Beispiel #1
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);
            // TODO: use this.Content to load your game content here
            m_Bar1   = new Bar(new Vector2(0, (graphics.GraphicsDevice.Viewport.Height / 2)));
            m_Bar2   = new Bar(new Vector2(0, (graphics.GraphicsDevice.Viewport.Height / 2)));
            m_Ball   = new Ball(new Vector2((graphics.GraphicsDevice.Viewport.Width / 2), (graphics.GraphicsDevice.Viewport.Height / 2)), 10, new Vector2(0, 0));
            m_Lives1 = new Lives();
            m_Lives2 = new Lives();
            m_Bar1.MoveVertical(-(m_Bar1.GetHeight()) / 2);
            m_Bar2.MoveVertical(-(m_Bar2.GetHeight()) / 2);
            m_Ball.MoveVertical(-m_Ball.GetSize() / 2);
            m_Bar2.MoveHorizontal(graphics.GraphicsDevice.Viewport.Width - m_Bar2.GetWidth());
            m_Ball.SetVel(new Vector2(m_Ball.GetStartVelX(), m_Ball.GetStartVelY()));

            Font = Content.Load <SpriteFont>("Score");
            m_Ball.MoveHorizontal(-m_Ball.GetSize() / 2);
            //SpriteFont font = Content.Load<SpriteFont>("Score.spritefont");

            m_BarShape1 = new Texture2D(graphics.GraphicsDevice, m_Bar1.GetWidth(), m_Bar1.GetHeight());
            m_BarShape2 = new Texture2D(graphics.GraphicsDevice, m_Bar2.GetWidth(), m_Bar2.GetHeight());
            m_BallShape = new Texture2D(graphics.GraphicsDevice, m_Ball.GetSize(), m_Ball.GetSize());
            Color[] data = new Color[80 * 30];
            for (int i = 0; i < data.Length; ++i)
            {
                data[i] = Color.White;
            }
            m_BarShape1.SetData(data);
            m_BarShape2.SetData(data);
            m_BallShape.SetData(data);

            Music = Content.Load <Song>("BeepBox-Song loop");
            MediaPlayer.Play(Music);
            MediaPlayer.IsRepeating = true;


            IsMouseVisible = true;

            PlayButton = new Button(Content.Load <Texture2D>("Play"), graphics.GraphicsDevice);
            PlayButton.SetPostion(new Vector2(GraphicsDevice.Viewport.Width / 2 - GraphicsDevice.Viewport.Width / 16, GraphicsDevice.Viewport.Height / 2));

            Back      = new Button(Content.Load <Texture2D>("Back"), graphics.GraphicsDevice);
            Back.Size = new Vector2(graphics.GraphicsDevice.Viewport.Width / 9, graphics.GraphicsDevice.Viewport.Height / 18);
            Back.SetPostion(new Vector2(GraphicsDevice.Viewport.Width / 2 - GraphicsDevice.Viewport.Width / 16, GraphicsDevice.Viewport.Height / 2 + 100));

            //Options = new Button(Content.Load<Texture2D>("Options"), graphics.GraphicsDevice);
            //Options.SetPostion(new Vector2(GraphicsDevice.Viewport.Width / 2 - GraphicsDevice.Viewport.Width / 16, (GraphicsDevice.Viewport.Height / 2 + 20) + 10));

            //Full = new Button(Content.Load<Texture2D>("Fullscreen"), graphics.GraphicsDevice);
            //Full.SetPostion(new Vector2(GraphicsDevice.Viewport.Width / 2 - GraphicsDevice.Viewport.Width / 16, GraphicsDevice.Viewport.Height / 2));

