//=============================================================================
// Get toClientData from server.
// called by client to get game state from server
//=============================================================================
void NetworkClient::getInfoFromServer()
{
    int size;
    size = sizeof(toClientData);
    int readStatus = net.readData((char *)&toClientData, size, remoteIP, remotePort);
    if( readStatus == netNS::NET_OK && size > 0) 
    {

		distantPosition = toClientData.postition;

		for(int i=0; i<MAX_CLIENT; i++)        // for all player positions
        {
            // load new data into each player
           // player[i].setNetData(toClientData.player[i].playerData);
           
        }

        // Game state
        // Bit 0 = roundStart
        // Bits 1-7 reserved for future use
        if((toClientData.gameState & ROUND_START_BIT) &&
            countDownOn == false)
            roundStart();

        gameState = toClientData.gameState; // save new game state

        commErrors = 0;
        commWarnings = 0;
    }

}
Example #2
0
void Purgatory::update()
{
	if(player1.getActive())
	{
		if (input->isKeyDown(VK_LEFT) || input->getGamepadDPadLeft(0)) //MOVE LEFT
		{
			background[0].setmoving(false);background[1].setmoving(false);
			player1.setmoving(true);
			player1.setDirectL(true);
		}
		else{input->clearKeyPress(VK_LEFT);player1.setmoving(false);player1.setDirectL(false);}
		
		if (input->isKeyDown(VK_RIGHT) || input->getGamepadDPadRight(0))//MOVE RIGHT
		{
			background[0].setmoving(true);
			background[1].setmoving(true);
			player1.setmoving(true);
			player1.setDirectR(true);
		}
		else
		{
			input->clearKeyPress(VK_RIGHT);
			player1.setmoving(false);
			player1.setDirectR(false);
			background[0].setmoving(false);
			background[1].setmoving(false);
		}

		if(input->isKeyDown(VK_UP))
		{
			if(player1.getonground())
			{
			player1.setjump(true);
			}
		}
	}
	if(roundOver)
	{
		 roundStart();
	}
	for(int i=0;i<3;i++)
	{
		if(enemy[i].getActive())
		{
			enemy[i].setmoving(true);
		}
		if(enemy[i].getX()<=0)
		{
			playerScore+=1;
		}
		enemy[i].update(frameTime);
	}
	player1.update(frameTime);
	for(int j=0;j<2;j++)
	{
	background[j].update(frameTime);
	}
}
Example #3
0
//=============================================================================
// Update all game items
//=============================================================================
void Spacewar::update()
{
    if (menuOn)
    {
        if (input->anyKeyPressed())
        {
            menuOn = false;
            input->clearAll();
            roundStart();
        }
    } 
    else if(countDownOn)
    {
        countDownTimer -= frameTime;
        if(countDownTimer <= 0)
            countDownOn = false;
    } 
    else 
    {
        if (ship1.getActive())
        {
            if (input->isKeyDown(SHIP1_FORWARD_KEY) || input->getGamepadDPadUp(0))   // if engine on
            {
                ship1.setEngineOn(true);
                audio->playCue(ENGINE1);
            }
            else
            {
                ship1.setEngineOn(false);
                audio->stopCue(ENGINE1);
            }
            ship1.rotate(shipNS::NONE);
            if (input->isKeyDown(SHIP1_LEFT_KEY) || input->getGamepadDPadLeft(0))   // if turn ship1 left
                ship1.rotate(shipNS::LEFT);
            if (input->isKeyDown(SHIP1_RIGHT_KEY) || input->getGamepadDPadRight(0)) // if turn ship1 right
                ship1.rotate(shipNS::RIGHT);
        }
        if(roundOver)
        {
            roundTimer -= frameTime;
            if(roundTimer <= 0)
                roundStart();
        }
    }

    // Update the entities
    ship1.update(frameTime);
    // move space in X direction opposite ship
    space.setX(space.getX() - frameTime * ship1.getVelocity().x);
    // move space in Y direction opposite ship
    space.setY(space.getY() - frameTime * ship1.getVelocity().y);

