public StarlingGameSpriteWithPedControl() { // http://armorgames.com/play/13701/ var textures_ped = new StarlingGameSpriteWithPedTextures( this.new_tex_crop, this.new_texsprite_crop ); //this.disablephysicsdiagnostics = true; this.onbeforefirstframe += (stage, s) => { var patrol1 = new PhysicalPed(textures_ped, this) { speed = 10 }; var physical0 = new PhysicalPed(textures_ped, this) { AttractZombies = true //speed = 8 }; //physical0.visual.WalkLikeZombie = true; physical0.visual.StandWithVisibleGun = true; current = physical0; // 32x32 = 15FPS? // 24x24 35? stage.mouseWheel += e => { if (e.delta < 0) { this.internalscale -= 0.05; } if (e.delta > 0) { this.internalscale += 0.05; } }; #region others for (int ix = 0; ix < 4; ix++) { for (int iy = 0; iy < 4; iy++) { var p = new PhysicalPed(textures_ped, this); p.SetPositionAndAngle( 32 * ix, 32 * iy, random.NextDouble() ); if (ix == 0) { p.BehaveLikeZombie(); } } } #endregion #region __keyDown stage.keyDown += e => { // http://circlecube.com/2008/08/actionscript-key-listener-tutorial/ if (e.altKey) { __keyDown[Keys.Alt] = true; } __keyDown[(Keys)e.keyCode] = true; this.Text = new { e.keyCode, Keys.A }.ToString(); }; stage.keyUp += e => { if (!e.altKey) { __keyDown[Keys.Alt] = false; } __keyDown[(Keys)e.keyCode] = false; }; #endregion bool mode_changepending = false; var mode_gun = false; var sb = new Soundboard(); onsyncframe += delegate { #region patrol1 if (syncframeid % 300 == 100) { patrol1.body.SetAngle( 45.DegreesToRadians() ); var partol_commands = new KeySample(); partol_commands[Keys.Up] = true; patrol1.SetVelocityFromInput(partol_commands); } if (syncframeid % 300 == 150) { var partol_commands = new KeySample(); //partol_commands[Keys.Left] = true; patrol1.SetVelocityFromInput(partol_commands); } if (syncframeid % 300 == 200) { patrol1.body.SetAngle( (180 + 45).DegreesToRadians() ); var partol_commands = new KeySample(); partol_commands[Keys.Up] = true; patrol1.SetVelocityFromInput(partol_commands); } if (syncframeid % 300 == 250) { var partol_commands = new KeySample(); //partol_commands[Keys.Left] = true; patrol1.SetVelocityFromInput(partol_commands); } #endregion current.SetVelocityFromInput(__keyDown); #region simulate a weapone! if (__keyDown[Keys.ControlKey]) { mode_gun = true; } else { if (mode_gun) { mode_gun = false; (current as PhysicalPed).With( ped => { ped.visual.StandWithVisibleGunFire.Restart(); } ); sb.snd_shotgun3.play(); #region CreateBullet Action <double> CreateBullet = a => { var bodyDef = new b2BodyDef(); bodyDef.type = Box2D.Dynamics.b2Body.b2_dynamicBody; // stop moving if legs stop walking! bodyDef.linearDamping = 0; bodyDef.angularDamping = 0; //bodyDef.angle = 1.57079633; bodyDef.fixedRotation = true; var dx = Math.Cos(current.body.GetAngle() + current.CameraRotation + a); var dy = Math.Sin(current.body.GetAngle() + current.CameraRotation + a); var body = damage_b2world.CreateBody(bodyDef); body.SetPosition( new b2Vec2( current.body.GetPosition().x + dx * 0.3, current.body.GetPosition().y + dy * 0.3 ) ); body.SetLinearVelocity( new b2Vec2( dx * 100, dy * 100 ) ); var fixDef = new Box2D.Dynamics.b2FixtureDef(); fixDef.density = 20; fixDef.friction = 0.0; fixDef.restitution = 0; fixDef.shape = new Box2D.Collision.Shapes.b2CircleShape(0.3); var fix = body.CreateFixture(fixDef); }; #endregion CreateBullet(-6.DegreesToRadians()); CreateBullet(-2.DegreesToRadians()); CreateBullet(2.DegreesToRadians()); CreateBullet(6.DegreesToRadians()); //body.SetPosition( // new b2Vec2(0, -100 * 16) //); } } #endregion #region mode if (!