            Ping  = Content.Load <SoundEffect>("ping");
            Pong  = Content.Load <SoundEffect>("pong");
            Pang2 = Content.Load <SoundEffect>("pang2");
        }
Beispiel #2
0
		public void Update(Window window, Bar bar1, Bar bar2, Ball ball)
		{
			//Disegno parte superiore del Ring
			this.DrawRectFilled (window, 10, 10, 255, 255, 255, window.width-20, 10);
			//Disegno parte inferiore del Ring
			this.DrawRectFilled (window, 10, window.height-20, 255, 255, 255, window.width-20, 10);
			//Disegno righe tratteggiate che separano il ring
			int k = 20;
			while(k < window.height-20)
			{
				this.DrawRectFilled(window, window.width/2, k, 255, 255, 255, 7, 30);
				k += 40;
			}
			//Disegno la Palla
			//this.DrawRectFilled (window, ball.GetX(), ball.GetY(), ball.GetR(), ball.GetG(), ball.GetB(), ball.GetWidht(), ball.GetHeight());
			this.DrawCircle(window, ball.GetX(), ball.GetY(), ball.GetRaggio(), 255, 255, 255);
			//Disegno la barra del Player 1
			this.DrawRectFilled (window, bar1.GetX(), bar1.GetY(), 255, 0, 0, bar1.GetWidht(), bar1.GetHeight());
			//Disegno la Barra del Player 2
			this.DrawRectFilled (window, bar2.GetX(), bar2.GetY(), 0, 255, 0, bar2.GetWidht(), bar2.GetHeight());
			//Movimeto barra del Player 1
			bar1.Move (window, ball);
			//Movimeto barra del Player 2
			bar2.Move2 (window, ball, window.height);
			//Movimeto della Palla
			ball.Update (window.height, window.width);

			numb1.CurrentResultDec (window, bar1.GetPoints());

			numb2.CurrentResult (window, bar1.GetPoints());

			numb3.CurrentResultDec (window, bar2.GetPoints());

			numb4.CurrentResult (window, bar2.GetPoints());
		}
Beispiel #3
0
        public void Update(Window window, Bar bar1, Bar bar2, Ball ball)
        {
            //Disegno parte superiore del Ring
            this.DrawRectFilled(window, 10, 10, 255, 255, 255, window.width - 20, 10);
            //Disegno parte inferiore del Ring
            this.DrawRectFilled(window, 10, window.height - 20, 255, 255, 255, window.width - 20, 10);
            //Disegno righe tratteggiate che separano il ring
            int k = 20;

            while (k < window.height - 20)
            {
                this.DrawRectFilled(window, window.width / 2, k, 255, 255, 255, 7, 30);
                k += 40;
            }
            //Disegno la Palla
            //this.DrawRectFilled (window, ball.GetX(), ball.GetY(), ball.GetR(), ball.GetG(), ball.GetB(), ball.GetWidht(), ball.GetHeight());
            this.DrawCircle(window, ball.GetX(), ball.GetY(), ball.GetRaggio(), 255, 255, 255);
            //Disegno la barra del Player 1
            this.DrawRectFilled(window, bar1.GetX(), bar1.GetY(), 255, 0, 0, bar1.GetWidht(), bar1.GetHeight());
            //Disegno la Barra del Player 2
            this.DrawRectFilled(window, bar2.GetX(), bar2.GetY(), 0, 255, 0, bar2.GetWidht(), bar2.GetHeight());
            //Movimeto barra del Player 1
            bar1.Move(window, ball);
            //Movimeto barra del Player 2
            bar2.Move2(window, ball, window.height);
            //Movimeto della Palla
            ball.Update(window.height, window.width);

            numb1.CurrentResultDec(window, bar1.GetPoints());

            numb2.CurrentResult(window, bar1.GetPoints());

            numb3.CurrentResultDec(window, bar2.GetPoints());

            numb4.CurrentResult(window, bar2.GetPoints());
        }
Beispiel #4
0
        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape))
            {
                Exit();
            }

