public HomingMissile(int X, int Y, int FramesPerPixel, int StepsPerFrame, Color Color, int Power, Player Target) : base(X, Y, 0, 0, FramesPerPixel, StepsPerFrame, Color, Power, false) { this.target = Target; }
public static void Main(string[] args) { Initialize(); Guid PlayerId = Guid.NewGuid(); string Player1Name; string Player2Name; Console.Out.WriteLine("Welcome to Mask! (Worms/Tron)"); Console.Out.WriteLine(new string('-', 70)); Console.Out.WriteLine("You control the work using the cursor keys."); Console.Out.WriteLine("Fire, using SPACE."); Console.Out.WriteLine("If you die, press ENTER to restart the game."); Console.Out.WriteLine("You can chat during the game."); Console.Out.WriteLine("Remember to try to fetch the gifts. You do that by moving into them."); Console.Out.WriteLine(); Console.Out.WriteLine("Hello. What is your name?"); Player1Name = Player2Name = Console.ReadLine(); using (MPE = new MultiPlayerEnvironment("Mask", false, "iot.eclipse.org", 1883, false, string.Empty, string.Empty, "RetroSharp/Examples/Games/Mask", 2, PlayerId, new KeyValuePair<string, string>("NAME", Player1Name))) { MPE.OnStateChange += (sender, state) => { switch (state) { case MultiPlayerState.SearchingForGateway: Console.Out.WriteLine("Searching for Internet Gateway."); break; case MultiPlayerState.RegisteringApplicationInGateway: Console.Out.WriteLine("Registering game in gateway."); break; case MultiPlayerState.FindingPlayers: Console.Out.WriteLine("Waiting for another player to connect."); Console.Out.WriteLine("Press ESC to play in single player mode."); OnKeyDown += new KeyEventHandler(MPE_Wait_OnKeyDown); break; case MultiPlayerState.ConnectingPlayers: Console.Out.WriteLine("Connecting to players."); break; } }; MPE.OnPlayerAvailable += (sender, player) => { Console.Out.WriteLine("New player available: " + player["NAME"]); MPE.ConnectPlayers(); }; MPE.OnPlayerConnected += (sender, player) => { Player2Name = player["NAME"]; }; MPE.OnPlayerDisconnected += (sender, player) => { PlayerMsg(2, "Disconnected"); NrPlayers = 1; LocalMachineIsGameServer = true; }; if (MPE.Wait(int.MaxValue)) { NrPlayers = MPE.PlayerCount; LocalMachineIsGameServer = MPE.LocalPlayerIsFirst; } else { PlayerMsg(2, "Network error"); NrPlayers = 1; } OnKeyDown -= new KeyEventHandler(MPE_Wait_OnKeyDown); ManualResetEvent Done = new ManualResetEvent(false); LinkedList<Shot> Shots = new LinkedList<Shot>(); LinkedList<Explosion> Explosions = new LinkedList<Explosion>(); LinkedList<Present> Presents = new LinkedList<Present>(); LinkedList<PlayerPosition> Player2Positions = new LinkedList<PlayerPosition>(); Player Player1 = new Player(1, 20, 28, 1, 0, 3, Color.Green, Color.LightGreen, 15); Player Player2 = new Player(2, 299, 179, -1, 0, 3, Color.Blue, Color.LightBlue, 15); bool Player1Up = false; bool Player1Down = false; bool Player1Left = false; bool Player1Right = false; bool Player1Fire = false; bool Player2Up = false; bool Player2Down = false; bool Player2Left = false; bool Player2Right = false; bool Player2Fire = false; Player1.Opponent = Player2; Player2.Opponent = Player1; Clear(); FillRectangle(0, 0, 319, 7, Color.FromKnownColor(KnownColor.DimGray)); SetClipArea(0, 8, 