__keyDown[Keys.Space]) { // space is not down. mode_changepending = true; } else { if (mode_changepending) { if (physical0.visual.LayOnTheGround) { physical0.visual.LayOnTheGround = false; } else { physical0.visual.LayOnTheGround = true; } mode_changepending = false; } } #endregion }; }; }
public StarlingGameSpriteWithPedControl() { // http://armorgames.com/play/13701/ var textures_ped = new StarlingGameSpriteWithPedTextures( this.new_tex_crop, this.new_texsprite_crop ); //this.disablephysicsdiagnostics = true; this.onbeforefirstframe += (stage, s) => { var patrol1 = new PhysicalPed(textures_ped, this) { speed = 10 }; var physical0 = new PhysicalPed(textures_ped, this) { AttractZombies = true //speed = 8 }; //physical0.visual.WalkLikeZombie = true; physical0.visual.StandWithVisibleGun = true; current = physical0; // 32x32 = 15FPS? // 24x24 35? stage.mouseWheel += e => { if (e.delta < 0) { this.internalscale -= 0.05; } if (e.delta > 0) { this.internalscale += 0.05; } }; #region others for (int ix = 0; ix < 4; ix++) for (int iy = 0; iy < 4; iy++) { var p = new PhysicalPed(textures_ped, this); p.SetPositionAndAngle( 32 * ix, 32 * iy, random.NextDouble() ); if (ix == 0) p.BehaveLikeZombie(); } #endregion #region __keyDown stage.keyDown += e => { // http://circlecube.com/2008/08/actionscript-key-listener-tutorial/ if (e.altKey) __keyDown[Keys.Alt] = true; __keyDown[(Keys)e.keyCode] = true; this.Text = new { e.keyCode, Keys.A }.ToString(); }; stage.keyUp += e => { if (!e.altKey) __keyDown[Keys.Alt] = false; __keyDown[(Keys)e.keyCode] = false; }; #endregion bool mode_changepending = false; var mode_gun = false; var sb = new Soundboard(); onsyncframe += delegate { #region patrol1 if (syncframeid % 300 == 100) { patrol1.body.SetAngle( 45.DegreesToRadians() ); var partol_commands = new KeySample(); partol_commands[Keys.Up] = true; patrol1.SetVelocityFromInput(partol_commands); } if (syncframeid % 300 == 150) { var partol_commands = new KeySample(); //partol_commands[Keys.Left] = true; patrol1.SetVelocityFromInput(partol_commands); } if (syncframeid % 300 == 200) { patrol1.body.SetAngle( (180 + 45).DegreesToRadians() ); var partol_commands = new KeySample(); partol_commands[Keys.Up] = true; patrol1.SetVelocityFromInput(partol_commands); } if (syncframeid % 300 == 250) { var partol_commands = new KeySample(); //partol_commands[Keys.Left] = true; patrol1.SetVelocityFromInput(partol_commands); } #endregion current.SetVelocityFromInput(__keyDown); #region simulate a weapone! if (__keyDown[Keys.ControlKey]) { mode_gun = true; } else { if (mode_gun) { mode_gun = false; (current as PhysicalPed).With( ped => { ped.visual.StandWithVisibleGunFire.Restart(); } ); sb.snd_shotgun3.play(); #region CreateBullet Action<double> CreateBullet = a => { var bodyDef = new b2BodyDef(); bodyDef.type = Box2D.Dynamics.b2Body.b2_dynamicBody; // stop moving if legs stop walking! bodyDef.linearDamping = 0; bodyDef.angularDamping = 0; //bodyDef.angle = 1.57079633; bodyDef.fixedRotation = true; var dx = Math.Cos(current.body.GetAngle() + current.CameraRotation + a); var