Beispiel #1
0
        protected override void LoadContent()
        {
            // Create new SpriteBatch for texture drawing.
            spriteBatch = new SpriteBatch(GraphicsDevice);

            // TODO: this.Content for loading game content
            gameContent  = new GameContent(Content);
            screenWidth  = GraphicsAdapter.DefaultAdapter.CurrentDisplayMode.Width;
            screenHeight = GraphicsAdapter.DefaultAdapter.CurrentDisplayMode.Height;

            if (screenWidth >= 502)
            {
                screenWidth = 502;
            }
            if (screenHeight >= 700)
            {
                screenHeight = 700;
            }
            graphics.PreferredBackBufferWidth  = screenWidth;
            graphics.PreferredBackBufferHeight = screenHeight;
            graphics.ApplyChanges();

            // Game Objects
            int paddleX = (screenWidth - gameContent.ImgPaddle.Width) / 2;                                  // center paddle
            int paddleY = screenHeight - 100;                                                               // paddle 100 pixels from bottom

            paddle     = new Paddle(paddleX, paddleY, screenWidth, spriteBatch, gameContent);               // create paddle
            wall       = new Wall(1, 50, spriteBatch, gameContent);                                         // create wall
            gameBorder = new GameBorder(screenWidth, screenHeight, spriteBatch, gameContent);               // create game border
            ball       = new Ball(screenWidth, screenHeight, spriteBatch, gameContent);

            staticBall = new Ball(screenWidth, screenHeight, spriteBatch, gameContent)                                  // for indicating 'balls left'
            {
                X           = 25,
                Y           = 25,
                Visible     = true,
                UseRotation = false
            };
        }
        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);

            // TODO: use this.Content to load your game content here
            gameContent  = new GameContent(Content);
            screenWidth  = GraphicsAdapter.DefaultAdapter.CurrentDisplayMode.Width;
            screenHeight = GraphicsAdapter.DefaultAdapter.CurrentDisplayMode.Height;
            //set game to 502x700 or screen max if smaller
            if (screenWidth >= 502)
            {
                screenWidth = 502;
            }
            if (screenHeight >= 700)
            {
                screenHeight = 700;
            }
            graphics.PreferredBackBufferWidth  = screenWidth;
            graphics.PreferredBackBufferHeight = screenHeight;
            graphics.ApplyChanges();

            //create game objects
            int paddleX = (screenWidth - gameContent.imgPaddle.Width) / 2;                                //we'll center the paddle on the screen to start
            int paddleY = screenHeight - 100;                                                             //paddle will be 100 pixels from the bottom of the screen

            paddle                 = new Paddle(paddleX, paddleY, screenWidth, spriteBatch, gameContent); // create the game paddle
            wall                   = new Wall(1, 50, spriteBatch, gameContent);
            gameBorder             = new GameBorder(screenWidth, screenHeight, spriteBatch, gameContent);
            ball                   = new Ball(screenWidth, screenHeight, spriteBatch, gameContent);
            staticBall             = new Ball(screenWidth, screenHeight, spriteBatch, gameContent);
            staticBall.X           = 25;
            staticBall.Y           = 25;
            staticBall.Visible     = true;
            staticBall.UseRotation = false;
        }