    // Wrap space image around at edge
    // if left edge of space > screen left edge
    if (space.getX() > 0)               
        // move space image left by SPACE_WIDTH
        space.setX(space.getX() - SPACE_WIDTH);
    // if space image off screen left
    if (space.getX() < -SPACE_WIDTH)
        // move space image right by SPACE_WIDTH
        space.setX(space.getX() + SPACE_WIDTH);
    // if top edge of space > screen top edge
    if (space.getY() > 0)
        // move space image up by SPACE_HEIGHT
        space.setY(space.getY() - SPACE_HEIGHT);
    // if space image off screen top
    if (space.getY() < -SPACE_HEIGHT)
        // move space image down by SPACE_IMAGE
        space.setY(space.getY() + SPACE_HEIGHT);
}
Example #4
0
int main()
{
    cursorY = 0;
    cursorX = 0;

    int deltaY = 0;
    int deltaX = 0;

    srand(time(0));

    initscr();

	raw();
	keypad(stdscr, TRUE);
	noecho();
	curs_set(0);
	start_color();

	resize_term(30, 80);

    init_pair(1, COLOR_GREEN, COLOR_BLACK);
    init_pair(2, COLOR_YELLOW, COLOR_BLACK);
    init_pair(3, COLOR_RED, COLOR_BLACK);
    init_pair(4, COLOR_CYAN, COLOR_BLACK);
    init_pair(5, COLOR_WHITE, COLOR_RED);
    init_pair(6, COLOR_WHITE, COLOR_GREEN);
    init_pair(7, COLOR_WHITE, COLOR_YELLOW);
    init_pair(8, COLOR_RED, COLOR_RED);
    init_pair(9, COLOR_RED, COLOR_GREEN);
    init_pair(10, COLOR_RED, COLOR_YELLOW);
    init_pair(11, COLOR_WHITE, COLOR_BLACK);
    init_pair(12, COLOR_MAGENTA, COLOR_BLACK);

    while(retry){

        Shop shop;
        SkillTree skillTree;

        breakLoop = false;
        int timeStart = time(0);

        clear();

        cursorY = mapHeight/2;
        cursorX = mapWidth/2+5;

        playerMovementSpeed = 50;
        playerMovementSpeedHelper = 0;

        playerHealth = 100;
        playerMaxHealth = 100;
        playerStamina = 10;
        playerMaxStamina = 10;
        playerStaminaRegen = 250;
        playerStaminaRegenHelper = 0;
        playerAmmo = 100;
        playerBulletSpeed = 30;
        playerDamage = 1;
        playerBulletRange = 20;
        playerFiringSpeed = 500;
        playerFiringSpeedHelper = 0;
        playerClip = 10;
        playerClipLimit = 10;
        playerHiddenClip = 0;
        playerReloading = false;
        playerReloadingRate = 4000;
        playerReloadingHelper = 0;
        playerReloadingModifier = 0;
        playerSpecialWeaponTypes = {0,0,0,0,0,0,0,0,0,0};
        playerWeaponName = {'P','i','s','t','o','l'};
        playerCurrentWeapon = {0,0};
        playerBandages = 0;
        playerBandaging = false;
        playerBandagesHelper = 0;
        playerMeleeDamage = 0;
        playerMeleeDirecton = 0;
        playerMeleeHelper = 0;
        playerStaminaPills = 0;

        playerMoney = 0;
        killMoney = 1;
        playerXP = 0;
        playerXPNeeded = 10;
        playerXPGet = 1;
        playerSkillPoints = 0;
        playerLevel = 1;
        lastTiersUnlocked = false;

        round = 1;
        roundZombies = 5;
        roundZombiesFloat = 5;
        roundZombiesHelper = 0;
        zombieSpawnRate = 5000;
        zombieSpawnRateHelper = 0;
        betweenRoundPause = false;
        betweenRoundPauseHelper = 0;
        zombieForceSpawnHelper = 500;

        playerTimeSurvived = 0;
        playerZombiesKilled = 0;
        playerBulletsFired = 0;
        playerTotalMoneyEarned = 0;
        playerMoves = 0;
        playerTimesBandaged = 0;
        playerTimesReloaded = 0;
        playerAmountBought = 0;
        playerAmountEnteredShop = 0;
        playerAmountEnteredSkillTree = 0;
        playerPeakMoneyOwned = 0;
        playerTotalStaminaPillsUsed = 0;
        playerAmountMelee = 0;
        playerTotalAmountForce = 0;
        playerTimesHit = 0;
        playerTimesPaused = 0;

        timeout(0); //time before the getch passes with no input

        for(int i = 0; i < MAX_ACTORS; i++){
            actorList[i] = NULL;
        }

        for(int i = 0; i < MAX_BULLETS; i++){
            bulletList[i] = NULL;
        }

        for(int y = 0; y < mapHeight; y++){
            for(int x = 0; x < mapWidth; x++){
                if(mapArray[y][x] == 7){
                    mapArray[y][x] = 0;
                }
            }
        }

        int z = 25 + rand() % 125;

        for(int i = 0; i < z; i++){
            int y = rand() % mapHeight;
            int x = rand() % mapWidth;

            if(mapArray[y][x] == 0 && isPassable(y, x) && (cursorY != y || cursorX != x) && mapArray[y-1][x] != 2){
                mapArray[y][x] = 7;
            }
        }