319, 199); string s = Player1Name.Length <= 10 ? Player1Name : Player1Name.Substring(0, 10); Console.Out.Write(s); s = Player2Name.Length <= 10 ? Player2Name : Player2Name.Substring(0, 10); GotoXY(ConsoleWidth - s.Length, 0); Console.Out.Write(s); OnKeyDown += (sender, e) => { switch (e.Key) { case Key.Escape: if (MPE.State == MultiPlayerState.FindingPlayers) MPE.ConnectPlayers(); else Done.Set(); break; case Key.C: if (e.Control) Done.Set(); break; case Key.Up: if (!Player1.Dead && Player1.VY != 1) { Player1Up = true; if (NrPlayers == 1) { if (!Player2.Dead) Player2Down = true; } else MPE.SendUdpToAll(new byte[] { 0 }, 3); } break; case Key.Down: if (!Player1.Dead && Player1.VY != -1) { Player1Down = true; if (NrPlayers == 1) { if (!Player2.Dead) Player2Up = true; } else MPE.SendUdpToAll(new byte[] { 1 }, 3); } break; case Key.Left: if (!Player1.Dead && Player1.VX != 1) { Player1Left = true; if (NrPlayers == 1) { if (!Player2.Dead) Player2Right = true; } else MPE.SendUdpToAll(new byte[] { 2 }, 3); } break; case Key.Right: if (!Player1.Dead && Player1.VX != -1) { Player1Right = true; if (NrPlayers == 1) { if (!Player2.Dead) Player2Left = true; } else MPE.SendUdpToAll(new byte[] { 3 }, 3); } break; case Key.Space: if (!Player1.Dead) { Player1Fire = true; if (NrPlayers == 1) { if (!Player2.Dead) Player2Fire = true; } else MPE.SendUdpToAll(new byte[] { 4 }, 3); } break; case Key.Enter: if (Player1.Dead) { if (NrPlayers > 1) MPE.SendUdpToAll(new byte[] { 5 }, 3); else { lock (Player2Positions) { Player2Positions.Clear(); } Shots.Clear(); Explosions.Clear(); Presents.Clear(); Player1 = new Player(1, 20, 28, 1, 0, 3, Color.Green, Color.LightGreen, 15); Player2 = new Player(2, 299, 179, -1, 0, 3, Color.Blue, Color.LightBlue, 15); Player1Up = false; Player1Down = false; Player1Left = false; Player1Right = false; Player1Fire = false; Player1.Opponent = Player2; Player2.Opponent = Player1; FillRectangle(0, 8, 319, 199, Color.Black); PlayerMsg(1, string.Empty); PlayerMsg(2, string.Empty); } } break; } }; OnKeyPressed += (sender, e) => { ChatCharacter(1, e.Character); MPE.SendTcpToAll(new byte[] { 10, (byte)(e.Character >> 8), (byte)(e.Character) }); }; OnUpdateModel += (sender, e) => { if (LocalMachineIsGameServer && Random() < 0.005) { int x1, y1; do { x1 = Random(30, 285); y1 = Random(38, 165); } while (!Present.CanPlace(x1, y1, x1 + 5, y1 + 5)); Presents.AddLast(new Present(x1, y1, x1 + 5, y1 + 5)); if (NrPlayers > 1) { BinaryOutput Output = new BinaryOutput(); Output.WriteByte(6); Output.WriteInt(x1); Output.WriteInt(y1); MPE.SendUdpToAll(Output.GetPacket(), 3); } } LinkedListNode<Present> PresentObj, NextPresentObj; PresentObj = Presents.First; while (PresentObj != null) { NextPresentObj = PresentObj.Next; if (PresentObj.Value.Move()) Presents.Remove(PresentObj); PresentObj = NextPresentObj; } if (Player1Up) { Player1.Up(); Player1Up = false; } else if (Player1Down) { Player1.Down(); Player1Down = false; } else if (Player1Left) { Player1.Left(); Player1Left = false; } else if (Player1Right) { Player1.Right(); Player1Right = false; } if (Player2Up) { Player2.Up(); Player2Up = false; } else if (Player2Down) { Player2.Down(); Player2Down = false; } else if (Player2Left) { Player2.Left(); Player2Left = false; } else if (Player2Right) { Player2.Right(); Player2Right = false; } if (!Player1.Dead && Player1.Move()) Explosions.AddLast(new Explosion(Player1.X, Player1.Y, 30, Color.White)); if (!Player2.Dead) { if (NrPlayers == 1) { if (Player2.Move()) Explosions.AddLast(new Explosion(Player2.X, Player2.Y, 30, Color.White)); } else { lock (Player2Positions) { try { foreach (PlayerPosition P in Player2Positions) { Player2.BeforeMove(); Player2.SetPosition(P.X, P.Y, P.VX, P.VY); Player2.AfterMove(); if (P.Dead) { Player2.Die(); Explosions.AddLast(new Explosion(Player2.X, Player2.Y, 30, Color.White)); } } } finally { Player2Positions.Clear(); } } } } if (Player1Fire) { Player1.Fire(Shots); Player1Fire = false; } if (Player2Fire) { Player2.Fire(Shots); Player2Fire = false; } LinkedListNode<Shot> ShotObj, NextShotObj; ShotObj = Shots.First; while (ShotObj != null) { NextShotObj = ShotObj.Next; if (ShotObj.Value.Move()) { Shots.Remove(ShotObj); Explosions.AddLast(new Explosion(ShotObj.Value.X, ShotObj.Value.Y, ShotObj.Value.Power, Color.White)); } ShotObj = NextShotObj; } LinkedListNode<Explosion> ExplosionObj, NextExplosionObj; ExplosionObj = Explosions.First; while (ExplosionObj != null) { NextExplosionObj = ExplosionObj.Next; if (ExplosionObj.Value.Move()) Explosions.Remove(ExplosionObj); ExplosionObj = NextExplosionObj; } }; MPE.OnGameDataReceived += (sender, e) => { byte Command = e.Data.ReadByte(); switch (Command) { case 0: // Remote player presses UP if (!Player2.Dead) Player2Down = true; break; case 1: // Remote player presses DOWN if (!Player2.Dead) Player2Up = true; break; case 2: // Remote player presses LEFT if (!Player2.Dead) Player2Right = true; break; case 3: // Remote player presses RIGHT if (!Player2.Dead) Player2Left = true; break; case 4: // Remote player presses SPACE (Fire) if (!Player2.Dead) Player2Fire = true; break; case 5: // Remote player presses ENTER (Restart) case 9: // Acknowledgement of remote player presses ENTER (Restart) if (Command == 5) MPE.SendUdpToAll(new byte[] { 9 }, 3); lock (Player2Positions) { Player2Positions.Clear(); } Shots.Clear(); Explosions.Clear(); Presents.Clear(); Player1 = new Player(1, 20, 28, 1, 0, 3, Color.Green, Color.LightGreen, 15); Player2 = new Player(2, 299, 179, -1, 0, 3, Color.Blue, Color.LightBlue, 15); Player1Up = false; Player1Down = false; Player1Left = false; Player1Right = false; Player1Fire = false; Player1.Opponent = Player2; Player2.Opponent = Player1; FillRectangle(0, 8, 319, 199, Color.Black); PlayerMsg(1, string.Empty); PlayerMsg(2, string.Empty); BorderColor = Color.FromKnownColor(KnownColor.DimGray); break; case 6: // New Present int x1 = 315 - (int)e.Data.ReadInt(); int y1 = 203 - (int)e.Data.ReadInt(); Presents.AddLast(new Present(x1, y1, x1 + 5, y1 + 5)); break; case 7: // Gift x1 = (int)e.Data.ReadInt(); Player2.GetGift(2, x1, null, e.Data); break; case 8: // Move player 2 lock (Player2Positions) { Player2Positions.AddLast(new PlayerPosition(e.Data)); } break; case 10: // chat character char ch = (char)e.Data.ReadUInt16(); ChatCharacter(2, ch); break; } }; while (!Done.WaitOne(1000)) ; } Terminate(); }