示例#1
0
文件: Game.cs 项目: EugeneWang/ShootR
        private Game()
        {
            Configuration = new GameConfigurationManager();
            DRAW_AFTER = Configuration.gameConfig.DRAW_INTERVAL / Configuration.gameConfig.UPDATE_INTERVAL;
            _drawFPS = 1000 / Configuration.gameConfig.DRAW_INTERVAL;
            _gameLoop = new HighFrequencyTimer(1000 / Configuration.gameConfig.UPDATE_INTERVAL, id => Update(id), () => { }, () => { }, (fps) =>
            {
                _actualFPS = fps;
            });
            _leaderboardLoop = new Timer(UpdateLeaderboard, null, Configuration.gameConfig.LEADERBOARD_PUSH_INTERVAL, Configuration.gameConfig.LEADERBOARD_PUSH_INTERVAL);

            _gameTime = new GameTime();
            _space = new Map();
            GameHandler = new GameHandler(_space);
            _payloadManager = new PayloadManager();

            UserHandler = new UserHandler(GameHandler);
            Leaderboard = new Leaderboard(UserHandler);
            ConnectionManager = new ConnectionManager(UserHandler, _locker);

            RegistrationHandler = new RegistrationHandler();
            RuntimeConfiguration = new RuntimeConfiguration();

            _gameLoop.Start();
        }
示例#2
0
        public void Update(GameTime gameTime)
        {
            bool[] bulletsToKeepAround = new bool[Bullets.Count];
            Parallel.For(0, Bullets.Count, i =>
            {
                Bullet currentBullet = Bullets[i];
                if (currentBullet.ShouldDispose(GameTime.Now))
                {
                    currentBullet.Dispose();
                }
                if (currentBullet.Disposed)
                {
                    bulletsToKeepAround[i] = false; // don't keep me around
                }
                else
                {
                    currentBullet.Update(gameTime);
                    bulletsToKeepAround[i] = true; // keep me around
                }
            });

            lock (_locker)
            {
                for (int i = bulletsToKeepAround.Length - 1; i >= 0; i--)
                {
                    if (!bulletsToKeepAround[i])
                    {
                        Bullets[i] = Bullets[Bullets.Count - 1];
                        Bullets.RemoveAt(Bullets.Count - 1);
                    }
                }
            }
        }
 public void Update(GameTime gameTime)
 {
     lock (_lock)
     {
         _positionTween.Update(gameTime);
         _rotationTween.Update(gameTime);
     }
 }
示例#4
0
        public void Update(GameTime gameTime)
        {
            _shipManager.Update(gameTime);
            _powerupManager.Update(gameTime);
            BulletManager.Update(gameTime);

            _collisionManager.Update(gameTime);
        }
示例#5
0
        public void Update(GameTime gameTime)
        {
            bool[] objectsToKeepAround = new bool[_objects.Count];

            Parallel.For(0, _objects.Count, i =>
            {
                Collidable thisObject = _objects[i];
                if (thisObject.Disposed)
                {
                    objectsToKeepAround[i] = false;
                    return;
                }

                // Retrieve objects that it could be colliding with
                List<Collidable> potentials = thisObject.GetMapArea().GetSubTreeContents();

                for (int j = 0; j < potentials.Count; j++)
                {
                    Collidable thisPotential = potentials[j];

                    // If the potential object is our outer object then move on
                    if (thisPotential.Collided || thisPotential.ServerID() == thisObject.ServerID())
                    {
                        continue;
                    }

                    if (thisObject.IsCollidingWith(thisPotential))
                    {
                        thisObject.HandleCollisionWith(thisPotential, _space);
                        thisPotential.HandleCollisionWith(thisObject, _space);