        //put stuff before the game loop here

        while(!breakLoop){
            drawMap();
            drawStats();

            playerTimeSurvived = time(0) - timeStart;

            if(playerMoney > playerPeakMoneyOwned)
                playerPeakMoneyOwned = playerMoney;

            if(playerHealth <= 0){
                if(gameOver()){
                    breakLoop = true;
                    retry = true;
                }else{
                    breakLoop = true;
                    retry = false;
                }
            }

            if(playerStaminaRegenHelper >= playerStaminaRegen){
                if(playerStamina < playerMaxStamina){
                    playerStamina++;
                }
                playerStaminaRegenHelper = 0;
            }

            if(playerClip == 0 && !playerReloading && playerAmmo > 0){
                reloadGun();
            }

            if(playerXP >= playerXPNeeded){
                playerSkillPoints++;
                playerLevel++;
                playerXPNeeded *= 1.1;
                playerXP = 0;
            }

            for(int i = 0; i < MAX_ACTORS; i++){
                if(actorList[i] != NULL && actorList[i]->checkActive()){
                    actorList[i]->update();
                    actorList[i]->draw();
                }
            }

            for(int i = 0; i < MAX_BULLETS; i++){
                if(bulletList[i] != NULL && bulletList[i]->checkActive()){
                    bulletList[i]->update();
                    bulletList[i]->draw();
                }
            }

            for(int i = 0; i < MAX_BULLETS; i++){
                if(specialBulletList[i] != NULL && specialBulletList[i]->checkActive()){
                    specialBulletList[i]->update();
                    specialBulletList[i]->draw();
                }
            }

            if(roundZombiesHelper >= roundZombies){
                betweenRoundPause = true;
            }

            if(betweenRoundPause){
                betweenRoundPauseHelper++;
                if(betweenRoundPauseHelper >= 100000){
                    roundStart();
                }
            }

            if(zombieSpawnRateHelper >= zombieSpawnRate && !betweenRoundPause){
                int y, x;
                int side = rand() % 4;
                switch(side){
                    case 0:
                        y = 0;
                        x = rand() % mapWidth;
                        break;

                    case 1:
                        y = mapHeight - 1;
                        x = rand() % mapWidth;
                        break;

                    case 2:
                        y = rand() % mapHeight;
                        x = 0;
                        break;

                    case 3:
                        y = rand() % mapHeight;
                        x = mapWidth - 1;
                        break;

                }
                if(isPassable(y, x)){
                    Actor *newActor = new Actor();

                    newActor->setAppearance('@', 1);
                    newActor->setPos(y, x);
                    newActor->setSpeed(600-round*3);
                    newActor->setHealth(10);
                    newActor->setMaxRange(20);
                    addActorToList(newActor);
                    zombieSpawnRateHelper = 0;
                    roundZombiesHelper++;
                }
            }

            attron(COLOR_PAIR(0));
            move(cursorY, cursorX);
            addch('@');
            attroff(COLOR_PAIR(0));

            bool donePause = false;

            int input = getch();

            switch(input){
                case KEY_UP:
                    deltaY = -1;
                    playerMeleeDirecton = 0;
                    break;

                case KEY_DOWN:
                    deltaY = 1;
                    playerMeleeDirecton = 1;
                    break;

                case KEY_LEFT:
                    deltaX = -1;
                    playerMeleeDirecton = 2;
                    break;

                case KEY_RIGHT:
                    deltaX = 1;
                    playerMeleeDirecton = 3;
                    break;

                case 'w':
                    addBulletToList(0);
                    break;

                case 's':
                    addBulletToList(1);
                    break;

                case 'a':
                    addBulletToList(2);
                    break;

                case 'd':
                    addBulletToList(3);
                    break;

                case 'r':
                    reloadGun();
                    break;

                case 'n':
                    if(betweenRoundPause){
                        roundStart();
                        playerTotalAmountForce++;
                    }
                    break;

                case 'm':
                    if(!betweenRoundPause && zombieForceSpawnHelper >= 500){
                        int y, x;
                        int side = rand() % 4;
                        switch(side){
                            case 0:
                                y = 0;
                                x = rand() % mapWidth;
                                break;

                            case 1:
                                y = mapHeight - 1;
                                x = rand() % mapWidth;
                                break;

                            case 2:
                                y = rand() % mapHeight;
                                x = 0;
                                break;

                            case 3:
                                y = rand() % mapHeight;
                                x = mapWidth - 1;
                                break;

