public StarlingGameSpriteWithHindWeaponized() { var textures_ped = new StarlingGameSpriteWithPedTextures( this.new_tex_crop, this.new_texsprite_crop ); var textures_hind = new StarlingGameSpriteWithHindTextures(this.new_tex_crop); var textures_rocket = new StarlingGameSpriteWithRocketTextures(this.new_tex_crop); var textures_map = new StarlingGameSpriteWithMapTextures(new_tex_crop); var textures_bunker = new StarlingGameSpriteWithBunkerTextures(new_tex_crop); var textures_explosions = new StarlingGameSpriteWithMapExplosionsTextures(new_tex96); //this.internalscale = 1.0; this.disablephysicsdiagnostics = true; this.onbeforefirstframe += (stage, s) => { stage.color = 0x75C64F; // hind is looking right var explosins = new List <ExplosionInfo>(); for (int i = -12; i < 12; i++) { new Image(textures_map.road0()).AttachTo(Content).x = 256 * i; var bunker0 = new PhysicalBunker(textures_bunker, this); bunker0.SetPositionAndAngle(-12 * i, 24); var z = new PhysicalPed(textures_ped, this); z.SetPositionAndAngle(16 * i, 0); z.BehaveLikeZombie(); //var exp = new Image(textures_explosions.explosions[0]()).AttachTo(Content); //explosins.Add(exp); //exp.scaleX = 2.0; //exp.scaleY = 2.0; //exp.x = 256 * i; } #region other units for (int i = 3; i < 9; i++) { var hind2 = new PhysicalHindWeaponized(textures_hind, textures_rocket, this) { AutomaticTakeoff = true }; hind2.SetPositionAndAngle( i * 16, 8, random.NextDouble() ); } #endregion #region CreateExplosion this.CreateExplosion = (x, y) => { var size = 0.2 + 0.2 * random.NextDouble(); sb.snd_explosion.play( sndTransform: new ScriptCoreLib.ActionScript.flash.media.SoundTransform(size) ); var exp = new Image(textures_explosions.explosions[0]()).AttachTo(Content); var cm = new Matrix(); cm.translate(-32, -32); cm.scale(5 * size, 5 * size); cm.translate(16 * x, 16 * y); exp.transformationMatrix = cm; explosins.Add( new ExplosionInfo { visual = exp } ); }; #endregion var hind0 = new PhysicalHindWeaponized( textures_hind, textures_rocket, this ); current = hind0; #region __keyDown stage.keyDown += e => { e.preventDefault(); // http://circlecube.com/2008/08/actionscript-key-listener-tutorial/ if (e.altKey) { __keyDown[System.Windows.Forms.Keys.Alt] = true; } __keyDown[(System.Windows.Forms.Keys)e.keyCode] = true; }; stage.keyUp += e => { e.preventDefault(); if (!e.altKey) { __keyDown[System.Windows.Forms.Keys.Alt] = false; } __keyDown[(System.Windows.Forms.Keys)e.keyCode] = false; }; #endregion bool mode_changepending = false; var dx_stop = false; var dy_stop = false; var dx = 0.0; var dy = 0.0; // Error: Error #3707: Property can not be set in non full screen mode. //at flash.display::Stage/set mouseLock() // http://inflagrantedelicto.memoryspiral.com/2012/07/as3-quickie-mouse-lock-and-relative-mouse-coordinates/ stage.fullScreen += delegate { if (stage.displayState == StageDisplayState.NORMAL) { return; } // http://helpx.adobe.com/flash-player/release-note/fp_114_air_34_release_notes.html // · Mouse Lock feature disabled after entering Full Screen Interactive mode(3174344) //stage.mouseLock = true; }; stage.mouseDown += e => { if (stage.displayState == StageDisplayState.NORMAL) { return; } __keyDown[Keys.ControlKey] = true; }; stage.doubleClickEnabled = true; stage.doubleClick += delegate { if (stage.displayState == StageDisplayState.NORMAL) { stage.displayState = ScriptCoreLib.ActionScript.flash.display.StageDisplayState.FULL_SCREEN; stage.displayState = ScriptCoreLib.ActionScript.flash.display.StageDisplayState.FULL_SCREEN_INTERACTIVE; return; } }; stage.mouseUp += e => { if (stage.displayState == StageDisplayState.NORMAL) { return; } __keyDown[Keys.ControlKey] = false; }; stage.mouseMove += e => { if (stage.displayState == StageDisplayState.NORMAL) { dx = 0; dy = 0; return; } //dynamic ee = e; //// ReferenceError: Erroe.r #1069: Property movementX not found on flash.events.MouseEvent and there is no default value. //double movementX = ee.me.ovementX; //double movementY = ee.movementY; // http://www.levelxgames.com/2012/11/how-to-overlay-abode-air-sdk-over-flex-sdk/ //dx += e.movementX; //dy += e.movementY; }; onsyncframe += delegate { this.Text = new { dx }.ToString(); foreach (var item in explosins.ToArray()) { item.index++; if (item.index == textures_explosions.explosions.Length) { item.visual.Orphanize(); explosins.Remove(item); } else { item.visual.texture = textures_explosions.explosions[item.index](); } } #region mode if (!__keyDown[System.Windows.Forms.Keys.Space]) { // space is not down. mode_changepending = true; } else { if (mode_changepending) { (current as PhysicalHind).With( hind1 => { if (hind1.visual.Altitude == 0) { hind1.VerticalVelocity = 1.0; } else { hind1.VerticalVelocity = -0.4; } } ); mode_changepending = false; } } #endregion if (dx < 0) { __keyDown[Keys.Left] = true; __keyDown[Keys.Right] = false; __keyDown.forcex = (Math.Abs(dx) / 100.0).Min(1.0); dx = 0; dx_stop = true; } else if (dx > 0) { __keyDown[Keys.Right] = true; __keyDown[Keys.Left] = false; __keyDown.forcex = (Math.Abs(dx) / 100.0).Min(1.0); dx = 0; dx_stop = true; } else { if (dx_stop) { __keyDown[Keys.Left] = false; __keyDown[Keys.Right] = false; } dx_stop = false; __keyDown.forcex = 1.0; } if (dy < 0) { __keyDown[Keys.Up] = true; __keyDown[Keys.Down] = false; __keyDown.forcey = (Math.Abs(dy) / 200.0).Min(1.0); dy_stop = true; } else if (dy > 0) { __keyDown[Keys.Up] = false; __keyDown[Keys.Down] = true; __keyDown.forcey = (Math.Abs(dy) / 200.0).Min(1.0); dy_stop = true; } else { if (dy_stop) { __keyDown[Keys.Up] = false; __keyDown[Keys.Down] = false; } dy_stop = false; __keyDown.forcey = 1.0; } current.SetVelocityFromInput(__keyDown); #region simulate a weapone! if (__keyDown[System.Windows.Forms.Keys.ControlKey]) { if (syncframeid % 3 == 0) { sb.snd_missleLaunch.play(); hind0.FireRocket(); } } #endregion }; }; }
public StarlingGameSpriteWithTestDriversSync() { var textures_map = new StarlingGameSpriteWithMapTextures(new_tex_crop); var textures_ped = new StarlingGameSpriteWithPedTextures(this.new_tex_crop, this.new_texsprite_crop); var textures_jeep = new StarlingGameSpriteWithJeepTextures(this.new_tex_crop); var textures_tank = new StarlingGameSpriteWithTankTextures(new_texsprite_crop); var textures_hind = new StarlingGameSpriteWithHindTextures(this.new_tex_crop); var textures_rocket = new StarlingGameSpriteWithRocketTextures(this.new_tex_crop); var textures_bunker = new StarlingGameSpriteWithBunkerTextures(this.new_tex_crop); this.onbeforefirstframe += (stage, s) => { #region :ego var ego = new PhysicalPed(textures_ped, this) { Identity = sessionid + ":ego" }; ego.SetPositionAndAngle( random.NextDouble() * -8, random.NextDouble() * -8, random.NextDouble() * Math.PI ); current = ego; #endregion #region KeySample var __keyDown = new KeySample(); stage.keyDown += e => { // http://circlecube.com/2008/08/actionscript-key-listener-tutorial/ if (e.altKey) __keyDown[System.Windows.Forms.Keys.Alt] = true; __keyDown[(System.Windows.Forms.Keys)e.keyCode] = true; }; stage.keyUp += e => { if (!e.altKey) __keyDown[System.Windows.Forms.Keys.Alt] = false; __keyDown[(System.Windows.Forms.Keys)e.keyCode] = false; }; #endregion new PhysicalBunker(textures_bunker, this) { Identity = "bunker:0" }.SetPositionAndAngle(0, -24); var hind0 = new PhysicalHindWeaponized(textures_hind, textures_rocket, this) { Identity = ":1", AutomaticTakeoff = true, AutomaticTouchdown = true }; hind0.SetPositionAndAngle(-12, -12); new Image(textures_map.touchdown()).AttachTo(Content).y = 256; new PhysicalJeep(textures_jeep, this) { Identity = ":2" }.SetPositionAndAngle(0, -12); new PhysicalTank(textures_tank, this) { Identity = ":3" }.SetPositionAndAngle(12, -12); #region other Func<string, RemoteGame> other = __egoid => { // that other game has sent us a sync frame! var already_known_other = others.FirstOrDefault(k => k.__egoid == __egoid); if (already_known_other == null) { already_known_other = new RemoteGame { __egoid = __egoid, // this __syncframeid = this.syncframeid }; others.Add(already_known_other); } return already_known_other; }; #endregion #region __at_sync __at_sync += __egoid => { // that other game has sent us a sync frame! var o = other(__egoid); o.__syncframeid++; // move on! }; #endregion #region __at_SetVerticalVelocity __at_SetVerticalVelocity += (string __sessionid, string identity, string value) => { var o = other(__sessionid); var u = this.units.FirstOrDefault(k => k.Identity == identity); (u as PhysicalHind).With(hind1 => hind1.VerticalVelocity = double.Parse(value)); (u as PhysicalPed).With( physical0 => { // BCL needs another method, please define it. //Cannot call type without script attribute : //System.Convert for Boolean ToBoolean(Double) used at var LayOnTheGround = double.Parse(value); if (LayOnTheGround == 1) physical0.visual.LayOnTheGround = true; else physical0.visual.LayOnTheGround = false; } ); }; #endregion #region __at_SetVelocityFromInput __at_SetVelocityFromInput += ( string __egoid, string __identity, string __KeySample, string __fixup_x, string __fixup_y, string __fixup_angle ) => { var o = other(__egoid); var u = this.units.FirstOrDefault(k => k.Identity == __identity); if (u == null) if (o.ego == null) { // the only object we can be creating implicitly is // the remote ego u = new PhysicalPed(textures_ped, this) { Identity = __identity, RemoteGameReference = o }; u.SetPositionAndAngle( double.Parse(__fixup_x), double.Parse(__fixup_y), double.Parse(__fixup_angle) ); o.ego = u; } // set the input! u.SetVelocityFromInput( new KeySample { value = int.Parse(__KeySample), fixup = true, x = double.Parse(__fixup_x), y = double.Parse(__fixup_y), angle = double.Parse(__fixup_angle) } ); }; #endregion #region __at_enterorexit __at_enterorexit += (__egoid, __from, __to) => { var o = other(__egoid); var ufrom = this.units.FirstOrDefault(k => k.Identity == __from); var uto = this.units.FirstOrDefault(k => k.Identity == __to); (ufrom as PhysicalPed).With( candidatedriver => { if (uto != null) if (uto.driverseat != null) if (uto.driverseat.driver == null) { // and the devil enters