Пример #1
0
        public void GetLocationY()
        {
            World     world = new World();
            Socket    socket;
            IPAddress ip;

            networking.MakeSocket("localhost", out socket, out ip);
            SocketState ss = new SocketState(socket);
            ship        sh = new ship(1, ss, 5, new Vector2D(8, 8), "JoCee", 0, new Vector2D(9, 9), 7);

            Assert.AreEqual(sh.GetLocation().GetY(), 8);
        }
Пример #2
0
 /// <summary>
 /// Will check to see if the screen has flown off screen.  If it has, it will wrap the ship around to the other side of the screen
 /// </summary>
 /// <param name="sh"></param>
 public void checkIfOffScreen(ship sh)
 {
     if (sh.GetLocation().GetX() > universeSize / 2 || sh.GetLocation().GetX() < -universeSize / 2)
     {
         //we will want it to keep the y position and just rotate to the other side of the screen.
         double   yLocation    = sh.GetLocation().GetY();
         double   oldxLocation = sh.GetLocation().GetX();
         Vector2D newLocation  = new Vector2D(-(oldxLocation), yLocation);
         //Set the ship location to the new location
         sh.setLocation(newLocation);
     }
     if (sh.GetLocation().GetY() > universeSize / 2 || sh.GetLocation().GetY() < -universeSize / 2)
     {
         //we will want it to keep the y position and just rotate to the other side of the screen.
         double   yLocation   = sh.GetLocation().GetY();
         double   xLocation   = sh.GetLocation().GetX();
         Vector2D newLocation = new Vector2D(xLocation, -yLocation);
         sh.setLocation(newLocation);
     }
 }
Пример #3
0
        // This method is invoked when the DrawingPanel needs to be re-drawn
        /// <summary>
        /// Draws all the players, stars and projectiles each time the form is invalidated.
        /// The lock is used so cross-threads can't screw it up!
        /// </summary>
        /// <param name="e"></param>
        protected override void OnPaint(PaintEventArgs e)
        {
            // Draw the players
            // Draw the stars
            // Draw the projectiles.

            lock (world)
            {
                foreach (var shipper in world.playersInWorld.ToList())
                {
                    ship p = shipper.Value as ship;
                    if (p.hp > 0) // If the HP is above zero, the ship deserves to be drawn.
                    {
                        DrawObjectWithTransform(e, p, world.worldPanel.Size.Width, p.GetLocation().GetX(), p.GetLocation().GetY(), p.GetDirections().ToAngle(), shipDrawer);
                    }
                }

                foreach (var starry in world.starsInWorld.ToList())
                {
                    star p = starry.Value as star;
                    DrawObjectWithTransform(e, p, world.worldPanel.Size.Width, p.GetLocation().GetX(), p.GetLocation().GetY(), 0, starDrawer);
                }

                foreach (var proj in world.projectilesInWorld.ToList())
                {
                    projectile p = proj.Value as projectile;

                    if (p.alive == true)
                    {
                        DrawObjectWithTransform(e, p, world.worldPanel.Size.Width, p.GetLocation().GetX(), p.GetLocation().GetY(), p.GetDirections().ToAngle(), projectileDrawer);
                    }
                    else // If it's dead, can be removed from the projectile list.
                    {
                        world.projectilesInWorld.Remove(p.ID);
                    }
                }
            }
            // Do anything that Panel (from which we inherit) needs to do
            base.OnPaint(e);
        }