                        }
                        if(isPassable(y, x)){
                            Actor *newActor = new Actor();

                            newActor->setAppearance('@', 1);
                            newActor->setPos(y, x);
                            newActor->setSpeed(600-round*3);
                            newActor->setHealth(10);
                            newActor->setMaxRange(20);
                            addActorToList(newActor);
                            zombieSpawnRateHelper = 0;
                            roundZombiesHelper++;
                            zombieForceSpawnHelper = 0;
                        }
                        playerTotalAmountForce++;
                    }
                    break;

                case 't':
                    playerAmountEnteredSkillTree++;
                    skillTree.skillScreen();
                    break;

                case 'b':
                    if(playerHealth < playerMaxHealth && playerBandages > 0 && !playerReloading){
                        playerBandaging = true;
                    }
                    break;

                case 'v':
                    if(playerStaminaPills > 0 && playerStamina < playerMaxStamina){
                        if(playerStamina + playerStamina/2 <= playerMaxStamina){
                            playerStamina += playerStamina/2;
                        }else{
                            playerStamina = playerMaxStamina;
                        }
                        playerStaminaPills--;
                    }

                case 'e':
                    if(playerMeleeDamage > 0 && playerMeleeHelper >= 500){
                        for(int i = 0; i < MAX_BULLETS; i++){
                            if(bulletList[i] == NULL || !bulletList[i]->checkActive()){
                                int y, x;
                                Bullet *newBullet = new Bullet();
                                y = cursorY;
                                x = cursorX;
                                newBullet->setDirection(playerMeleeDirecton);
                                if(playerMeleeDamage < 4){
                                    if(playerMeleeDirecton == 0 || playerMeleeDirecton == 1){
                                        newBullet->setAppearance('|', 11);
                                    }else if(playerMeleeDirecton == 2 || playerMeleeDirecton == 3){
                                        newBullet->setAppearance('-', 11);
                                    }
                                }else if(playerMeleeDamage >= 4){
                                    if(playerMeleeDirecton == 0 || playerMeleeDirecton == 1){
                                        newBullet->setAppearance('|', 12);
                                    }else if(playerMeleeDirecton == 2 || playerMeleeDirecton == 3){
                                        newBullet->setAppearance('-', 12);
                                    }

                                }
                                newBullet->setPos(y, x);
                                newBullet->setSpeed(50);
                                if(playerMeleeDamage == 5){
                                    newBullet->setRange(3);
                                }else{
                                    newBullet->setRange(2);
                                }
                                newBullet->setDamage(playerMeleeDamage);
                                bulletList[i] = newBullet;
                                playerMeleeHelper = 0;
                                playerAmountMelee++;
                                break;
                            }
                        }
                    }
                    break;

                case 'p':
                    mvprintw(13, mapWidth+2, "GAME PAUSED - PRESS P TO UNPAUSE");
                    mvprintw(14, mapWidth+2, "PRESS R TO RESET THE GAME");
                    mvprintw(15, mapWidth+2, "WARNING: YOU WON'T SEE THE FINAL STATS");
                    playerTimesPaused++;
                    while(!donePause){
                        int input = getch();
                        if(input == 'p'){
                            donePause = true;
                        }else if(input == 'r'){
                            breakLoop = true;
                            donePause = true;
                        }
                    }
                    break;

                case ' ':
                    if(mapArray[cursorY][cursorX] == 5){
                        playerAmountEnteredShop++;
                        shop.shopScreen();
                    }
                    break;

                default:
                    break;

            }

            if(isPassable(cursorY + deltaY, cursorX + deltaX) && playerMovementSpeedHelper >= playerMovementSpeed && playerStamina > 0){
                cursorY += deltaY;
                cursorX += deltaX;
                if(input == KEY_UP || input == KEY_DOWN || input == KEY_LEFT || input == KEY_RIGHT){
                    playerMovementSpeedHelper = 0;
                    playerMoves++;
                    playerStamina--;
                    playerStaminaRegenHelper = 0;
                }
            }

            deltaX = 0;
            deltaY = 0;

            playerMovementSpeedHelper++;
            playerStaminaRegenHelper++;
            playerFiringSpeedHelper++;
            playerMeleeHelper++;
            zombieSpawnRateHelper++;
            zombieForceSpawnHelper++;

            if(playerReloading){
                playerReloadingHelper++;
                if(playerReloadingHelper >= playerReloadingRate){
                    playerReloading = false;
                    playerAmmo += playerHiddenClip;
                    if(playerAmmo - playerClipLimit > 0){
                        playerAmmo -= playerClipLimit;
                        playerClip = playerClipLimit;
                    }else{
                        playerAmmo -= playerClipLimit;
                        playerClip = playerClipLimit + playerAmmo;
                        playerAmmo = 0;
                    }
                    playerTimesReloaded++;
                    playerHiddenClip = 0;
                    playerReloadingHelper = 0;
                }
            }

