Beispiel #1
0
        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.Black);

            spriteBatch.Begin();
            _paddle.Draw();
            _wall.Draw();
            _gameBorder.Draw();
            if (_ball.Visible)
            {
                bool inPlay = _ball.Move(_wall, _paddle);
                if (inPlay)
                {
                    _ball.Draw();
                }
                else
                {
                    _remainingBalls--;
                    _readyToServeBall = true;
                }
            }
            _staticBall.Draw();

            string  scoreMsg = "Score: " + _ball.Score.ToString("00000");
            Vector2 space    = gameContent.LabelFont.MeasureString(scoreMsg);

            spriteBatch.DrawString(gameContent.LabelFont, scoreMsg, new Vector2((_screenWidth - space.X) / 2, _screenHeight - 40), Color.White);
            if (_ball.bricksCleared >= 70)
            {
                _ball.Visible       = false;
                _ball.bricksCleared = 0;
                _wall             = new _wall(1, 50, spriteBatch, gameContent);
                _readyToServeBall = true;
            }
            if (_readyToServeBall)
            {
                if (_remainingBalls > 0)
                {
                    string  startMsg   = "Press <Space> or Click Mouse to Start";
                    Vector2 startSpace = gameContent.LabelFont.MeasureString(startMsg);
                    spriteBatch.DrawString(gameContent.LabelFont, startMsg, new Vector2((_screenWidth - startSpace.X) / 2, _screenHeight / 2), Color.White);
                }
                else
                {
                    string  endMsg   = "Game Over";
                    Vector2 endSpace = gameContent.LabelFont.MeasureString(endMsg);
                    spriteBatch.DrawString(gameContent.LabelFont, endMsg, new Vector2((_screenWidth - endSpace.X) / 2, _screenHeight / 2), Color.White);
                }
            }
            spriteBatch.DrawString(gameContent.LabelFont, _remainingBalls.ToString(), new Vector2(40, 10), Color.White);
            spriteBatch.End();

            base.Draw(gameTime);
        }
Beispiel #2
0
        private void ServeBall()
        {
            if (_remainingBalls < 1)
            {
                _remainingBalls = 3;
                _ball.Score     = 0;
                _wall           = new _wall(1, 50, spriteBatch, gameContent);
            }
            _readyToServeBall = false;
            float ballX = _paddle.X + (_paddle.Width) / 2;
            float ballY = _paddle.Y - _paddle.Height;

            _ball.Launch(ballX, ballY, -3, -3);
        }
Beispiel #3
0
        /// <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);

            gameContent = new GameContent(this.Content);

            _screenWidth  = GraphicsAdapter.DefaultAdapter.CurrentDisplayMode.Width;
            _screenHeight = GraphicsAdapter.DefaultAdapter.CurrentDisplayMode.Height;

            /*  Set the 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.PaddleImg.Width) / 2; // Center the image on the start
            int paddleY = _screenHeight - 100;                              // Paddle will be 100px from the bottom of the screen

            _paddle                 = new Paddle(paddleX, paddleY, _screenWidth, spriteBatch, gameContent);
            _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;

            MediaPlayer.Play(gameContent.MusicList[0]);
            MediaPlayer.Volume = 0.3f;
        }
Beispiel #4
0
        public bool Move(_wall _wall, Paddle paddle)
        {
            if (!Visible)
            {
                return(false);
            }

            X = X + XVelocity;
            Y = Y + YVelocity;

            /*  Check for _wall hits */
            if (X < 1)
            {
                X          = 1;
                XVelocity *= -1;
                PlaySound(gameContent.WallBounceSound);
            }
            if (X > ScreenWidth - Width + 5)
            {
                X          = ScreenWidth - Width + 5;
                XVelocity *= -1;
                PlaySound(gameContent.WallBounceSound);
            }
            if (Y < 1)
            {
                Y          = 1;
                YVelocity *= -1;
                PlaySound(gameContent.WallBounceSound);
            }
            if (Y + Height > ScreenHeight)
            {
                Visible = false;
                Y       = 0;
                PlaySound(gameContent.MissSound);
                return(false);
            }

            /*  Check for paddle hits
             *  Paddle is 70 pixels. We'll divide it into segments that will determine the angle of the bounce. */
            Rectangle paddleRect = new Rectangle((int)paddle.X, (int)paddle.Y, (int)paddle.Width, (int)paddle.Height);
            Rectangle ballRect   = new Rectangle((int)X, (int)Y, (int)Width, (int)Height);

            if (HitTest(paddleRect, ballRect))
            {
                PlaySound(gameContent.PaddleBounceSound);
                int offset = Convert.ToInt32((paddle.Width - (paddle.X + paddle.Width - X + Width / 2)));
                offset /= 5;
                if (offset < 0)
                {
                    offset = 0;
                }

                switch (offset)
                {
                case 0:
                    XVelocity = -6;
                    break;

                case 1:
                    XVelocity = -5;
                    break;

                case 2:
                    XVelocity = -4;
                    break;

                case 3:
                    XVelocity = -3;
                    break;

                case 4:
                    XVelocity = -2;
                    break;

                case 5:
                    XVelocity = -1;
                    break;

                case 6:
                    XVelocity = 1;
                    break;

                case 7:
                    XVelocity = 2;
                    break;

                case 8:
                    XVelocity = 3;
                    break;

                case 9:
                    XVelocity = 4;
                    break;

                case 10:
                    XVelocity = 5;
                    break;

                default:
                    XVelocity = 6;
                    break;
                }

                YVelocity *= -1;
                Y          = paddle.Y - Height + 1;
                return(true);
            }

            bool hitBrick = false;

            for (int i = 0; i < 7; i++)
            {
                if (!hitBrick)
                {
                    for (int j = 0; j < 10; j++)
                    {
                        Brick brick = _wall.BrickWall[i, j];
                        if (brick.Visible)
                        {
                            Rectangle brickRect = new Rectangle((int)brick.X, (int)brick.Y, (int)brick.Width, (int)brick.Height);
                            if (HitTest(ballRect, brickRect))
                            {
                                PlaySound(gameContent.BrickSound);
                                brick.Visible = false;
                                Score        += 7 - i;
                                YVelocity    *= -1;
                                bricksCleared++;
                                hitBrick = true;
                                break;
                            }
                        }
                    }
                }
            }
            return(true);
        }