                    screen.Online      = msg.Online;
                    screen.Rooms       = msg.Rooms;
                    screen.Lobby.LoadRooms();
                }
                break;
            }

            case MessageTypes.PlayerJoin:     //Player join message
            {
                PlayerJoinMessage user = new PlayerJoinMessage(im);
                //Add player to map
                Map.Players.Add(new Player(Map, Map.Spawn, user.Username, user.ID)
                    {
                        Tint = user.Color
                    });
                //Add user to userlist
                (MainWindow.ScreenManager.Current as GameScreen).PlayerList.Items.Add(user.Username);
                if (user.ID != Game.MyID && recievedInit)         //Broadcast join message to chat
                {
                    (MainWindow.ScreenManager.Current as GameScreen).SystemChat(user.Username + " [color:LightGray]has[/color] [color:LightGreen]joined.[/color]");
                }
                if (user.Me)
                {
                    //Let game know of it's own player
                    Game.MyID    = user.ID;
                    Game.MyIndex = (byte)Map.Players.IndexOf(Map.Players.First(x => x.ID == Game.MyID));
                    Game.Me.Tint = Game.MyColor;
                }
                break;
            }

            case MessageTypes.PlayerLeave:     //Player leave message
            {
                PlayerLeaveMessage user = new PlayerLeaveMessage(im);
                //Remove player
                if (user.ID != Game.MyID)
                {
                    Player player = (Player)Map.PlayerFromID(user.ID);
                    Map.Players.Remove((Player)Map.PlayerFromID(user.ID));
                    (MainWindow.ScreenManager.Current as GameScreen).PlayerList.Items.Remove(player.Username);
                    (MainWindow.ScreenManager.Current as GameScreen).SystemChat(player.Username + " [color:LightGray]has[/color] [color:IndianRed]left.[/color]");
                    //Rebuild indexes
                    for (int i = 0; i < Map.Players.Count; i++)
                    {
                        Map.Players[i].Index = i;
                        if (Map.Players[i].ID == Game.MyID)
                        {
                            Game.MyIndex = (byte)i;
                        }
                    }
                }
                break;
            }

            case MessageTypes.PlayerStatus:     //Player move message
            {
                if (Game.CurrentGameState == GameState.Game)
                {
                    PlayerStateMessage user   = new PlayerStateMessage(im);
                    Player             player = (Player)Map.PlayerFromID(user.ID);
                    player.SimulationState.Position = user.Position.ToVector2();
                    player.SimulationState.Velocity = user.Velocity.ToVector2();
                    player.SimulationState.Movement = user.Movement.ToVector2();
                    if (!recievedInit)         //If we have not recieved init (meaning we are not in game yet), set the initial positions directly so interpolation doesn't mess with them
                    {
                        player.DisplayState.Position = player.SimulationState.Position;
                    }
                    player.VirtualJump = user.IsJumping;
                }
                break;
            }

            case MessageTypes.Block:     //Block place message
            {
                if (Game.CurrentGameState == GameState.Game)
                {
                    BlockMessage msg   = new BlockMessage(im);
                    BlockType    block = BlockType.FromID(msg.BlockID);
                    if (Map.CanPlaceBlock(msg.X, msg.Y, msg.Z, block))
                    {
                        Map.Tiles[msg.X, msg.Y, msg.Z].Block = block;
                    }
                }
                break;
            }

            case MessageTypes.PlayerSmiley:     //Smiley change message
            {
                if (Game.CurrentGameState == GameState.Game)
                {
                    PlayerSmileyMessage msg = new PlayerSmileyMessage(im);
                    Player p = (Player)Map.PlayerFromID(msg.ID);
                    p.Smiley = msg.Smiley;
                }
                break;
            }

            case MessageTypes.PlayerMode:     //Player mode change message
            {
                if (Game.CurrentGameState == GameState.Game)
                {
                    PlayerModeMessage mode = new PlayerModeMessage(im);
                    Map.PlayerFromID(mode.ID).Mode = (PlayerMode)mode.Mode;
                }
                break;
            }

            case MessageTypes.Chat:     //Chat message
            {
                if (Game.CurrentGameState == GameState.Game)
                {
                    ChatMessage chat = new ChatMessage(im);
                    (MainWindow.ScreenManager.Current as GameScreen).AddChat(Map.PlayerFromID(chat.ID).Username, chat.Message);
                }
                break;
            }

            case MessageTypes.Init:     //Initialization message with world data
            {
                Game.Map = new Bricklayer.Client.World.Map(game, 1, 1);
                InitMessage msg = new InitMessage(im, Map);

                Game.Map.Minimap = new Minimap(Game.Map, msg.Width, msg.Height)
                {
                    Position = new Microsoft.Xna.Framework.Vector2(8, 8)
                };
                Game.Map.CreateCamera();

                Game.CurrentGameState = GameState.Game;
                (MainWindow.ScreenManager.Current as GameScreen).Show();
                (MainWindow.ScreenManager.Current as GameScreen).SystemChat("Connected to [color:LightGray]" + Game.Host + ":" + Game.Port + "[/color]");
                recievedInit = true;
                break;
            }
            }
        }