dy = Math.Sin(current.body.GetAngle() + current.CameraRotation + a); var body = damage_b2world.CreateBody(bodyDef); body.SetPosition( new b2Vec2( current.body.GetPosition().x + dx * 0.3, current.body.GetPosition().y + dy * 0.3 ) ); body.SetLinearVelocity( new b2Vec2( dx * 100, dy * 100 ) ); var fixDef = new Box2D.Dynamics.b2FixtureDef(); fixDef.density = 20; fixDef.friction = 0.0; fixDef.restitution = 0; fixDef.shape = new Box2D.Collision.Shapes.b2CircleShape(0.3); var fix = body.CreateFixture(fixDef); }; #endregion CreateBullet(-6.DegreesToRadians()); CreateBullet(-2.DegreesToRadians()); CreateBullet(2.DegreesToRadians()); CreateBullet(6.DegreesToRadians()); //body.SetPosition( // new b2Vec2(0, -100 * 16) //); } } #endregion #region mode if (!__keyDown[Keys.Space]) { // space is not down. mode_changepending = true; } else { if (mode_changepending) { if (physical0.visual.LayOnTheGround) physical0.visual.LayOnTheGround = false; else physical0.visual.LayOnTheGround = true; mode_changepending = false; } } #endregion }; }; }
public StarlingGameSpriteWithPedControlTimetravel() { var textures = new StarlingGameSpriteWithPedTextures(new_tex_crop, new_texsprite_crop); this.onbeforefirstframe += (stage, s) => { // 1000 / 15 // this means 15 samples per second var ilag = 7; #region man_with_lag var man_with_lag = new PhysicalPed(textures, this); //karmaman.body.SetActive(false); for (int i = 0; i < ilag; i++) { man_with_lag.KarmaInput4.Enqueue( new KeySample() ); } man_with_lag.body.SetPosition( new b2Vec2(-8, 8) ); man_with_lag.karmabody.SetPosition( new b2Vec2(-8, 8) ); #endregion #region man_with_karma var man_with_karma = new PhysicalPed(textures, this); man_with_karma.SetPositionAndAngle(-8, -8); #endregion var physical0 = new PhysicalPed(textures, this); current = physical0; // 32x32 = 15FPS? // 24x24 35? #region the others for (int ix = 1; ix < 4; ix++) for (int iy = 1; iy < 4; iy++) { var p = new PhysicalPed(textures, this); p.SetPositionAndAngle( 8 * ix, 8 * iy ); } #endregion #region __keyDown var __keyDown = new KeySample(); stage.keyDown += e => { // http://circlecube.com/2008/08/actionscript-key-listener-tutorial/ if (e.altKey) __keyDown[Keys.Alt] = true; __keyDown[(Keys)e.keyCode] = true; }; stage.keyUp += e => { if (!e.altKey) __keyDown[Keys.Alt] = false; __keyDown[(Keys)e.keyCode] = false; }; #endregion bool mode_changepending = false; var man_with_karma_karmavisuals = new Queue<VisualPed>(); var physical0_karmavisuals = new Queue<VisualPed>(); var karmasw = new Stopwatch(); karmasw.Start(); //var inputfilter = new Stopwatch(); //inputfilter.Start(); onsyncframe += delegate { physical0.SetVelocityFromInput(__keyDown); man_with_karma.SetVelocityFromInput(__keyDown); man_with_lag.KarmaInput4.Enqueue(new KeySample { value = __keyDown.value }); var physical2_karmastream_keydown = man_with_lag.KarmaInput4.Dequeue(); // this one lives in the past? man_with_lag.SetVelocityFromInput(physical2_karmastream_keydown); #region karmavisuals if (karmasw.ElapsedMilliseconds > (1000 / 15)) { karmasw.Restart(); { physical0_karmavisuals.Enqueue(physical0.visual); if (physical0_karmavisuals.Count > ilag) { physical0_karmavisuals.Dequeue().Orphanize(); } physical0.visual.shadow.visible = false; physical0.visual.currentvisual.alpha = 0.2; physical0.visual = new