Beispiel #1
0
        // Do game processing and update the display
        public override void Update(float fTimeSinceLastUpdateInSeconds, Graphics cBackBuffer)
        {
            // Do actions based on which state the Pong game is in
            switch (mePongState)
            {
            default:
            case EPongGameStates.Play:
                UpdateGameObjects(fTimeSinceLastUpdateInSeconds, cBackBuffer);
                DrawGame(fTimeSinceLastUpdateInSeconds, cBackBuffer);
                break;

            case EPongGameStates.Pause:
                DrawGame(fTimeSinceLastUpdateInSeconds, cBackBuffer);
                DisplayPause(fTimeSinceLastUpdateInSeconds, cBackBuffer);
                break;

            case EPongGameStates.WaitForNextBall:
                // Calculate how long we have waited so far
                mfNextBallWaitTime += fTimeSinceLastUpdateInSeconds;

                // If we have waited one second
                if (mfNextBallWaitTime > 1.0f)
                {
                    // Start Playing the game again
                    mePongState = EPongGameStates.Play;
                }
                break;
            }
        }
Beispiel #2
0
        // Reset class variables to their default values
        public void Reset()
        {
            // Record that we are playing Pong
            meGame = EGames.Spong;

            // Set the games initial State
            mePongState = EPongGameStates.Pause;

            // Record that the game hasn't started yet
            mbGameStarted = false;

            // Set the Paddles initial position
            mrPaddle = new Rectangle(80, 250, 20, 100);

            // Set the Balls initial position, direction, and speed
            mrBall          = new Rectangle(150, 250, 20, 20);
            mcBallDirection = new Vector2(1.0f, 0.0f);
            mcBallDirection.Normalize();
            mcBallDirection.Scale(miBALL_START_SPEED);      // Initial speed
            ResetBall();

            // Start the player with no Score and 3 Lives
            miScore = 0;
            miLives = 3;

            // Set the initial Pitch Meter Indicators position
            mcPitchMeter.UpdatePitchIndicatorsPosition(0.5f);
        }
Beispiel #3
0
        // Handle key presses
        public override EGames KeyDown(KeyEventArgs e)
        {
            // If the Pause button was pressed
            if (e.KeyCode == Keys.Space)
            {
                // If the Game is currently Paused
                if (mePongState == EPongGameStates.Pause)
                {
                    // Switch to Playing the game
                    mePongState = EPongGameStates.Play;

                    // If the Game hasn't been started yet
                    if (!mbGameStarted)
                    {
                        // Record that the Game has been started
                        mbGameStarted = true;

                        // Reset the Score to zero
                        miScore = 0;
                    }
                }
                // Else the Game is not Paused
                else
                {
                    // So Pause the Game
                    mePongState = EPongGameStates.Pause;
                }
            }

            // If Restart was pressed
            if (e.KeyCode == Keys.R)
            {
                Reset();
            }

            // If the Mouse toggle button was pressed
            if (e.KeyCode == Keys.M)
            {
                // Toggle the Mouse use on/off
                mbMouseEnabled = !mbMouseEnabled;
            }

            return(meGame);
        }
Beispiel #4
0
        // Update the Ball and Paddle
        private void UpdateGameObjects(float fTimeSinceLastUpdateInSeconds, Graphics cBackBuffer)
        {
            // Temp local variables
            int       iBallXDistanceTravelled = 0;      // How far the Ball has moved in the X direction
            int       iBallYDistanceTravelled = 0;      // How far the Ball has moved in the Y direction
            Rectangle rBallOldPosition        = mrBall; // Rectangle used to test Ball against collisions
            Rectangle rBallCollisionRect;               // Rectangle used to test Ball against collisions

            // Move the Pitch Meter according to any Input Pitch
            mcPitchMeter.AutoDetectPitchAndUpdateMeter();

            // If some Pitch Input was received
            if (CSoundInput.Instance().bInputReceived)
            {
                // Calculate what Percent of force should be used to move the Paddle
                float fPercentToMove = mcPitchMeter.mfPitchIndicatorUnitPosition - 0.5f;
                fPercentToMove *= 2.0f;

                // Calculate how many pixels to move the Paddle
                float fAmountToMove = fPercentToMove * (-miPADDLE_MAX_SPEED_PER_SECOND * fTimeSinceLastUpdateInSeconds);

                // Move the Paddle
                mrPaddle.Y += (int)fAmountToMove;
            }

            // Calculate how far the Ball should move
            iBallXDistanceTravelled = (int)(mcBallDirection.X * fTimeSinceLastUpdateInSeconds);
            iBallYDistanceTravelled = (int)(mcBallDirection.Y * fTimeSinceLastUpdateInSeconds);

            // Move the Ball
            mrBall.X += iBallXDistanceTravelled;
            mrBall.Y += iBallYDistanceTravelled;

            // Test for collision between the Ball and the Walls

            // Rectangle to use to test collisions against the Ball
            rBallCollisionRect = mrBall;

