player can shoot bullet (crashes game when leaving map)

This commit is contained in:
Vinzenz Schroeter 2024-04-07 19:05:50 +02:00
parent dd6b0fffc1
commit b10ccf2da8
12 changed files with 231 additions and 99 deletions

View file

@ -0,0 +1,32 @@
using System.Collections;
using TanksServer.Models;
namespace TanksServer.Services;
internal sealed class BulletManager : ITickStep
{
private readonly HashSet<Bullet> _bullets = new();
public void Spawn(Bullet bullet) => _bullets.Add(bullet);
public Task TickAsync()
{
foreach (var bullet in _bullets)
{
MoveBullet(bullet);
}
return Task.CompletedTask;
}
private static void MoveBullet(Bullet bullet)
{
var angle = bullet.Rotation / 16 * 2 * Math.PI;
bullet.Position = new FloatPosition(
X: bullet.Position.X + Math.Sin(angle) * 3,
Y: bullet.Position.Y - Math.Cos(angle) * 3
);
}
public IEnumerable<Bullet> GetAll() => _bullets;
}

View file

@ -3,38 +3,17 @@ using System.Net.Mime;
using Microsoft.Extensions.Logging;
using SixLabors.ImageSharp;
using SixLabors.ImageSharp.PixelFormats;
using TanksServer.DrawSteps;
using TanksServer.Helpers;
using TanksServer.Models;
namespace TanksServer.Services;
internal sealed class PixelDrawer : ITickStep
internal sealed class PixelDrawer(IEnumerable<IDrawStep> drawSteps) : ITickStep
{
private const uint GameFieldPixelCount = MapService.PixelsPerRow * MapService.PixelsPerColumn;
private DisplayPixelBuffer? _lastFrame;
private readonly MapService _map;
private readonly TankManager _tanks;
private readonly bool[] _tankSprite;
private readonly int _tankSpriteWidth;
public PixelDrawer(MapService map, TankManager tanks, ILogger<PixelDrawer> logger)
{
_map = map;
_tanks = tanks;
using var tankImage = Image.Load<Rgba32>("assets/tank.png");
_tankSprite = new bool[tankImage.Height * tankImage.Width];
var whitePixel = new Rgba32(byte.MaxValue, byte.MaxValue, byte.MaxValue, byte.MaxValue);
var i = 0;
for (var y = 0; y < tankImage.Height; y++)
for (var x = 0; x < tankImage.Width; x++, i++)
{
_tankSprite[i] = tankImage[x, y] == whitePixel;
}
_tankSpriteWidth = tankImage.Width;
}
private readonly List<IDrawStep> _drawSteps = drawSteps.ToList();
public DisplayPixelBuffer LastFrame
{
@ -45,66 +24,12 @@ internal sealed class PixelDrawer : ITickStep
public Task TickAsync()
{
var buffer = CreateGameFieldPixelBuffer();
DrawMap(buffer);
DrawTanks(buffer);
foreach (var step in _drawSteps)
step.Draw(buffer);
LastFrame = buffer;
return Task.CompletedTask;
}
private void DrawMap(DisplayPixelBuffer buf)
{
for (var tileY = 0; tileY < MapService.TilesPerColumn; tileY++)
for (var tileX = 0; tileX < MapService.TilesPerRow; tileX++)
{
var tile = new TilePosition(tileX, tileY);
if (!_map.IsCurrentlyWall(tile))
continue;
var absoluteTilePixelY = tileY * MapService.TileSize;
for (var pixelInTileY = 0; pixelInTileY < MapService.TileSize; pixelInTileY++)
{
var absoluteRowStartPixelIndex = (absoluteTilePixelY + pixelInTileY) * MapService.PixelsPerRow
+ tileX * MapService.TileSize;
for (var pixelInTileX = 0; pixelInTileX < MapService.TileSize; pixelInTileX++)
buf.Pixels[absoluteRowStartPixelIndex + pixelInTileX] = pixelInTileX % 2 == pixelInTileY % 2;
}
}
}
private void DrawTanks(DisplayPixelBuffer buf)
{
foreach (var tank in _tanks)
{
var pos = tank.Position.ToPixelPosition();
var rotationVariant = (int)Math.Floor(tank.Rotation);
for (var dy = 0; dy < MapService.TileSize; dy++)
{
var rowStartIndex = (pos.Y + dy) * MapService.PixelsPerRow;
for (var dx = 0; dx < MapService.TileSize; dx++)
{
if (!TankSpriteAt(dx, dy, rotationVariant))
continue;
var i = rowStartIndex + pos.X + dx;
buf.Pixels[i] = true;
}
}
}
}
private bool TankSpriteAt(int dx, int dy, int tankRotation)
{
var x = tankRotation % 4 * (MapService.TileSize + 1);
var y = (int)Math.Floor(tankRotation / 4d) * (MapService.TileSize + 1);
var index = (y + dy) * _tankSpriteWidth + x + dx;
if (index < 0 || index > _tankSprite.Length)
Debugger.Break();
return _tankSprite[index];
}
private static DisplayPixelBuffer CreateGameFieldPixelBuffer()
{
var data = new byte[10 + GameFieldPixelCount / 8];

View file

@ -6,8 +6,12 @@ using TanksServer.Models;
namespace TanksServer.Services;
internal sealed class TankManager(ILogger<TankManager> logger, IOptions<TanksConfiguration> options, MapService map)
: ITickStep, IEnumerable<Tank>
internal sealed class TankManager(
ILogger<TankManager> logger,
IOptions<TanksConfiguration> options,
MapService map,
BulletManager bullets
) : ITickStep, IEnumerable<Tank>
{
private readonly ConcurrentBag<Tank> _tanks = new();
private readonly TanksConfiguration _config = options.Value;
@ -22,7 +26,9 @@ internal sealed class TankManager(ILogger<TankManager> logger, IOptions<TanksCon
{
foreach (var tank in _tanks)
{
TryMoveTank(tank);
if (TryMoveTank(tank))
continue;
Shoot(tank);
}
return Task.CompletedTask;
@ -69,7 +75,7 @@ internal sealed class TankManager(ILogger<TankManager> logger, IOptions<TanksCon
var x1 = (int)Math.Ceiling(newPosition.X / MapService.TileSize);
var y0 = (int)Math.Floor(newPosition.Y / MapService.TileSize);
var y1 = (int)Math.Ceiling(newPosition.Y / MapService.TileSize);
TilePosition[] positions = { new(x0, y0), new(x0, y1), new(x1, y0), new(x1, y1) };
if (positions.Any(map.IsCurrentlyWall))
return false;
@ -78,6 +84,24 @@ internal sealed class TankManager(ILogger<TankManager> logger, IOptions<TanksCon
return true;
}
private void Shoot(Tank tank)
{
if (!tank.Owner.Controls.Shoot)
return;
if (tank.NextShotAfter >= DateTime.Now)
return;
tank.NextShotAfter = DateTime.Now.AddMilliseconds(_config.ShootDelayMs);
var angle = tank.Rotation / 16 * 2 * Math.PI;
var position = new FloatPosition(
X: tank.Position.X + MapService.TileSize / 2d + Math.Sin(angle) * _config.BulletSpeed,
Y: tank.Position.Y + MapService.TileSize / 2d - Math.Cos(angle) * _config.BulletSpeed
);
bullets.Spawn(new Bullet(tank.Owner, position, tank.Rotation));
}
IEnumerator IEnumerable.GetEnumerator() => GetEnumerator();
public IEnumerator<Tank> GetEnumerator() => _tanks.GetEnumerator();
}