VisualPed(textures, this, physical0.visual.AnimateSeed) { LayOnTheGround = physical0.visual.LayOnTheGround }; physical0.ShowPositionAndAngle(); } { man_with_karma_karmavisuals.Enqueue(man_with_karma.visual); if (man_with_karma_karmavisuals.Count > 4) { man_with_karma_karmavisuals.Dequeue().Orphanize(); } man_with_karma.visual.shadow.visible = false; man_with_karma.visual.currentvisual.alpha = 0.2; man_with_karma.visual = new VisualPed(textures, this, man_with_karma.visual.AnimateSeed) { LayOnTheGround = man_with_karma.visual.LayOnTheGround }; man_with_karma.ShowPositionAndAngle(); } } #endregion }; onframe += delegate { this.Text = new { da = (man_with_lag.body.GetAngle() - physical0.body.GetAngle()).RadiansToDegrees(), dx = man_with_lag.body.GetPosition().x - physical0.body.GetPosition().x, dy = man_with_lag.body.GetPosition().y - physical0.body.GetPosition().y }.ToString(); #region simulate a weapone! if (__keyDown[Keys.ControlKey]) if (frameid % 20 == 0) { var bodyDef = new b2BodyDef(); bodyDef.type = Box2D.Dynamics.b2Body.b2_dynamicBody; // stop moving if legs stop walking! bodyDef.linearDamping = 0; bodyDef.angularDamping = 0; //bodyDef.angle = 1.57079633; bodyDef.fixedRotation = true; var body = ground_b2world.CreateBody(bodyDef); body.SetPosition( new b2Vec2( current.body.GetPosition().x + 2, current.body.GetPosition().y + 2 ) ); body.SetLinearVelocity( new b2Vec2( 100, 100 ) ); var fixDef = new Box2D.Dynamics.b2FixtureDef(); fixDef.density = 0.1; fixDef.friction = 0.01; fixDef.restitution = 0; fixDef.shape = new Box2D.Collision.Shapes.b2CircleShape(1.0); var fix = body.CreateFixture(fixDef); //body.SetPosition( // new b2Vec2(0, -100 * 16) //); } #endregion #region mode if (__keyDown[Keys.Space]) { // space is not down. mode_changepending = true; } else { if (mode_changepending) { if (physical0.visual.LayOnTheGround) physical0.visual.LayOnTheGround = false; else physical0.visual.LayOnTheGround = true; mode_changepending = false; } } #endregion }; }; }
public static void BehaveLikeZombie(this PhysicalPed physical0) { physical0.speed = 4; physical0.visual.WalkLikeZombie = true; //var f = new ColorMatrixFilter(); //f.adjustSaturation(-1); ////f.concat( //// new double[] { //// 0, 0, 0, 0, 0, //// 0, 1, 0, 0, 0, //// 0, 0, 0, 0, 0, //// 0, 0, 0, 1, 0 //// } //// ); ////f.adjustSaturation(-0.8); //physical0.visual.currentvisual.filter = f; var seed = physical0.Context.random.Next(30); physical0.Context.onsyncframe += delegate { var frame = (seed + physical0.Context.syncframeid) % 20; if (physical0.visual.LayOnTheGround) { if (frame == 0) { if (physical0.Context.random.NextDouble() < 0.1) { // review! physical0.body.SetActive(true); physical0.damagebody.SetActive(true); physical0.visual.LayOnTheGround = false; } } return; } Func <PhysicalPed, double, double> GetMotivation = (candidateped, distance) => { if (candidateped.AttractZombies) { return(distance); } return(16 + distance); }; var target = from candidate in physical0.Context.units let candidateped = candidate as PhysicalPed where candidateped != null // zombies wont attract zombies where !candidateped.visual.WalkLikeZombie let gap = new __vec2( (float)(candidate.body.GetPosition().x - physical0.body.GetPosition().x), (float)(candidate.body.GetPosition().y - physical0.body.GetPosition().y) ) let distance = gap.GetLength() let