            // If the Ball has travelled further than it's width or height in the last frame
            if (Math.Abs(iBallXDistanceTravelled) >= mrBall.Width ||
                Math.Abs(iBallYDistanceTravelled) >= mrBall.Height)
            {
                // If the Ball is moving right
                if (iBallXDistanceTravelled > 0)
                {
                    // If the Ball is moving down
                    if (iBallYDistanceTravelled > 0)
                    {
                        rBallCollisionRect.Location = rBallOldPosition.Location;
                        rBallCollisionRect.Width    = mrBall.Right - rBallOldPosition.Left;
                        rBallCollisionRect.Height   = mrBall.Bottom - rBallOldPosition.Top;
                    }
                    // Else the Ball is moving up
                    else
                    {
                        rBallCollisionRect.X      = rBallOldPosition.X;
                        rBallCollisionRect.Y      = mrBall.Top;
                        rBallCollisionRect.Width  = mrBall.Right - rBallOldPosition.Left;
                        rBallCollisionRect.Height = rBallOldPosition.Bottom - mrBall.Top;
                    }
                }
                // Else the Ball is moving left
                else
                {
                    // If the Ball is moving down
                    if (iBallYDistanceTravelled > 0)
                    {
                        rBallCollisionRect.X      = mrBall.Left;
                        rBallCollisionRect.Y      = rBallOldPosition.Top;
                        rBallCollisionRect.Width  = rBallOldPosition.Right - mrBall.Left;
                        rBallCollisionRect.Height = mrBall.Bottom - rBallOldPosition.Top;
                    }
                    // Else the Ball is moving up
                    else
                    {
                        rBallCollisionRect.Location = mrBall.Location;
                        rBallCollisionRect.Width    = rBallOldPosition.Right - mrBall.Left;
                        rBallCollisionRect.Height   = rBallOldPosition.Bottom - mrBall.Top;
                    }
                }
            }

            // If the Ball hit the Top Wall
            if (rBallCollisionRect.IntersectsWith(mrTopWall))
            {
                // Reverse it's Y direction
                mcBallDirection.Y = -mcBallDirection.Y;

                // Place it to be hitting the Wall (not in the Wall)
                mrBall.Y = mrTopWall.Bottom;

                // Play Sound
                CFMOD.PlaySound(msSoundBallBounce, false);
            }
            // If the Ball hit the Bottom Wall
            else if (rBallCollisionRect.IntersectsWith(mrBottomWall))
            {
                // Reverse it's Y direction
                mcBallDirection.Y = -mcBallDirection.Y;

                // Place it to be hitting the Wall (not in the Wall)
                mrBall.Y = mrBottomWall.Top - mrBall.Height;

                // Play Sound
                CFMOD.PlaySound(msSoundBallBounce, false);
            }

            // If the Ball hit the Right wall
            if (rBallCollisionRect.IntersectsWith(mrRightWall))
            {
                // Reverse it's X direction
                mcBallDirection.X = -mcBallDirection.X;

                // Place it to be hitting the Wall (not in the Wall)
                mrBall.X = mrRightWall.Left - mrBall.Width;

                // Play Sound
                CFMOD.PlaySound(msSoundBallBounce, false);
            }

            // Test for collision between the Ball and the Paddle
            // NOTE: Test for collision between Paddle before left wall incase ball is
            //       travelling too fast and would pass through both
            if (rBallCollisionRect.IntersectsWith(mrPaddle))
            {
                // Increase the Balls speed slightly
                float fSpeed = mcBallDirection.Length();
                fSpeed += miBALL_SPEED_INCREMENT;

                // Make sure Ball does not go too fast
                if (fSpeed > miBALL_MAX_SPEED)
                {
                    fSpeed = miBALL_MAX_SPEED;
                }

                // Reverse the Balls X direction
                mcBallDirection.X = -mcBallDirection.X;

                // Add some randomness to the Balls Y direction
                float fRandomness = mcRandom.Next(-25, 25);
                fRandomness /= 100.0f;
                mcBallDirection.Normalize();
                mcBallDirection.Y += fRandomness;

                // Set the Balls speed
                mcBallDirection.Normalize();
                mcBallDirection.Scale(fSpeed);

                // Place the Ball on the Paddle (not inside it)
                mrBall.X = mrPaddle.Right;

                // Play Sound
                CFMOD.PlaySound(msSoundBallBounce, false);
            }
            // Else if the Ball hit the Left wall
            else if (rBallCollisionRect.IntersectsWith(mrLeftWall))
            {
                // Player loses a life
                miLives--;

                // If the Player is dead
                if (miLives == 0)
                {
                    // Save the Players Score
                    int iScore = miScore;

                    // Restart the Game
                    Reset();

                    // Restore the Players Score
                    miScore = iScore;

                    // Play Game Over sound
                    CFMOD.PlaySound(msSoundGameOver, false);

                    // Check if the Player has beat their High Score
                    if (CProfiles.Instance().mcCurrentProfile.iScoreSpong < miScore)
                    {
                        // Save the Players new High Score
                        CProfiles.Instance().mcCurrentProfile.iScoreSpong = miScore;
                        CProfiles.Instance().SaveProfilesToFile();
                    }

                    // Exit this function so the Game restarts now
                    return;
                }

                // Play sound of losing a Ball
                CFMOD.PlaySound(msSoundBallDied, false);

                // Reset the Balls position and direction
                ResetBall();

                // Reset the Next Ball Wait Timer
                mfNextBallWaitTime = 0.0f;

                // Enter the Wait For Next Ball state
                mePongState = EPongGameStates.WaitForNextBall;
            }

            // Update the Players Score
            miScore += (int)(fTimeSinceLastUpdateInSeconds * 1000.0f);
        }