uto.RemoteGameReference = o; candidatedriver.body.SetActive(false); uto.driverseat.driver = candidatedriver; candidatedriver.seatedvehicle = uto; } } ); (uto as PhysicalPed).With( driver => { if (ufrom != null) if (ufrom.driverseat != null) if (ufrom.driverseat.driver == driver) { // relinguish that vehicle. no longer posessed :) ufrom.RemoteGameReference = null; // stop the vehicle ufrom.SetVelocityFromInput(new KeySample()); // get out of the lift.. ufrom.driverseat.driver = null; driver.seatedvehicle = null; driver.body.SetActive(true); } } ); }; #endregion bool entermode_changepending = false; bool mode_changepending = false; onsyncframe += delegate { #region mode if (!__keyDown[System.Windows.Forms.Keys.Space]) { // space is not down. mode_changepending = true; } else { if (mode_changepending) { (current as PhysicalHind).With( hind1 => { if (hind1.visual.Altitude == 0) hind1.VerticalVelocity = 1.0; else hind1.VerticalVelocity = -0.4; __raise_SetVerticalVelocity( "" + this.sessionid, hind1.Identity, "" + hind1.VerticalVelocity ); } ); (current as PhysicalPed).With( physical0 => { if (physical0.visual.LayOnTheGround) physical0.visual.LayOnTheGround = false; else physical0.visual.LayOnTheGround = true; // BCL needs another method, please define it. //Cannot call type without script attribute : //System.Convert for Double ToDouble(Boolean) used at var value = 0; if (physical0.visual.LayOnTheGround) value = 1; __raise_SetVerticalVelocity( "" + this.sessionid, physical0.Identity, "" + value ); } ); mode_changepending = false; } } #endregion #region entermode_changepending if (!__keyDown[System.Windows.Forms.Keys.Enter]) { // space is not down. entermode_changepending = true; } else { if (entermode_changepending) { entermode_changepending = false; // enter another vehicle? var candidatedriver = current as PhysicalPed; if (candidatedriver != null) { var target = from candidatevehicle in units where candidatevehicle.driverseat != null // can enter if the seat is full. // unless we kick them out before ofcourse where candidatevehicle.driverseat.driver == null let distance = new __vec2( (float)(candidatedriver.body.GetPosition().x - candidatevehicle.body.GetPosition().x), (float)(candidatedriver.body.GetPosition().y - candidatevehicle.body.GetPosition().y) ).GetLength() where distance < 6 orderby distance ascending select new { candidatevehicle, distance }; target.FirstOrDefault().With( x => { Console.WriteLine(new { x.distance }); __raise_enterorexit( "" + this.sessionid, candidatedriver.Identity, x.candidatevehicle.Identity ); //current.loc.visible = false; current.body.SetActive(false); x.candidatevehicle.driverseat.driver = candidatedriver; candidatedriver.seatedvehicle = x.candidatevehicle; move_zoom = 1; current = x.candidatevehicle; //if (current.body.GetType() == Box2D.Dynamics.b2Body.b2_dynamicBody) //{ // hud.texture = textures_ped.hud_look_goggles(); //} //else //{ // hud.texture = textures_ped.hud_look_building(); //} //switchto(x.x); // fast start //(current as PhysicalHind).With( // hind => hind.VerticalVelocity = 1 //); } ); } else { (current.driverseat.driver as PhysicalPed).With( driver => { // stop the vehicle current.SetVelocityFromInput(new KeySample()); // get out of the lift.. current.driverseat.driver = null; driver.seatedvehicle = null; driver.body.SetActive(true); // crashland? //(current as