/// <summary> /// This method is invoked when the DrawingPanel needs to be re-drawn /// </summary> protected override void OnPaint(PaintEventArgs e) { //Gets the world based on the world of the controller world = controller.GetWorld(); //Gets the playerNum based on the controller's player number playerNum = controller.GetPlayerNum(); //Only attempts to draw if the world contains the tanks if (world.GetTanks().Count > 0) { //Locks the thread with the world as the key to draw everything in one thread to avoid changes while drawing lock (world) { //Locks the player's view in the center based on ther user's controlled tank, if the tank is not dead if (world.GetTanks().TryGetValue(playerNum, out Tank tank) && !tank.GetDead()) { //Sets the player's X and Y coordinate playerX = tank.GetLocation().GetX(); playerY = tank.GetLocation().GetY(); //Centers the player's view double ratio = (double)viewSize / (double)world.Size; int halfSizeScaled = (int)(world.Size / 2.0 * ratio); double inverseTranslateX = -WorldSpaceToImageSpace(world.Size, playerX) + halfSizeScaled; double inverseTranslateY = -WorldSpaceToImageSpace(world.Size, playerY) + halfSizeScaled; e.Graphics.TranslateTransform((float)inverseTranslateX, (float)inverseTranslateY); } else { //If the tank is not dead, then it sets the location as the last place of death of the tank and center's the player's view double ratio = (double)viewSize / (double)world.Size; int halfSizeScaled = (int)(world.Size / 2.0 * ratio); double inverseTranslateX = -WorldSpaceToImageSpace(world.Size, playerX) + halfSizeScaled; double inverseTranslateY = -WorldSpaceToImageSpace(world.Size, playerY) + halfSizeScaled; e.Graphics.TranslateTransform((float)inverseTranslateX, (float)inverseTranslateY); } //Doesn't draw anything if the world size is less than equal to 0 if (world.Size <= 0) { return; } //Draws the background DrawObjectWithTransform(e, null, world.Size, 0, 0, 0, BackgroundDrawer); //Draws all the walls in the world foreach (Wall w in world.GetWalls().Values.ToList()) { for (double i = w.GetStartingPoint().GetX(); i <= w.GetEndingPoint().GetX(); i = i + 50) { for (double j = w.GetStartingPoint().GetY(); j <= w.GetEndingPoint().GetY(); j = j + 50) { //Draws all the walls in the condition that the starting point is smaller than ending points of the walls DrawObjectWithTransform(e, w, world.Size, i, j, 0, WallDrawer); } } for (double i = w.GetEndingPoint().GetX(); i <= w.GetStartingPoint().GetX(); i = i + 50) { for (double j = w.GetEndingPoint().GetY(); j <= w.GetStartingPoint().GetY(); j = j + 50) { //Draws all the walls in the condition that the starting point is greater than ending points of the walls DrawObjectWithTransform(e, w, world.Size, i, j, 0, WallDrawer); } } } //Draws all the powerups foreach (Powerups p in world.GetPowerups().Values) { //Draws the outside and inside circle for the powerups DrawObjectWithTransform(e, p, world.Size, p.GetLocation().GetX(), p.GetLocation().GetY(), 0, PowerupDrawer); DrawObjectWithTransform(e, p, world.Size, p.GetLocation().GetX(), p.GetLocation().GetY(), 0, PowerupDrawerInsideCircle); } //Draws all the tanks in the world foreach (Tank t in world.GetTanks().Values) { //Draws the tank DrawObjectWithTransform(e, t, world.Size, t.GetLocation().GetX(), t.GetLocation().GetY(), t.GetOrientation().ToAngle(), TankDrawer); //Draws the turret DrawObjectWithTransform(e, t, world.Size, t.GetLocation().GetX(), t.GetLocation().GetY(), t.GetAiming().ToAngle(), TurretDrawer); //Draws the name DrawObjectWithTransform(e, t, world.Size, t.GetLocation().GetX(), t.GetLocation().GetY() + 60, 0, NameDrawer); //Draws the health DrawObjectWithTransform(e, t, world.Size, t.GetLocation().GetX(), t.GetLocation().GetY() - 40, 0, HealthDrawer); } //Draws all the projectiles in the world foreach (Projectile p in world.GetProjectile().Values.ToList()) { //Draws the projectile DrawObjectWithTransform(e, p, world.Size, p.GetLocation().GetX(), p.GetLocation().GetY(), p.GetOrientation().ToAngle(), ProjectileDrawer); } //Draws all the beams in the world foreach (Beams b in world.GetBeams().Values.ToList()) { //Draws the beams DrawObjectWithTransform(e, b, world.Size, b.GetOrigin().GetX(), b.GetOrigin().GetY(), b.GetDirection().ToAngle(), BeamDrawer); //Removes the beams after 20 iterations beamFrameCount++; if (beamFrameCount == 20) { world.GetBeams().Remove(b.GetBeamID()); beamFrameCount = 0; } } } } //Calls the base base.OnPaint(e); }
