public void StartGame() { Game1 game = new Game1(gridSize,new IPAddress(serverIP), serverPort, new IPAddress(clientIP), clientPort); //Game1 game = new Game1(new IPAddress(new byte[] { 127, 0, 0, 1 }), 6000,new IPAddress(new byte[] { 127, 0, 0, 1 }),7000); game.Run(); }
public Game1(int size,IPAddress serverIP, int serverPort, IPAddress clientIP, int clientPort) { columnsGrid = rowsGrid = size; p0 = new PlayerInfo(-1, -1); p1 = new PlayerInfo(-1, -1); p2 = new PlayerInfo(-1, -1); p3 = new PlayerInfo(-1, -1); p4 = new PlayerInfo(-1, -1); gs = new GameSocket(serverIP, serverPort, clientIP, clientPort); game = this; graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; arena = new char[columnsGrid, columnsGrid]; tankGrid = new int[columnsGrid, columnsGrid]; cellWidth = gridSizeInPixels / columnsGrid; cellHeight = gridSizeInPixels / rowsGrid; //arena[0, 1] = 's'; arena[9, 0] = 's'; arena[9, 1] = 's'; arena[9, 2] = 's'; arena[8, 1] = 's'; arena[8, 0] = 's'; arena[5, 0] = 'w'; arena[5, 1] = 'w'; arena[4, 0] = 'w'; arena[4, 1] = 'w'; arena[6, 9] = 'b'; arena[6, 8] = 'b'; arena[5, 9] = 'b'; arena[5, 8] = 'b'; players[0] = p0; players[1] = p1; players[2] = p2; players[3] = p3; players[4] = p4; for (int i = 0; i < tankGrid.GetLength(0); i++)//initializing tankgrid for all -1s { for (int j = 0; j < tankGrid.GetLength(0); j++) { tankGrid[i, j] = -1; } } gs.setGrid(arena, p0, p1, p2, p3, p4, gridSizeInPixels, columnsGrid); tankCentre = new Vector2(49, 49);//origin needs to be defined with respect to the original image tankScale = cellWidth * 1f / 100; bulletCentre = new Vector2(500, 500);//origin needs to be defined with respect to the original image bulletScale = cellWidth * 1f / 1000; playerCentre = new Vector2(50, 50);//origin needs to be defined with respect to the original image coinsCentre = new Vector2(50, 50); lifepackCentre = new Vector2(50, 50); coinsScale = lifepackScale = cellWidth * 1f / 100; timer.Elapsed += new ElapsedEventHandler(timer_Elapsed); bulletTimer.Elapsed += new ElapsedEventHandler(bulletTimer_Elapsed); }