Beispiel #1
0
        public Ball(PhysicsBody physicsBody)
        {
            m_physicsBody = physicsBody;

            this.TextureInfo = new TextureInfo(new Texture2D("Application/images/ball.png", false));
            this.Scale       = this.TextureInfo.TextureSizef;
            this.Pivot       = new Sce.PlayStation.Core.Vector2(0.5f, 0.5f);
            this.Position    = new Sce.PlayStation.Core.Vector2(
                Director.Instance.GL.Context.GetViewport().Width / 2 - Scale.X / 2,
                Director.Instance.GL.Context.GetViewport().Height / 2 - Scale.Y / 2);


            //Right angles are exceedingly boring, so make sure we dont start on one
            //So if our Random angle is between 90 +- 25 degrees or 270 +- 25 degrees
            //we add 25 degree to value, ie, making 90 into 115 instead
            System.Random rand  = new System.Random();
            float         angle = (float)rand.Next(0, 360);

            if ((angle % 90) <= 25)
            {
                angle += 25.0f;
            }
            this.m_physicsBody.Velocity = new Vector2(0.0f, BALL_VELOCITY).Rotate(PhysicsUtility.GetRadian(angle));

            Scheduler.Instance.ScheduleUpdateForTarget(this, 0, false);
        }
Beispiel #2
0
        private void ResetBall()
        {
            //Move ball to screen center and release in a random directory
            m_physics.SceneBodies[(int)PongPhysics.BODIES.Ball].Position =
                new Vector2(Director.Instance.GL.Context.GetViewport().Width / 2.0f,
                            Director.Instance.GL.Context.GetViewport().Height / 2.0f) / PongPhysics.PtoM;

            System.Random rand  = new System.Random();
            float         angle = (float)rand.Next(0, 360);

            if ((angle % 90) <= 15)
            {
                angle += 15.0f;
            }

            m_physics.SceneBodies[(int)PongPhysics.BODIES.Ball].Velocity =
                new Vector2(0.0f, 5.0f).Rotate(PhysicsUtility.GetRadian(angle));
        }