]> Dogcows Code - chaz/carfire/commitdiff
Incorporated networking into the game
authorKyle <Kyle@92bb83a3-7c8f-8a45-bc97-515c4e399668>
Mon, 19 Apr 2010 02:11:57 +0000 (02:11 +0000)
committerKyle <Kyle@92bb83a3-7c8f-8a45-bc97-515c4e399668>
Mon, 19 Apr 2010 02:11:57 +0000 (02:11 +0000)
git-svn-id: https://bd85.net/svn/cs3505_group@99 92bb83a3-7c8f-8a45-bc97-515c4e399668

CarFire/CarFire/CarFire/Game.cs

index 73745222e842d94bcf5b949404da2bb621866bdf..b1b723866dd838003522da855f9121f688c20eb0 100644 (file)
@@ -9,6 +9,135 @@ using Microsoft.Xna.Framework.Input;
 \r
 namespace CarFire\r
 {\r
 \r
 namespace CarFire\r
 {\r
+    // Everything in objects built from this class represent the critical game state\r
+    public class GameState\r
+    {\r
+        public long frameNumber;\r
+\r
+        private long checksum;\r
+        public long Checksum { get { return checksum; } }\r
+\r
+        public bool[] isGameOver;\r
+        public bool[] isTerminated;\r
+\r
+        // Since this is not a game, I'll just keep track of the user inputs as the game state.\r
+\r
+        public int[] mouseLocationX;\r
+        public int[] mouseLocationY;\r
+        public bool[] mouseButton;\r
+        public List<Keys>[] keysDown;\r
+        public int[] keypressCount;\r
+\r
+        public long elapsedTime;\r
+\r
+        /* Constructor */\r
+        public GameState()\r
+        {\r
+            frameNumber = 0;\r
+            checksum = 0;\r
+\r
+            isGameOver = new bool[4];\r
+            isTerminated = new bool[4];\r
+\r
+            mouseLocationX = new int[4];\r
+            mouseLocationY = new int[4];\r
+            mouseButton = new bool[4];\r
+            keysDown = new List<Keys>[4];\r
+            for (int i = 0; i < 4; i++)\r
+                keysDown[i] = new List<Keys>();\r
+            keypressCount = new int[4];\r
+\r
+            elapsedTime = 0;\r
+\r
+            checksum = 0;\r
+        }\r
+\r
+        /* The game engine! */\r
+        public void advanceFrame(NextInputs inputs, long milliseconds)\r
+        {\r
+            // Advance frame number\r
+            frameNumber++;\r
+\r
+            // Advance game - for the test harness, just record statistics and input states.\r
+\r
+            elapsedTime += milliseconds;\r
+\r
+            for (int player = 0; player < 4; player++)\r
+            {\r
+\r
+                //if (isGameOver[player])\r
+                //    continue;\r
+\r
+                if (inputs.mousePressedChanged[player])\r
+                    mouseButton[player] = inputs.mousePressed[player];\r
+\r
+                if (inputs.mouseLocationChanged[player])\r
+                {\r
+                    mouseLocationX[player] = inputs.mouseLocationX[player];\r
+                    mouseLocationY[player] = inputs.mouseLocationY[player];\r
+                }\r
+\r
+                foreach (Keys k in inputs.keysPressed[player])\r
+                    if (!keysDown[player].Contains(k))\r
+                    {\r
+                        keysDown[player].Add(k);\r
+                        keypressCount[player]++;\r
+                    }\r
+\r
+                foreach (Keys k in inputs.keysReleased[player])\r
+                    keysDown[player].Remove(k);\r
+\r
+                // If the mouse was pressed for a certain player, activate game over or terminated states as appropriate\r
+\r
+                if (inputs.mousePressed[player])\r
+                    for (int p = 0; p < 4; p++)\r
+                    {\r
+                        int x = 200 * p + 10;\r
+                        int y = 220;\r
+\r
+                        if (mouseLocationX[player] >= x && mouseLocationY[player] >= y &&\r
+                            mouseLocationX[player] < x + 25 && mouseLocationY[player] < y + 25)\r
+                        {\r
+                            isGameOver[p] = true;\r
+                        }\r
+                        y += 25;\r
+                        if (mouseLocationX[player] >= x && mouseLocationY[player] >= y &&\r
+                            mouseLocationX[player] < x + 25 && mouseLocationY[player] < y + 25)\r
+                        {\r
+                            isGameOver[p] = true;\r
+                            isTerminated[p] = true;\r
+                        }\r
+                    }\r
+                \r
+\r
+            }\r
+\r
+            // Advance the checksum.\r
+\r
+            computeChecksum();\r
+\r
+        }\r
+\r
+        /* Just hash the values */\r
+        private long computeChecksum()\r
+        {\r
+            checksum += frameNumber;\r
+            for (int i = 0; i < 4; i++)\r
+            {\r
+                checksum = checksum + keypressCount[i];\r
+                checksum = checksum * 3 + (isGameOver[i] ? 1 : 2);\r
+                checksum = checksum * 3 + (isTerminated[i] ? 1 : 2);\r
+                foreach (Keys k in keysDown[i])\r
+                    checksum = checksum * 257 + (int)k;\r
+                checksum = checksum * 25789 + mouseLocationX[i] * 259 + mouseLocationY[i] + 375;\r
+                checksum = checksum * 3 + (mouseButton[i] ? 1 : 2);\r
+\r
+            }\r
+            checksum += elapsedTime;\r
+\r
+            return checksum;\r
+        }\r
+    }\r
     //code from Prof Jensen's TestHarness\r
     // This class encapsulates inputs from the players.\r
     public class NextInputs\r
     //code from Prof Jensen's TestHarness\r
