This commit is contained in:
Timofey06 2023-08-14 18:47:02 +03:00
commit 3ca1f7a9db
5 changed files with 300 additions and 13 deletions

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@ -0,0 +1,156 @@
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework;
using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Text;
using System.Xml.Serialization;
using System.Runtime.InteropServices.WindowsRuntime;
namespace DangerousD.GameCore
{
public enum ScopeState { Up, Middle, Down }
class InputManager
{
public delegate void Delegat();
public event Delegat MovEventJump;
public event Delegat MovEventDown;
public event Delegat ShootEvent;
Vector2 vectorMovementDirection;
ScopeState scopeState; // Положение оружия. Up, Middle, Down.
private bool isJumpDown; // Блокирует физическое нажатие прыжка и спуска
private bool isShoot;
public Vector2 VectorMovementDirection { get => vectorMovementDirection; }
public ScopeState ScopeState { get => scopeState; }
public InputManager()
{
this.isJumpDown = false;
this.isShoot = false;
scopeState = ScopeState.Middle;
vectorMovementDirection = new Vector2(0, 0);
}
public void Update()
{
// Работа с GamePad
if (GamePad.GetState(0).IsConnected)
{
// Обработка гейм-пада. Задает Vector2 vectorMovementDirection являющийся вектором отклонения левого стика.
GamePadState gamePadState = GamePad.GetState(0);
vectorMovementDirection = gamePadState.ThumbSticks.Left;
// Обработка нажатия прыжка и спуска. Вызывает события MovEvent.
if (vectorMovementDirection.Y < -0.2 && gamePadState.Buttons.A == ButtonState.Pressed && !isJumpDown)
{
isJumpDown = true;
MovEventDown?.Invoke();
Debug.WriteLine("Спуск");
}
else if (gamePadState.Buttons.A == ButtonState.Pressed && !isJumpDown)
{
isJumpDown = true;
MovEventJump?.Invoke();
Debug.WriteLine("Прыжок");
}
else if (gamePadState.Buttons.A == ButtonState.Released)
{
isJumpDown = false;
}
// Обработка положения оружия. Задает значение полю scopeState.
if (vectorMovementDirection.Y >= 0.7)
{
scopeState = ScopeState.Up;
}
else if (vectorMovementDirection.Y <= -0.7 && !isJumpDown)
{
scopeState = ScopeState.Down;
}
else
{
scopeState = ScopeState.Middle;
}
// Обработка нажатия выстрела. Вызывает событие ShootEvent
if (gamePadState.Buttons.X == ButtonState.Pressed && !isJumpDown && !isShoot)
{
isShoot = true;
ShootEvent?.Invoke();
Debug.WriteLine("Выстрел");
}
else if (gamePadState.Buttons.X == ButtonState.Released && !isJumpDown)
{
isShoot = false;
}
}
// Работа с KeyBoard
else
{
KeyboardState keyBoardState = Keyboard.GetState(); // Состояние клавиатуры
// Обработка движения вправо-влево. Меняет у вектора vectorMovementDirection значение X на -1/0/1.
if (keyBoardState.IsKeyDown(Keys.Left))
{
vectorMovementDirection.X = -1;
}
else if (keyBoardState.IsKeyDown(Keys.Right))
{
vectorMovementDirection.X = 1;
}
else
{
vectorMovementDirection.X = 0;
}
// Обработка прыжка и спуска. Вызываются события MovEvent.
if (keyBoardState.IsKeyDown(Keys.LeftShift) && !isJumpDown && keyBoardState.IsKeyDown(Keys.Down))
{
isJumpDown = true;
MovEventDown?.Invoke();
Debug.WriteLine("Спуск");
}
else if (keyBoardState.IsKeyDown(Keys.LeftShift) && !isJumpDown)
{
isJumpDown = true;
MovEventJump?.Invoke();
Debug.WriteLine("Прыжок");
}
else if (keyBoardState.IsKeyUp(Keys.LeftShift))
{
isJumpDown = false;
}
// Обработка положения оружия. Задает значение полю scopeState.
if (keyBoardState.IsKeyDown(Keys.Up))
{
scopeState = ScopeState.Up;
}
else if (keyBoardState.IsKeyDown(Keys.Down) && !isJumpDown)
{
scopeState = ScopeState.Down;
}
else
{
scopeState = ScopeState.Middle;
}
// Обработка нажатия выстрела. Вызывает событие ShootEvent
if (keyBoardState.IsKeyDown(Keys.X) && !isJumpDown && !isShoot)
{
isShoot = true;
ShootEvent?.Invoke();
Debug.WriteLine("Выстрел");
}
else if (keyBoardState.IsKeyUp(Keys.X) && !isJumpDown)
{
isShoot = false;
}
}
}
}
}