            // TODO: Add your update logic here
            KeyboardState Keystate          = Keyboard.GetState();
            MouseState    CurrentMouseState = Mouse.GetState();
            MouseState    PrevMouseState    = CurrentMouseState;

            switch (CurrentGameState)
            {
            case Gamestate.MainMenu:
                m_Lives1.Reset();
                m_Lives2.Reset();
                Back.IsClicked = false;
                if (PlayButton.IsClicked == true && PrevMouseState.LeftButton == ButtonState.Released)
                {
                    CurrentGameState = Gamestate.Playing;
                }
                PlayButton.Update(CurrentMouseState);
                //if (Options.IsClicked == true && PrevMouseState.LeftButton == ButtonState.Released) { CurrentGameState = Gamestate.Options; }
                //Options.Update(CurrentMouseState);
                break;

            /*case Gamestate.Options:
             *  if (Full.IsClicked == true && PrevMouseState.LeftButton == ButtonState.Released && CurrentMouseState.LeftButton == ButtonState.Released)
             *  {
             *      graphics.ToggleFullScreen();
             *      Full.IsClicked = false;
             *  }
             *  Full.Update(CurrentMouseState);
             *  if (Back.IsClicked == true && PrevMouseState.LeftButton == ButtonState.Released)
             *      CurrentGameState = Gamestate.MainMenu;
             *  Back.Update(CurrentMouseState);
             *  break;*/
            case Gamestate.Playing:
                if (Keyboard.GetState().IsKeyDown(Keys.S))
                {
                    m_Bar1.SetVel(m_Bar1.GetMaxVel());
                }
                if (Keyboard.GetState().IsKeyDown(Keys.W))
                {
                    m_Bar1.SetVel(-m_Bar1.GetMaxVel());
                }
                if (Keystate.IsKeyDown(Keys.Down))
                {
                    m_Bar2.SetVel(m_Bar2.GetMaxVel());
                }
                if (Keystate.IsKeyDown(Keys.Up))
                {
                    m_Bar2.SetVel(-m_Bar2.GetMaxVel());
                }
                if (m_Bar1.GetPosY() <= 0 && m_Bar1.GetVel() < 0 || Keyboard.GetState().IsKeyUp(Keys.S) && m_Bar1.GetVel() > 0)
                {
                    m_Bar1.SetVel(0);
                }
                if (m_Bar1.GetPosY() + m_Bar2.GetHeight() >= graphics.GraphicsDevice.Viewport.Height && m_Bar1.GetVel() > 0 || Keyboard.GetState().IsKeyUp(Keys.W) && m_Bar1.GetVel() < 0)
                {
                    m_Bar1.SetVel(0);
                }
                if (m_Bar2.GetPosY() <= 0 && m_Bar2.GetVel() < 0 || Keyboard.GetState().IsKeyUp(Keys.Down) && m_Bar2.GetVel() > 0)
                {
                    m_Bar2.SetVel(0);
                }
                if (m_Bar2.GetPosY() + m_Bar2.GetHeight() >= graphics.GraphicsDevice.Viewport.Height && m_Bar2.GetVel() > 0 || Keyboard.GetState().IsKeyUp(Keys.Up) && m_Bar2.GetVel() < 0)
                {
                    m_Bar2.SetVel(0);
                }
                if (m_Ball.GetPosX() <= m_Bar1.GetWidth())
                {
                    if (m_Ball.GetMidPos() <= m_Bar1.GetPosY() + m_Bar1.GetHeight() && m_Ball.GetMidPos() >= m_Bar1.GetPosY())
                    {
                        m_Ball.InverseVelX();
                        m_Ball.SetPosX(m_Bar1.GetWidth() + 1);
                        m_Ball.IncreaseVel();
                        float DTM = (m_Bar1.GetMiddlePos() - m_Ball.GetMidPos()) / (-m_Bar1.GetHeight() / 2);
                        m_Ball.ModVelY(DTM);
                        Ping.Play();
                    }
                    else
                    {
                        if (m_Ball.GetPosX() <= -m_Ball.GetSize())
                        {
                            m_Ball.SetPos(new Vector2((graphics.GraphicsDevice.Viewport.Width / 2), (graphics.GraphicsDevice.Viewport.Height / 2)));
                            m_Ball.SetVelX(-m_Ball.GetStartVelX());
                            m_Ball.SetMaxVelY(m_Ball.GetStartVelY());
                            m_Ball.SetVelY((float)(m_Bar1.GetMiddlePos() - (m_Ball.GetMidPos())) / ((graphics.GraphicsDevice.Viewport.Width / 2) / m_Ball.GetStartVelX()));
                            m_Lives1.RemoveOne();
                            if (m_Lives1.GetLivesInt() == 0)
                            {
                                CurrentGameState = Gamestate.GameOver;
                            }
                        }
                    }
                }
                if (m_Ball.GetPosX() + m_Ball.GetSize() >= graphics.GraphicsDevice.Viewport.Width - m_Bar2.GetWidth())
                {
                    if (m_Ball.GetMidPos() <= m_Bar2.GetPosY() + m_Bar2.GetHeight() && m_Ball.GetMidPos() >= m_Bar2.GetPosY())
                    {
                        m_Ball.InverseVelX();
                        m_Ball.SetPosX(graphics.GraphicsDevice.Viewport.Width - m_Bar2.GetWidth() - m_Ball.GetSize() - 1);
                        m_Ball.IncreaseVel();
                        float DTM = (m_Bar2.GetMiddlePos() - m_Ball.GetMidPos()) / (-m_Bar2.GetHeight() / 2);
                        m_Ball.ModVelY(DTM);
                        Pong.Play();
                    }
                    else
                    {
                        if (m_Ball.GetPosX() >= graphics.GraphicsDevice.Viewport.Width)
                        {
                            m_Ball.SetPos(new Vector2((graphics.GraphicsDevice.Viewport.Width / 2), (graphics.GraphicsDevice.Viewport.Height / 2)));
                            m_Ball.SetVelX(m_Ball.GetStartVelX());
                            m_Ball.SetMaxVelY(m_Ball.GetStartVelY());
                            m_Ball.SetVelY((float)(m_Bar2.GetMiddlePos() - (m_Ball.GetMidPos())) / ((graphics.GraphicsDevice.Viewport.Width / 2) / m_Ball.GetStartVelX()));
                            m_Lives2.RemoveOne();
                            if (m_Lives2.GetLivesInt() == 0)
                            {
                                CurrentGameState = Gamestate.GameOver;
                            }
                        }
                    }
                }