            if(playerBandaging){
                playerBandagesHelper++;
                if(playerBandagesHelper >= 1500){
                    if(playerHealth + (playerMaxHealth/4) <= playerMaxHealth){
                        playerHealth += (playerMaxHealth/4);
                    }else{
                        playerHealth = playerMaxHealth;
                    }
                    playerBandaging = false;
                    playerBandages--;
                    playerTimesBandaged++;
                    playerBandagesHelper = 0;
                }
            }

            refresh();
        }
    }

	endwin();
}
//=============================================================================
// Update all game items
//=============================================================================
void WeaponTest::update()
{
	fTimer.nextFrame();
	timer += frameTime;
	frameCount += 1;
    if (menuOn)
    {
        if (input->anyKeyPressed())
        {
            menuOn = false;
            input->clearAll();
            roundStart();
        }
    } 
    else 
    {
		//testGun->setAngle(atan2(input->getMouseY()-testGun->getCenterY(), input->getMouseX()-testGun->getCenterX()));
		testGun->setAngle(atan2(camera.getRealPos(input->getMouseX(), input->getMouseY()).y-testGun->getCenterY(), camera.getRealPos(input->getMouseX(), input->getMouseY()).x-testGun->getCenterX()));
		
		testGun->act(frameTime, input->getMouseLButton(), input->getMouseRButton(), false, false, false);
		//testGun->mag->updateMagsProjectiles(frameTime);
		if(input->getMouseLButton())
		{
			//testMag->fire(D3DXVECTOR2(input->getMouseX()+10, input->getMouseY() - 10), PI*(((rand()%1000)-500)/1000.0)/6);
		}
		if(input->getMouseRButton())
		{
			//testGun->fire(frameTime);
			camera.centerPosition = D3DXVECTOR2(input->getMouseX(), input->getMouseY());
		}
		//testMag->updateMagsProjectiles(frameTime);
		//testMag->projectile->update(frameTime);
		if(input->isKeyDown('1'))
		{
			camera.zoom = max(0.1, camera.zoom - frameTime*.5);
		}
		if(input->isKeyDown('2'))
		{
			camera.zoom = min(10, camera.zoom + frameTime*.5);
		}
		if(input->isKeyDown('3'))
		{
			testBox->setDegrees(testBox->getDegrees()+45*frameTime);
			testBox->generateSideEquations();
		}
		if(input->isKeyDown('4'))
		{
			testBox->setDegrees(testBox->getDegrees()-45*frameTime);
			testBox->generateSideEquations();
		}

		/*if(testProjectile->getActive())
		{
			testProjectile->update(frameTime);
		}*/
		testBox->update(frameTime);

		//Used for collisions
		VECTOR2 collisionVector;
		fTimer.starting(1);
		for(int i(0); i < testMag->size+1; i++)
		{
			if(testMag->projArray[i]->getActive())
			{
				float ft = frameTime;
				float angle = 0;
				if(collidesWithMoving(const_cast<D3DXVECTOR2*>(testMag->projArray[i]->getCenter()), const_cast<D3DXVECTOR2*>(&testMag->projArray[i]->getVelocity()), testBox, angle, ft))
//				if(collidesWithMovingRay(testMag->projArray[i], testBox->m[0], testBox->b[0], testBox->corners[0], testBox->corners[3], collisionVector, frameTime))
				{
					//throw "GHJKL:";
//					float newAngle = angle;
//					newAngle -= abs(testMag->projArray[i]->getRadians()-newAngle);
					//newAngle = (testMag->projArray[i]->getRadians()+PI);
					//newAngle -= (newAngle - testMag->projArray[i]->getRadians());
					//newAngle = PI - newAngle;
					//testMag->projArray[i]->update(frameTime-ft);
//					testMag->projArray[i]->setVelocity(D3DXVECTOR2(testMag->projArray[i]->muzzelVelocity*cos(newAngle),testMag->projArray[i]->muzzelVelocity*sin(newAngle)));
//					testMag->projArray[i]->setRadians(newAngle);

					testMag->projArray[i]->setActive(false);
					testMag->projArray[i]->setVisible(false); 
				}else{
					//Need to use mag update just for this
					//testMag->projArray[i]->update(frameTime);
				}
			}
		}
		fTimer.ending(1, timerFreq);
		if(testMag != 0)
		{
			testMag->updateMagsProjectiles(frameTime);
		}
    }
}