PhysicalHind).With( // hind => hind.VerticalVelocity = -1 //); __raise_enterorexit( "" + this.sessionid, current.Identity, driver.Identity ); current = driver; //hud.texture = textures_ped.hud_look(); move_zoom = 1; } ); } } } #endregion current.SetVelocityFromInput(__keyDown); #region simulate a weapone! if (__keyDown[System.Windows.Forms.Keys.ControlKey]) if (syncframeid % 3 == 0) { (this.current as PhysicalHindWeaponized).With( h => { //sb.snd_missleLaunch.play(); h.FireRocket(); } ); } #endregion __raise_SetVelocityFromInput( "" + sessionid, current.Identity, "" + current.CurrentInput.value, "" + current.body.GetPosition().x, "" + current.body.GetPosition().y, "" + current.body.GetAngle() ); // tell others this sync frame ended for us __raise_sync("" + sessionid); }; }; }
public StarlingGameSpriteWithHindWeaponized() { var textures_ped = new StarlingGameSpriteWithPedTextures( this.new_tex_crop, this.new_texsprite_crop ); var textures_hind = new StarlingGameSpriteWithHindTextures(this.new_tex_crop); var textures_rocket = new StarlingGameSpriteWithRocketTextures(this.new_tex_crop); var textures_map = new StarlingGameSpriteWithMapTextures(new_tex_crop); var textures_bunker = new StarlingGameSpriteWithBunkerTextures(new_tex_crop); var textures_explosions = new StarlingGameSpriteWithMapExplosionsTextures(new_tex96); //this.internalscale = 1.0; this.disablephysicsdiagnostics = true; this.onbeforefirstframe += (stage, s) => { stage.color = 0x75C64F; // hind is looking right var explosins = new List<ExplosionInfo>(); for (int i = -12; i < 12; i++) { new Image(textures_map.road0()).AttachTo(Content).x = 256 * i; var bunker0 = new PhysicalBunker(textures_bunker, this); bunker0.SetPositionAndAngle(-12 * i, 24); var z = new PhysicalPed(textures_ped, this); z.SetPositionAndAngle(16 * i, 0); z.BehaveLikeZombie(); //var exp = new Image(textures_explosions.explosions[0]()).AttachTo(Content); //explosins.Add(exp); //exp.scaleX = 2.0; //exp.scaleY = 2.0; //exp.x = 256 * i; } #region other units for (int i = 3; i < 9; i++) { var hind2 = new PhysicalHindWeaponized(textures_hind, textures_rocket, this) { AutomaticTakeoff = true }; hind2.SetPositionAndAngle( i * 16, 8, random.NextDouble() ); } #endregion #region CreateExplosion this.CreateExplosion = (x, y) => { var size = 0.2 + 0.2 * random.NextDouble(); sb.snd_explosion.play( sndTransform: new ScriptCoreLib.ActionScript.flash.media.SoundTransform(size) ); var exp = new Image(textures_explosions.explosions[0]()).AttachTo(Content); var cm = new Matrix(); cm.translate(-32, -32); cm.scale(5 * size, 5 * size); cm.translate(16 * x, 16 * y); exp.transformationMatrix = cm; explosins.Add( new ExplosionInfo { visual = exp } ); }; #endregion var hind0 = new PhysicalHindWeaponized( textures_hind, textures_rocket, this ); current = hind0; #region __keyDown stage.keyDown += e => { e.preventDefault(); // http://circlecube.com/2008/08/actionscript-key-listener-tutorial/ if (e.altKey) __keyDown[System.Windows.Forms.Keys.Alt] = true; __keyDown[(System.Windows.Forms.Keys)e.keyCode] = true; }; stage.keyUp += e => { e.preventDefault(); if (!e.altKey) __keyDown[System.Windows.Forms.Keys.Alt] = false; __keyDown[(System.Windows.Forms.Keys)e.keyCode] = false; }; #endregion bool mode_changepending = false; var dx_stop = false; var dy_stop = false; var dx = 0.0; var dy = 0.0; // Error: Error #3707: Property can not be set in non full screen mode. //at flash.display::Stage/set mouseLock() // http://inflagrantedelicto.memoryspiral.com/2012/07/as3-quickie-mouse-lock-and-relative-mouse-coordinates/ stage.fullScreen += delegate { if (stage.displayState == StageDisplayState.NORMAL) return; // http://helpx.adobe.com/flash-player/release-note/fp_114_air_34_release_notes.html // · Mouse Lock feature disabled after entering Full Screen Interactive mode(3174344) //stage.mouseLock = true; }; stage.mouseDown += e => { if (stage.displayState == StageDisplayState.NORMAL) { return; } __keyDown[Keys.ControlKey] = true; }; stage.doubleClickEnabled = true; stage.doubleClick += delegate { if (stage.displayState == StageDisplayState.NORMAL) { stage.displayState = ScriptCoreLib.ActionScript.flash.display.StageDisplayState.FULL_SCREEN; stage.displayState = ScriptCoreLib.ActionScript.flash.display.StageDisplayState.FULL_SCREEN_INTERACTIVE; return; } }; stage.mouseUp += e => { if (stage.displayState == StageDisplayState.NORMAL) { return; } __keyDown[Keys.ControlKey] = false; }; stage.mouseMove += e => { if (stage.displayState == StageDisplayState.NORMAL) { dx = 0; dy = 0; return; } //dynamic ee = e; //// ReferenceError: Erroe.r #1069: Property movementX not found on flash.events.MouseEvent and there is no default value. //double movementX = ee.me.ovementX; //double movementY = ee.movementY; // http://www.levelxgames.com/2012/11/how-to-overlay-abode-air-sdk-over-flex-sdk/ //dx += e.movementX; //dy += e.movementY; }; onsyncframe += delegate { this.Text = new { dx }.ToString(); foreach (var item in explosins.ToArray()) { item.index++; if (item.index == textures_explosions.explosions.Length) { item.visual.Orphanize(); explosins.Remove(item); } else { item.visual.texture = textures_explosions.explosions[item.index](); } } #region mode if (!__keyDown[System.Windows.Forms.Keys.Space]) { // space is not down. mode_changepending = true; } else { if (mode_changepending) { (current as PhysicalHind).With( hind1 => { if (hind1.visual.Altitude == 0) hind1.VerticalVelocity = 1.0; else hind1.VerticalVelocity = -0.4; } ); mode_changepending = false; } } #endregion if (dx < 0) { __keyDown[Keys.Left] = true; __keyDown[Keys.Right] = false; __keyDown.forcex = (Math.Abs(dx) / 100.0).Min(1.0); dx = 0; dx_stop = true; } else if (dx > 0) { __keyDown[Keys.Right] = true; __keyDown[Keys.Left] = false; __keyDown.forcex = (Math.Abs(dx) / 100.0).Min(1.0); dx = 0; dx_stop = true; } else { if (dx_stop) { __keyDown[Keys.Left] = false; __keyDown[Keys.Right] = false; } dx_stop = false; __keyDown.forcex = 1.0; } if (dy < 0) { __keyDown[Keys.Up] = true; __keyDown[Keys.Down] = false; __keyDown.forcey = (Math.Abs(dy) / 200.0).Min(1.0); dy_stop = true; } else if (dy > 0) { __keyDown[Keys.Up] = false; __keyDown[Keys.Down] = true; __keyDown.forcey = (Math.Abs(dy) / 200.0).Min(1.0); dy_stop = true; } else { if (dy_stop) { __keyDown[Keys.Up] = false; __keyDown[Keys.Down] = false; } dy_stop = false; __keyDown.forcey = 1.0; } current.SetVelocityFromInput(__keyDown); #region simulate a weapone! if (__keyDown[System.Windows.Forms.Keys.ControlKey]) if (syncframeid % 3 == 0) { sb.snd_missleLaunch.play(); hind0.FireRocket(); } #endregion }; }; }