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@ -46,7 +46,6 @@ namespace DangerousD.GameCore
if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape))
Exit();
switch (gameState)
{
case GameState.Menu:

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@ -1,12 +0,0 @@
using Microsoft.Xna.Framework;
using System;
using System.Collections.Generic;
using System.Text;
namespace DangerousD.GameCore
{
class NetworkManager
{
public void SendSOund(string sound, Vector2 soundPosition) { }
}
}

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@ -0,0 +1,118 @@
using System.Net.Sockets;
using System.Net;
using System.Text;
using System.Collections.Generic;
using System.Threading;
using System;
namespace DangerousD.GameCore.Network
{
public class NetworkManagerTest
{
public delegate void ReceivingHandler(string msg);
public event ReceivingHandler GetMsg;
Socket socket;
IPEndPoint endPoint;
List<Socket> clientSockets = new List<Socket>();
string state;
private void Init(string IpAddress)
{
socket = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
IPAddress address = IPAddress.Parse(IpAddress);
int port = 8000;
endPoint = new IPEndPoint(address, port);
}
private void AcceptSockets()
{
while (true)
{
Socket clientSocket = socket.Accept();
clientSockets.Add(clientSocket);
Thread receiveThread = new Thread(BeginHostReceive);
receiveThread.Start(clientSocket);
Console.WriteLine("Connected");
}
}
private void BeginHostReceive(object clSocket)
{
Socket clientSocket = clSocket as Socket;
while (clientSocket != null)
{
byte[] bytesCount = new byte[4];
clientSocket.Receive(bytesCount);
byte[] Data = new byte[BitConverter.ToInt32(bytesCount)];
StateObject so = new StateObject(clientSocket, Data);
IAsyncResult count = clientSocket.BeginReceive(so.buffer, 0, so.bufferSize, SocketFlags.None, AsyncReceiveCallback, so);
}
}
public void HostInit(string IpAddress)
{
Init(IpAddress);
socket.Bind(endPoint);
socket.Listen(4);
Thread acceptThread = new Thread(AcceptSockets);
acceptThread.Start();
state = "Host";
Console.WriteLine("Start Accept");
}
public void ClientInit(string IpAddress)
{
Init(IpAddress);
socket.Connect(endPoint);
state = "Client";
Thread.Sleep(10);
Thread ReceivingThread = new Thread(ReceiveMsgFromHost);
ReceivingThread.Start();
}
public void SendMsg(string msg)
{
byte[] Data = Encoding.Unicode.GetBytes(msg);
int count = Data.Length;
if (state == "Host")
{
foreach (Socket socket in clientSockets)
{
socket.Send(BitConverter.GetBytes(count));
socket.Send(Data);
}
}
else
{
socket.Send(BitConverter.GetBytes(count));
socket.Send(Data);
}
}
public void ReceiveMsgFromHost()
{
while (true)
{
byte[] bytesCount = new byte[4];
socket.Receive(bytesCount);
byte[] Data = new byte[BitConverter.ToInt32(bytesCount)];
StateObject so = new StateObject(socket, Data);
IAsyncResult count = socket.BeginReceive(so.buffer, 0, so.bufferSize, SocketFlags.None, AsyncReceiveCallback, so);
}
}
public void AsyncReceiveCallback(IAsyncResult ar)
{
StateObject so = ar.AsyncState as StateObject;
Socket clientSocket = so.workSocket;
int readCount = clientSocket.EndReceive(ar);
so.UploadedBytesCount += readCount;
so.sb.Append(Encoding.Unicode.GetString(so.buffer, 0, readCount));
if (so.UploadedBytesCount < so.bufferSize)
{
clientSocket.BeginReceive(so.buffer, 0, so.bufferSize, SocketFlags.None, new AsyncCallback(AsyncReceiveCallback), so);
}
else
{
GetMsg(so.sb.ToString());
}
}
}
}

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@ -0,0 +1,26 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Net.Sockets;
using System.Text;
using System.Threading.Tasks;
namespace DangerousD.GameCore.Network
{
public class StateObject
{
public Socket workSocket;
public int bufferSize;
public byte[] buffer;
public StringBuilder sb = new StringBuilder();
public int UploadedBytesCount;
public StateObject(Socket socket, byte[] buffer)
{
workSocket = socket;
this.buffer = buffer;
bufferSize = buffer.Length;
UploadedBytesCount = 0;
}
}
}