Exemplo n.º 1
0
        /// <summary>
        /// This method is invoked when the DrawingPanel needs to be re-drawn
        /// </summary>
        protected override void OnPaint(PaintEventArgs e)
        {
            //Makes sure world is null, since it is null while loading game
            if (theWorld != null)
            {
                //Locks world since it accesses info from it
                lock (theWorld)
                {
                    //Get player's tank to center view
                    Tank player;
                    if (theWorld.GetTank(PlayerID, out player))
                    {
                        double playerX = player.location.GetX();
                        double playerY = player.location.GetY();

                        double ratio          = (double)ViewSize / (double)theWorld.GetSize();
                        int    halfSizeScaled = (int)(theWorld.GetSize() / 2.0 * ratio);

                        double inverseTranslateX = -WorldSpaceToImageSpace(theWorld.GetSize(), playerX) + halfSizeScaled;
                        double inverseTranslateY = -WorldSpaceToImageSpace(theWorld.GetSize(), playerY) + halfSizeScaled;

                        e.Graphics.TranslateTransform((float)inverseTranslateX, (float)inverseTranslateY);
                    }

                    //Draw background
                    e.Graphics.DrawImage(Background, new Rectangle(0, 0, theWorld.GetSize(), theWorld.GetSize()));

                    // Draw the tanks
                    foreach (Tank tank in theWorld.GetTanks())
                    {
                        //Draw tank, turret, and info if tank is alive and ingame
                        if (!tank.died && !tankTimer.ContainsKey(tank) && tank.hitPoints > 0)
                        {
                            DrawObjectWithTransform(e, tank, theWorld.GetSize(), tank.location.GetX(), tank.location.GetY(), tank.orientation.ToAngle(), TankDrawer);
                            DrawObjectWithTransform(e, tank, theWorld.GetSize(), tank.location.GetX(), tank.location.GetY(), tank.aiming.ToAngle(), TurretDrawer);
                            DrawObjectWithTransform(e, tank, theWorld.GetSize(), tank.location.GetX(), tank.location.GetY(), 0, InfoDrawer);
                        }
                        //Otherwise, add tank to tank timer, increment tank timer, or remove tank from tank timer if it is alive
                        else
                        {
                            //If tank is a live again, remove from tank timer
                            if (tank.hitPoints > 0)
                            {
                                tankTimer.Remove(tank);
                                break;
                            }
                            //If tank is already in tank timer, decrement tank timer or remove tank from timer
                            if (tankTimer.ContainsKey(tank))
                            {
                                if (tankTimer[tank] < 200)
                                {
                                    tankTimer[tank]++;
                                }
                                else
                                {
                                    tankTimer.Remove(tank);
                                }
                            }
                            //Add tank to timer if not in timer yet
                            else
                            {
                                tankTimer.Add(tank, 0);
                            }
                        }
                    }

                    // Draw the walls
                    foreach (Wall w in theWorld.GetWalls())
                    {
                        Vector2D location = GetWallLocation(w);
                        DrawObjectWithTransform(e, w, theWorld.GetSize(), location.GetX(), location.GetY(), 0, WallDrawer);
                    }

                    //Draw beams if existed for less than 60 frames
                    List <Beam> beams = new List <Beam>(beamsTimer.Keys);
                    foreach (Beam b in beams)
                    {
                        if (beamsTimer[b] > 60)
                        {
                            beamsTimer.Remove(b);
                        }
                        //Increments beamsTimer and draws beams
                        else
                        {
                            beamsTimer[b]++;
                            DrawObjectWithTransform(e, b, theWorld.GetSize(), b.origin.GetX(), b.origin.GetY(), b.direction.ToAngle(), BeamDrawer);;
                        }
                    }

                    // Draw the powerups if not dead
                    foreach (Powerup pow in theWorld.GetPowerups())
                    {
                        if (!pow.died)
                        {
                            DrawObjectWithTransform(e, pow, theWorld.GetSize(), pow.location.GetX(), pow.location.GetY(), 0, PowerupDrawer);
                        }
                    }

                    //Draw projectiles if not dead
                    foreach (Projectile p in theWorld.GetProjectiles())
                    {
                        if (!p.died)
                        {
                            DrawObjectWithTransform(e, p, theWorld.GetSize(), p.location.GetX(), p.location.GetY(), p.orientation.ToAngle(), ProjectileDrawer);
                        }
                    }

                    //Draw tank explosions with tanks in tankTimer
                    List <Tank> tanks = new List <Tank>(tankTimer.Keys);
                    foreach (Tank t in tanks)
                    {
                        DrawObjectWithTransform(e, t, theWorld.GetSize(), t.location.GetX(), t.location.GetY(), 0, ExplosionDrawer);
                    }
                }
            }
            // Do anything that Panel (from which we inherit) needs to do
            base.OnPaint(e);
        }
Exemplo n.º 2
0
        /// <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());
            }
        }