public StarlingGameSpriteWithTestDrivers() { var textures_ped = new StarlingGameSpriteWithPedTextures(this.new_tex_crop, this.new_texsprite_crop); // ?? //<Reference Include="FlashHeatZeeker.UnitHindControl"> // <HintPath>..\packages\FlashHeatZeeker.UnitHindControl.1.0.0.0\lib\FlashHeatZeeker.UnitHindControl.dll</HintPath> //</Reference> // "X:\jsc.svn\examples\actionscript\svg\FlashHeatZeeker\packages\FlashHeatZeeker.UnitHindControl.1.0.0.0\lib\FlashHeatZeeker.UnitHindControl.dll" // "X:\jsc.svn\examples\actionscript\svg\FlashHeatZeeker\packages\FlashHeatZeeker.UnitHind.1.0.0.0\lib\FlashHeatZeeker.UnitHind.dll" var textures_hind = new StarlingGameSpriteWithHindTextures(this.new_tex_crop); var textures_jeep = new StarlingGameSpriteWithJeepTextures(this.new_tex_crop); var textures_tank = new StarlingGameSpriteWithTankTextures(this.new_texsprite_crop); var textures_cannon = new StarlingGameSpriteWithCannonTextures(this.new_tex_crop); var textures_bunker = new StarlingGameSpriteWithBunkerTextures(this.new_tex_crop); var textures_map = new StarlingGameSpriteWithMapTextures(new_tex_crop); var textures_rocket = new StarlingGameSpriteWithRocketTextures(this.new_tex_crop); this.disablephysicsdiagnostics = true; // ???? this.onbeforefirstframe += (stage, s) => { var hud = new Image(textures_ped.hud_look()).AttachTo(this); for (int i = 0; i < 32; i++) { new Image(textures_map.hill1()).AttachTo(Content).With( hill => { hill.x = 2048.Random(); hill.y = 2048.Random(); } ); new Image(textures_map.hole1()).AttachTo(Content).With( hill => { hill.x = 2048.Random(); hill.y = 2048.Random(); } ); new Image(textures_map.grass1()).AttachTo(Content).With( hill => { hill.x = 2048.Random(); var y = -2048.Random() - 512 - 256; hill.y = y; } ); } for (int i = 0; i < 128; i++) { var x = 2048.Random(); var y = -2048.Random() - 512 - 256; new Image(textures_map.tree0_shadow()).AttachTo(Content).MoveTo(x + 16, y + 16); new Image(textures_map.tree0()).AttachTo(Content).MoveTo(x, y); } for (int i = -12; i < 12; i++) { new Image(textures_map.road0()).AttachTo(Content).x = 256 * i; } new Image(textures_map.touchdown()).AttachTo(Content).MoveTo(256, -256); new Image(textures_map.touchdown()).AttachTo(Content).y = 256; new PhysicalHindWeaponized(textures_hind, textures_rocket, this) { AutomaticTakeoff = true }.SetPositionAndAngle((128 + 256) / 16, -128 * 1.5 / 16); new PhysicalTank(textures_tank, this).SetPositionAndAngle(128 / 16, 128 * 3 / 16); new Image(textures_map.tree0_shadow()).AttachTo(Content).y = 128 + 16; new Image(textures_map.tree0()).AttachTo(Content).y = 128; // can I have // new ped, hind, jeep, tank current = new PhysicalPed(textures_ped, this); // 12 = 34FPS #region other units for (int i = 3; i < 9; i++) { var cannon2 = new PhysicalCannon(textures_cannon, this); cannon2.SetPositionAndAngle( i * 16, -32, random.NextDouble() ); if (i % 3 == 0) { new PhysicalBunker(textures_bunker, this).SetPositionAndAngle( i * 16, -16, random.NextDouble() ); } else if (i % 3 == 1) { new PhysicalWatertower(textures_bunker, this).SetPositionAndAngle( i * 16, -16, random.NextDouble() ); } else { new PhysicalSilo(textures_bunker, this).SetPositionAndAngle( i * 16, -16, random.NextDouble() ); } var hind2 = new PhysicalHindWeaponized(textures_hind, textures_rocket, this) { AutomaticTakeoff = true }; hind2.SetPositionAndAngle( i * 16, 8, random.NextDouble() ); var jeep2 = new PhysicalJeep(textures_jeep, this); jeep2.SetPositionAndAngle( i * 16, 16, random.NextDouble() ); var