                        if (thisObject.Disposed)
                        {
                            objectsToKeepAround[i] = false;
                            return;
                        }
                    }
                }

                objectsToKeepAround[i] = true;
            });

            for (int i = objectsToKeepAround.Length - 1; i >= 0; i--)
            {
                if (!objectsToKeepAround[i])
                {
                    _objects[i] = _objects[_objects.Count - 1];
                    _objects.RemoveAt(_objects.Count - 1);
                }
            }
        }
示例#6
0
 public void Update(GameTime gameTime)
 {
     for (int i = _powerupList.Count - 1; i >= 0; i--)
     {
         if (_powerupList[i].Disposed)
         {
             _powerupList[i--] = _powerupList[_powerupList.Count - 1];
             _powerupList.RemoveAt(_powerupList.Count - 1);
         }
         else
         {
             _powerupList[i].Update(GameTime.Now);
         }
     }
 }
示例#7
0
文件: Game.cs 项目: AbhiLegend/ShootR
        private Game()
        {
            Configuration = new GameConfigurationManager();
            DRAW_AFTER = TimeSpan.FromMilliseconds(Configuration.gameConfig.DRAW_INTERVAL);
            _gameLoop = new HighFrequencyTimer(1000 / Configuration.gameConfig.UPDATE_INTERVAL, id => Update(id));
            _leaderboardLoop = new Timer(UpdateLeaderboard, null, Configuration.gameConfig.LEADERBOARD_PUSH_INTERVAL, Configuration.gameConfig.LEADERBOARD_PUSH_INTERVAL);

            _gameTime = new GameTime();
            _space = new Map();
            GameHandler = new GameHandler(_space);
            _payloadManager = new PayloadManager();

            UserHandler = new UserHandler(GameHandler);
            Leaderboard = new Leaderboard(UserHandler);
            ConnectionManager = new ConnectionManager(UserHandler, _locker);

            RegistrationHandler = new RegistrationHandler();
            RuntimeConfiguration = new RuntimeConfiguration();

            _gameLoop.Start();
        }
示例#8
0
        public void Update(GameTime gameTime)
        {
            lock (_updateLock)
            {
                // Remove old snapshots
                while ((GameTime.Now - _snapShotHead.At) > _snapShotLifetime && _snapShotHead.Next != null)
                {
                    _snapShotHead = _snapShotHead.Next;
                }

                _snapShotTail.Next = new BoundsSnapShot
                {
                    Position = _ship.MovementController.Position,
                    At = GameTime.Now,
                    Next = null
                };

                _snapShotTail = _snapShotTail.Next;

                _bounds.X = Convert.ToInt32(_snapShotHead.Position.X);
                _bounds.Y = Convert.ToInt32(_snapShotHead.Position.Y);
            }
        }
示例#9
0
        public void Update(GameTime gameTime)
        {
            _respawnManager.Update();

            List<string> keysToRemove = new List<string>(Ships.Count);
            Parallel.ForEach(Ships, currentShip =>
            {
                if (!currentShip.Value.Disposed)
                {
                    currentShip.Value.Update(gameTime);
                }
                else
                {
                    keysToRemove.Add(currentShip.Key);
                }

            });

            for (int i = keysToRemove.Count - 1; i >= 0; i--)
            {
                Remove(keysToRemove[i]);
            }
        }
示例#10
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 public void Update(GameTime gameTime)
 {
     Update(gameTime.PercentOfSecond);
 }
示例#11
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文件: Ship.cs 项目: AbhiLegend/ShootR
 public void Update(GameTime gameTime)
 {
     Update(GameTime.CalculatePercentOfSecond(LastUpdated));
 }
示例#12
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文件: Ship.cs 项目: EugeneWang/ShootR
        public virtual void Update(GameTime gameTime)
        {
            WeaponController.Update(GameTime.Now);
            _interpolationManager.Update(gameTime);

            if (!_interpolationManager.Interpolating)
            {
                MovementController.Update(gameTime);
            }

            AbilityHandler.Update(GameTime.Now);
            _snapShotManager.Update(gameTime);
            base.Update();

            Action command;

            while (_enqueuedCommands.Count > 0)
            {
                if (_enqueuedCommands.TryDequeue(out command) && !this.Disposed)
                {
                    command();
                }
            }
        }
示例#13
0
 public void Update(GameTime gameTime)
 {
     MovementController.Update(gameTime.PercentOfSecond);
     base.Update();
 }
示例#14
0
        public override void Update(GameTime gameTime)
        {
            DateTime now = DateTime.UtcNow;
            // Used to convert the calculated ship rotation to a usable 0-360 rotation
            UpdateCurrentRotation();

            CheckCurrentState(now);
            ActOnCurrentState(now);

            base.Update(gameTime);
        }