     // This class encapsulates inputs from the players.\r
     public class NextInputs\r
@@ -35,6 +164,7 @@ namespace CarFire
             for (int i = 0; i < 4; i++)\r
                 keysReleased[i] = new List<Keys>();\r
         }\r
             for (int i = 0; i < 4; i++)\r
                 keysReleased[i] = new List<Keys>();\r
         }\r
+       \r
     }\r
 \r
     public class Game : IDeterministicGame\r
     }\r
 \r
     public class Game : IDeterministicGame\r
@@ -46,10 +176,14 @@ namespace CarFire
         Display mDisplay;\r
         Map mMap;\r
 \r
         Display mDisplay;\r
         Map mMap;\r
 \r
+        GameState state;\r
+        int thisPlayerID;\r
+\r
         public Game()\r
         {\r
             mDisplay = new Display();\r
             mPlayers = new List<IPlayer>();\r
         public Game()\r
         {\r
             mDisplay = new Display();\r
             mPlayers = new List<IPlayer>();\r
+            playerIdentifiers = new Object[4];\r
         }\r
         public void LoadContent(ContentManager contentManager)\r
         {\r
         }\r
         public void LoadContent(ContentManager contentManager)\r
         {\r
@@ -60,11 +194,7 @@ namespace CarFire
             mMap = contentManager.Load<Map>("Maps/stable");\r
             Map.DefaultTile = contentManager.Load<Texture2D>("default");\r
             mMap.CenterCell = new Vector2(currentCenterX, currentCenterY);\r
             mMap = contentManager.Load<Map>("Maps/stable");\r
             Map.DefaultTile = contentManager.Load<Texture2D>("default");\r
             mMap.CenterCell = new Vector2(currentCenterX, currentCenterY);\r
-\r
-            Human player = new Human(mMap, "");\r
-            player.LoadContent(contentManager);\r
-            mPlayers.Add(player);\r
-            mDisplay.AddCharacters(player);\r
+            \r
         }\r
 \r
         public void UnloadContent()\r
         }\r
 \r
         public void UnloadContent()\r
@@ -94,17 +224,44 @@ namespace CarFire
             get { return 4; }\r
         }\r
 \r
             get { return 4; }\r
         }\r
 \r
-        public void ResetGame(object[] playerIdentifiers, object thisPlayer)\r
+        public void ResetGame(object[] PlayerIdentifiers, object thisPlayer)\r
         {\r
         {\r
-            foreach (IPlayer player in mPlayers)\r
+            // Now the test harness will at least run with less than 4 players...\r
+            int numPlayers = PlayerIdentifiers.Count();\r
+            for (int i = 0; i < numPlayers; i++)\r
+                this.playerIdentifiers[i] = PlayerIdentifiers[i];\r
+\r
+            // Create new game state and inputs objects.\r
+\r
+            state = new GameState();\r
+            inputs = new NextInputs();\r
+\r
+            // Record 'this' player.\r
+\r
+            this.thisPlayerID = idPlayer(thisPlayer);\r
+            /*\r
+            mPlayers.Clear();\r
+            for (int i = 0; i < PlayerIdentifiers.Length; i++)\r
             {\r
             {\r
-                player.Spawn(mMap.CenterCell);\r
+                Human player = new Human(mMap, "");\r
+                mPlayers.Add(player);\r
+                mDisplay.AddCharacters(player);\r
+                mPlayers.Add(player);\r
+                mDisplay.AddCharacters(player);\r
             }\r
             }\r
+            this.playerIdentifiers = PlayerIdentifiers;\r
+            for (int i = 0; i < mPlayers.Count; i++) \r
+            {\r
+                Point starting = mMap.GetStartingPositionForPlayer(i + 1);\r
+                mPlayers[i].Spawn(new Vector2(starting.X, starting.Y));\r
+            }\r
+             */\r
+           \r
         }\r
 \r
         public long CurrentFrameNumber\r
         {\r
         }\r
 \r
         public long CurrentFrameNumber\r
         {\r
-            get { return 0; }\r
+            get { return state.frameNumber; }\r
         }\r
 \r
         public long CurrentChecksum\r
         }\r
 \r
         public long CurrentChecksum\r
@@ -122,6 +279,7 @@ namespace CarFire
 \r
             if (!isKeyPressed && !inputs.keysReleased[player].Contains(key))\r
                 inputs.keysReleased[player].Add(key);\r
 \r
             if (!isKeyPressed && !inputs.keysReleased[player].Contains(key))\r
                 inputs.keysReleased[player].Add(key);\r
+           \r
         }\r
 \r
         public void ApplyMouseLocationInput(object playerIdentifier, int x, int y)\r
         }\r
 \r
         public void ApplyMouseLocationInput(object playerIdentifier, int x, int y)\r
@@ -144,10 +302,14 @@ namespace CarFire
             return false;\r
         }\r
 \r
             return false;\r
         }\r
 \r
-        public long Update(TimeSpan timespan)\r
+        public long Update(TimeSpan elapsedTime)\r
         {\r
         {\r
-            mDisplay.Update(timespan);\r
-            return CurrentFrameNumber;\r
+            state.advanceFrame(inputs, elapsedTime.Milliseconds);  // Apply the inputs, advance game state.\r
+            mDisplay.Update(elapsedTime, state);\r
+            inputs = new NextInputs();  // Start with inputs cleared on the next frame.\r
+            //mDisplay.Update(elapsedTime);\r
+            return state.frameNumber;\r
+           \r
         }\r
 \r
         public long Draw(SpriteBatch spriteBatch)\r
         }\r
 \r
         public long Draw(SpriteBatch spriteBatch)\r
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