CloseEnoughToAttract = distance < 16 let PreventWanderingOff = distance > 48 where CloseEnoughToAttract || PreventWanderingOff orderby GetMotivation(candidateped, distance) ascending select new { candidateped, distance, gap }; // this costs 10% Total time var firsttarget = target.FirstOrDefault(); if (firsttarget != null) { // stare at victim var up = new KeySample(); if (firsttarget.distance > 3) { up[Keys.Up] = true; up.forcey = firsttarget.distance.Min(8) / 4.0; } else { // attack isntead! } physical0.SetVelocityFromInput(up); physical0.SetPositionAndAngle( physical0.body.GetPosition().x, physical0.body.GetPosition().y, firsttarget.gap.GetRotation() ); return; } if (frame == 0) { // where to? if (physical0.Context.random.NextDouble() < 0.5) { var up = new KeySample(); up[Keys.Left] = true; up.forcex = physical0.Context.random.NextDouble(); physical0.SetVelocityFromInput(up); } else { var up = new KeySample(); up[Keys.Right] = true; up.forcex = physical0.Context.random.NextDouble(); physical0.SetVelocityFromInput(up); } } if (frame == 3) { var up = new KeySample(); up[Keys.Up] = true; physical0.SetVelocityFromInput(up); } if (frame == 17) { var up = new KeySample(); physical0.SetVelocityFromInput(up); } }; }
public StarlingGameSpriteWithShop() { var textures_bunker = new StarlingGameSpriteWithBunkerTextures(this.new_tex_crop); var textures_ped = new StarlingGameSpriteWithPedTextures(this.new_tex_crop, this.new_texsprite_crop); this.disablephysicsdiagnostics = true; this.onbeforefirstframe += (stage, s) => { s.stage.color = 0xB27D51; current = new PhysicalPed(textures_ped, this) { AttractZombies = true }; current.SetPositionAndAngle( 16.Random(), 16.Random(), 360.Random().DegreesToRadians() ); #region others for (int ix = 0; ix < 2; ix++) for (int iy = 0; iy < 2; iy++) { var p = new PhysicalPed(textures_ped, this); p.SetPositionAndAngle( 8 * ix, 8 * iy, random.NextDouble() ); p.BehaveLikeZombie(); } #endregion var myshop = new PhysicalBunker(textures_bunker, this, IsShop: true); myshop.SetPositionAndAngle( -8, -8 ); #region __keyDown stage.keyDown += e => { __keyDown.forcex = 1.0; __keyDown.forcey = 1.0; // 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; onsyncframe += delegate { current.SetVelocityFromInput(__keyDown); #region Enter 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 is PhysicalJeep) //{ // sb.snd_jeepengine_start.play(); //} //else if (current is PhysicalBunker) { if ((current as PhysicalBunker).visual_shopoverlay.visible) { sb.snd_its_a_shop.play(); if (ShopEnter != null) ShopEnter(candidatedriver); } else { if (random.NextDouble() > 0.5) { sb.snd_itsempty.play(); } else { sb.snd_nothinghere.play(); } } } else { sb.snd_dooropen.play( sndTransform: new SoundTransform( 0.3 ) ); } //if (current is PhysicalHind) //{ // nightvision_on(); //} //hud_update(); //switchto(x.x); move_zoom = 1; // fast start //(current as PhysicalHind).With( // hind => hind.VerticalVelocity = 1 //); } ); } else { (current.driverseat.driver as PhysicalPed).With( driver => { // get out of the lift.. //nightvision_off(); current.driverseat.driver = null; driver.seatedvehicle = null; current.SetVelocityFromInput(new KeySample()); if (current is PhysicalBunker) { if ((current as PhysicalBunker).visual_shopoverlay.visible) { if (ShopExit != null) ShopExit(); } } // crashland? //(current as PhysicalHind).With( // hind => // { // if (hind.visual.Altitude > 0) // { // hind.VerticalVelocity = -1; // sb.snd_touchdown.play(); // } // } //); sb.snd_dooropen.play( sndTransform: new SoundTransform( 0.3 ) ); //if (current.body.GetType() != Box2D.Dynamics.b2Body.b2_dynamicBody) //{ // sb.snd_letsgo.play(); //} current = driver; driver.body.SetActive(true); driver.body.SetAngularVelocity(-11); //hud_update(); move_zoom = 1; } ); } } } #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 }; }; }
public StarlingGameSpriteWithPedSync() { var textures_ped = new StarlingGameSpriteWithPedTextures(new_tex_crop, new_texsprite_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 // 32x32 = 15FPS? // 24x24 35? #region others for (int ix = 2; ix < 4; ix++) for (int iy = 2; iy < 4; iy++) { var p = new PhysicalPed(textures_ped, this); p.SetPositionAndAngle( 8 * ix, 8 * iy ); } #endregion #region KeySample var __keyDown = new KeySample(); stage.keyDown += e => { // http://circlecube.com/2008/08/actionscript-key-listener-tutorial/ if (e.altKey) __keyDown[Keys.Alt] = true; __keyDown[(Keys)e.keyCode] = true; }; stage.keyUp += e => { if (!e.altKey) __keyDown[Keys.Alt] = false; __keyDown[(Keys)e.keyCode] = false; }; #endregion #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_SetVelocityFromInput __at_SetVelocityFromInput += ( string __egoid, string __identity, string __KeySample, string __fixup_x, string __fixup_y, string __fixup_angle ) => { var o = other(__egoid); if (o.ego == null) { o.ego = new PhysicalPed(textures_ped, this) { Identity = __identity, RemoteGameReference = o }; o.ego.SetPositionAndAngle( double.Parse(__fixup_x), double.Parse(__fixup_y), double.Parse(__fixup_angle) ); } // set the input! o.ego.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 bool mode_changepending = false; onsyncframe += delegate { // sync me! // tell others in the session about our game // a beacon #region simulate a weapone! if (__keyDown[Keys.ControlKey]) if (frameid % 20 == 0) { var bodyDef = new b2BodyDef(); bodyDef.type = Box2D.Dynamics.b2Body.b2_dynamicBody; // stop moving if legs stop walking! bodyDef.linearDamping = 0; bodyDef.angularDamping = 0; //bodyDef.angle = 1.57079633; bodyDef.fixedRotation = true; var body = ground_b2world.CreateBody(bodyDef); body.SetPosition( new b2Vec2( current.body.GetPosition().x + 2, current.body.GetPosition().y + 2 ) ); body.SetLinearVelocity( new b2Vec2( 100, 100 ) ); var fixDef = new Box2D.Dynamics.b2FixtureDef(); fixDef.density = 0.1; fixDef.friction = 0.01; fixDef.restitution = 0; fixDef.shape = new Box2D.Collision.Shapes.b2CircleShape(1.0); var fix = body.CreateFixture(fixDef); //body.SetPosition( // new b2Vec2(0, -100 * 16) //); } #endregion #region mode if (!__keyDown[Keys.Space]) { // space is not down. mode_changepending = true; } else { if (mode_changepending) { if (ego.visual.LayOnTheGround) ego.visual.LayOnTheGround = false; else ego.visual.LayOnTheGround = true; mode_changepending = false; } } #endregion ego.SetVelocityFromInput(__keyDown); __raise_SetVelocityFromInput( "" + sessionid, ego.Identity, "" + ego.CurrentInput.value, "" + ego.body.GetPosition().x, "" + ego.body.GetPosition().y, "" + ego.body.GetAngle() ); // tell others this sync frame ended for us __raise_sync("" + sessionid); }; }; }