tank2 = new PhysicalTank(textures_tank, this); tank2.SetPositionAndAngle( i * 16, 24, random.NextDouble() ); var ped2 = new PhysicalPed(textures_ped, this); ped2.SetPositionAndAngle( i * 16, 32, random.NextDouble() ); } #endregion #region __keyDown stage.keyDown += e => { // http://circlecube.com/2008/08/actionscript-key-listener-tutorial/ if (e.altKey) __keyDown[System.Windows.Forms.Keys.Alt] = true; __keyDown[(System.Windows.Forms.Keys)e.keyCode] = true; }; stage.keyUp += e => { if (!e.altKey) __keyDown[System.Windows.Forms.Keys.Alt] = false; __keyDown[(System.Windows.Forms.Keys)e.keyCode] = false; }; #endregion bool entermode_changepending = false; bool mode_changepending = false; onframe += delegate { #region hud { var cm = new Matrix(); cm.scale(0.5, 0.5); cm.translate(16, stage.stageHeight - 64 - 24); hud.transformationMatrix = cm; } #endregion }; onsyncframe += delegate { #region entermode_changepending if (!__keyDown[System.Windows.Forms.Keys.Enter]) { // space is not down. entermode_changepending = true; } else { if (entermode_changepending) { entermode_changepending = false; // enter another vehicle? var candidatedriver = current as PhysicalPed; if (candidatedriver != null) { var target = from candidatevehicle in units where candidatevehicle.driverseat != null // can enter if the seat is full. // unless we kick them out before ofcourse where candidatevehicle.driverseat.driver == null let distance = new __vec2( (float)(candidatedriver.body.GetPosition().x - candidatevehicle.body.GetPosition().x), (float)(candidatedriver.body.GetPosition().y - candidatevehicle.body.GetPosition().y) ).GetLength() where distance < 6 orderby distance ascending select new { candidatevehicle, distance }; target.FirstOrDefault().With( x => { Console.WriteLine(new { x.distance }); //current.loc.visible = false; current.body.SetActive(false); x.candidatevehicle.driverseat.driver = candidatedriver; candidatedriver.seatedvehicle = x.candidatevehicle; current = x.candidatevehicle; if (current.body.GetType() == Box2D.Dynamics.b2Body.b2_dynamicBody) { hud.texture = textures_ped.hud_look_goggles(); } else { hud.texture = textures_ped.hud_look_building(); } //switchto(x.x); } ); } else { (current.driverseat.driver as PhysicalPed).With( driver => { current.driverseat.driver = null; driver.seatedvehicle = null; current.SetVelocityFromInput(new KeySample()); // crashland? (current as PhysicalHind).With( hind => hind.VerticalVelocity = -1 ); current = driver; current.body.SetActive(true); hud.texture = textures_ped.hud_look(); } ); } } } #endregion #region mode if (!__keyDown[System.Windows.Forms.Keys.Space]) { // space is not down. mode_changepending = true; } else { if (mode_changepending) { (current as PhysicalHind).With( hind1 => { if (hind1.visual.Altitude == 0) hind1.VerticalVelocity = 1.0; else hind1.VerticalVelocity = -0.4; } ); (current as PhysicalPed).With( physical0 => { if (physical0.visual.LayOnTheGround) physical0.visual.LayOnTheGround = false; else physical0.visual.LayOnTheGround = true; } ); mode_changepending = false; } } #endregion current.SetVelocityFromInput(__keyDown); #region simulate a weapone! if (__keyDown[System.Windows.Forms.Keys.ControlKey]) if (syncframeid % 3 == 0) { (this.current as PhysicalHindWeaponized).With( h => { //sb.snd_missleLaunch.play(); h.FireRocket(); } ); } #endregion }; }; }