/// <summary> /// Updates the world based off of commands and game logic. /// </summary> private void updateWorld() { lock (world) { //Powerup logic if (powerUpTimer == 0 && new List <Powerup>(world.GetPowerups()).Count < world.maxPowers) { Random r = new Random(); Vector2D RandLoc = new Vector2D(r.Next(-world.GetSize() / 2 + 16, world.GetSize() / 2 - 16), r.Next(-world.GetSize() / 2 + 16, world.GetSize() / 2 - 16)); while (CheckPowerupWallCollision(RandLoc)) { RandLoc = new Vector2D(r.Next(-world.GetSize() / 2 + 16, world.GetSize() / 2 - 16), r.Next(-world.GetSize() / 2 + 16, world.GetSize() / 2 - 16)); } world.UpdatePowerup(powerupCount++, RandLoc, false); resetPowerupTimer(); } else if (powerUpTimer != 0) { powerUpTimer--; } //Tank logic foreach (Tank t in new List <Tank>(tanksFired.Keys)) { int temp = tanksFired[t]; if (temp > 1) { tanksFired[t]--; } else { tanksFired.Remove(t); } } foreach (Tank t in new List <Tank>(tanksRespawning.Keys)) { if (t.died) { world.UpdateTank(t.ID, t.location, t.orientation, t.aiming, t.name, t.hitPoints, t.score, false, t.disconnected); } int temp = tanksRespawning[t]; if (temp > 1) { tanksRespawning[t]--; } else { tanksRespawning.Remove(t); Random r = new Random(); Vector2D RandLoc = new Vector2D(r.Next(-world.GetSize() / 2 + 16, world.GetSize() / 2 - 16), r.Next(-world.GetSize() / 2 + 16, world.GetSize() / 2 - 16)); while (CheckTankWallCollision(RandLoc)) { RandLoc = new Vector2D(r.Next(-world.GetSize() / 2 + 16, world.GetSize() / 2 - 16), r.Next(-world.GetSize() / 2 + 16, world.GetSize() / 2 - 16)); } t.beams = 0; world.UpdateTank(t.ID, RandLoc, new Vector2D(0, 1), new Vector2D(0, 1), t.name, 3, t.score, t.died, t.disconnected); } } foreach (Tank t in new List <Tank>(world.GetTanks())) { if (t.disconnected == true) { world.UpdateTank(t.ID, new Vector2D(0, 0), new Vector2D(0, 1), new Vector2D(0, 1), t.name, t.hitPoints, 0, t.died, t.disconnected); } } //Disconnect logic foreach (SocketState s in new List <SocketState>(users.Keys)) { if (s.ErrorOccured) { if (world.GetTank(users[s], out Tank t)) { t.setDisconnected(); } } } //Control command logic foreach (int i in new List <int>(controls.Keys)) { if (world.GetTank(i, out Tank t)) { if (t.hitPoints != 0 && !tanksRespawning.ContainsKey(t)) { ControlCommand c = controls[i]; Vector2D orientation = new Vector2D(1, 0); switch (c.moving) { case "none": orientation = t.orientation; t.velocity = new Vector2D(0, 0); break; case "up": orientation = new Vector2D(0, -1); t.velocity = new Vector2D(0, -world.tankSpeed); break; case "down": orientation = new Vector2D(0, 1); t.velocity = new Vector2D(0, world.tankSpeed); break; case "left": orientation = new Vector2D(-1, 0); t.velocity = new Vector2D(-world.tankSpeed, 0); break; case "right": orientation = new Vector2D(1, 0); t.velocity = new Vector2D(world.tankSpeed, 0); break; } Vector2D loc = t.location + t.velocity; if (CheckTankWallCollision(loc)) { loc = t.location; } loc = TankWraparound(loc); orientation.Normalize(); c.direction.Normalize(); world.UpdateTank(t.ID, loc, orientation, c.direction, t.name, t.hitPoints, t.score, t.died, t.disconnected); if (c.fire == "main" && !tanksFired.ContainsKey(t)) { world.UpdateProjectile(projCount++, t.location, c.direction, t.ID, false); tanksFired.Add(t, world.projectileDelay); } else if (c.fire == "alt" && t.beams > 0) { world.AddBeam(beamCount++, t.location, c.direction, t.ID); t.beams--; } controls.Remove(i); } } } //beam logic beams = new List <Beam>(world.GetBeams()); foreach (Beam b in new List <Beam>(world.GetBeams())) { List <Tank> temp = CheckBeamTankCollision(b); foreach (Tank hitTank in temp) { if (hitTank.ID != b.owner && !tanksRespawning.ContainsKey(hitTank)) { if (world.GetTank(b.owner, out Tank t)) { world.UpdateTank(hitTank.ID, hitTank.location, hitTank.orientation, hitTank.aiming, hitTank.name, 0, hitTank.score, true, t.disconnected); tanksRespawning.Add(hitTank, world.respawnTime); t.kill(); } } } world.RemoveBeam(b.ID); } //projectile logic foreach (Projectile p in new List <Projectile>(world.GetProjectiles())) { Vector2D loc = p.location + p.orientation * world.projectileSpeed; world.UpdateProjectile(p.ID, loc, p.orientation, p.owner, p.died); if (!p.died) { if (CheckProjectileWallCollision(loc)) { p.setDied(); } else if (CheckProjectileTankCollision(loc, out Tank hitTank)) { if (hitTank.ID != p.owner && !tanksRespawning.ContainsKey(hitTank)) { p.setDied(); hitTank.hit(); if (world.GetTank(p.owner, out Tank t) && hitTank.hitPoints == 0) { world.UpdateTank(hitTank.ID, hitTank.location, hitTank.orientation, hitTank.aiming, hitTank.name, hitTank.hitPoints, hitTank.score, true, t.disconnected); tanksRespawning.Add(hitTank, world.respawnTime); t.kill(); } } } } } //powerup logic foreach (Powerup p in new List <Powerup>(world.GetPowerups())) { world.UpdatePowerup(p.ID, p.location, p.died); if (!p.died) { if (CheckProjectileTankCollision(p.location, out Tank hitTank)) { if (!tanksRespawning.ContainsKey(hitTank)) { p.setDied(); hitTank.beams++; } } } } //create lists for send (beams is done before these) tanks = new List <Tank>(world.GetTanks()); projs = new List <Projectile>(world.GetProjectiles()); powerups = new List <Powerup>(world.GetPowerups()); } }