                float MovedPos1     = m_Bar1.GetPosY() + m_Bar1.GetVel() * (float)gameTime.ElapsedGameTime.TotalSeconds;
                float MovedPos2     = m_Bar2.GetPosY() + m_Bar2.GetVel() * (float)gameTime.ElapsedGameTime.TotalSeconds;
                float MovedBallPosX = m_Ball.GetPosX() + m_Ball.GetVelX() * (float)gameTime.ElapsedGameTime.TotalSeconds;
                float MovedBallPosY = m_Ball.GetPosY() + m_Ball.GetVelY() * (float)gameTime.ElapsedGameTime.TotalSeconds;

                m_Bar1.SetPos(MovedPos1);
                m_Bar2.SetPos(MovedPos2);
                m_Ball.SetPosX(MovedBallPosX);
                m_Ball.SetPosY(MovedBallPosY);

                if (m_Ball.GetPosY() + m_Ball.GetSize() >= graphics.GraphicsDevice.Viewport.Height)
                {
                    m_Ball.InverseVelY();
                    Pang2.Play();
                }
                else if (m_Ball.GetPosY() < 0 && m_Ball.GetVelY() < 0)
                {
                    m_Ball.InverseVelY();
                    Pang2.Play();
                }
                break;

            case Gamestate.GameOver:
                PlayButton.IsClicked = false;
                MouseState PrevMouseState3 = Mouse.GetState();
                if (Back.IsClicked == true && PrevMouseState3.LeftButton == ButtonState.Released)
                {
                    CurrentGameState = Gamestate.MainMenu;
                }
                Back.Update(CurrentMouseState);
                break;
            }

            base.Update(gameTime);
        }