Ejemplo n.º 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);
            //Load menu
            menu = Content.Load <Texture2D>("Ping_Pong_Menu");
            //gamePlayMenu = Content.Load<Texture2D>("play-menu");
            playMenu     = Content.Load <Texture2D>("menu-play");
            computerMenu = Content.Load <Texture2D>("menu-computer");
            creditMenu   = Content.Load <Texture2D>("menu-credits");
            exitMenu     = Content.Load <Texture2D>("menu-exit");
            hoverPlay    = Content.Load <Texture2D>("hover-play");
            hoverDemo    = Content.Load <Texture2D>("hover-computer");
            hoverCredit  = Content.Load <Texture2D>("hover-credit");
            hoverExit    = Content.Load <Texture2D>("hover-exit");
            //End load menu
            //Load background
            background = Content.Load <Texture2D>("table");
            // Load the SoundEffect resource
            ballHit     = Content.Load <SoundEffect>("ballhit");
            killShot    = Content.Load <SoundEffect>("killshot");
            miss        = Content.Load <SoundEffect>("miss");
            shotGunMenu = Content.Load <SoundEffect>("shotgun");
            song        = Content.Load <Song>("backgroundMusic");

            MediaPlayer.Play(song);
            MediaPlayer.Volume = 10f;

            // Create a SoundEffect instance that can be manipulated later
            // seInstance.IsLooped = true;
            //Set font
            Font1 = Content.Load <SpriteFont>("Courier New");
            // TODO: use this.Content to load your game content here
            //Draw ball
            ball = new clsSprite(Content.Load <Texture2D>("small_ball"),
                                 new Vector2(graphics.PreferredBackBufferHeight / 2, graphics.PreferredBackBufferWidth / 2), new Vector2(35f, 35f),
                                 graphics.PreferredBackBufferWidth, graphics.PreferredBackBufferHeight);
            //Paddle for computer
            //Left hand side , position (0,height/2), size(10,height)
            computer = new paddle(Content.Load <Texture2D>("left_paddle"),
                                  new Vector2(50f, graphics.PreferredBackBufferHeight / 2), new Vector2(50f, 133f),
                                  graphics.PreferredBackBufferWidth, graphics.PreferredBackBufferHeight);
            //Paddle for human
            //Righ hand side, position( width , height/2), size(10,height);
            human = new paddle(Content.Load <Texture2D>("right_paddle"),
                               new Vector2(graphics.PreferredBackBufferWidth - 100f, graphics.PreferredBackBufferHeight / 2), new Vector2(50f, 133f),
                               graphics.PreferredBackBufferWidth, graphics.PreferredBackBufferHeight);

            rightComputer = new paddle(Content.Load <Texture2D>("right_paddle"),
                                       new Vector2(graphics.PreferredBackBufferWidth - 100f, graphics.PreferredBackBufferHeight / 2), new Vector2(50f, 133f),
                                       graphics.PreferredBackBufferWidth, graphics.PreferredBackBufferHeight);

            // set the speed the sprites will move
            //Set random number between 0 and 10
            ball.velocity     = new Vector2(10.1f, 10.1f);
            computer.velocity = new Vector2(0, 5.1f);
        }
Ejemplo n.º 2
0
        //Ball collide with player
        public int Player_Collide(paddle playerPaddle)
        {
            //Check for hit right paddle not in the surface up to down

            if (velocity.Y > 0 && position.X + size.X + velocity.X >= playerPaddle.position.X + playerPaddle.size.X / 2 &&
                position.Y + size.Y + velocity.Y >= playerPaddle.position.Y + playerPaddle.velocity.Y &&
                position.Y + velocity.Y <= playerPaddle.position.Y + playerPaddle.velocity.Y + playerPaddle.size.Y
                )
            {
                Console.WriteLine("Hit not in the surface top");
                return(-1);// Bounce toward the wall
            }
            else if (velocity.Y < 0 && position.X + size.X + velocity.X >= playerPaddle.position.X + playerPaddle.size.X / 2 &&
                     position.Y + velocity.Y <= playerPaddle.position.Y + playerPaddle.velocity.Y + playerPaddle.size.Y)
            {
                Console.WriteLine("Hit part 2");
                return(-2);
            }
            //Dead hit upper part
            else if (velocity.Y > 0 && position.X + size.X + velocity.X >= playerPaddle.position.X && position.Y + size.Y + velocity.Y >=
                     playerPaddle.position.Y && position.Y + size.Y + velocity.Y <= playerPaddle.position.Y + playerPaddle.size.Y / 2)
            {
                Console.WriteLine("Dead hit upper part");
                return(3);
            }
            //Dead hit lower part
            else if (velocity.Y < 0 && this.position.X + this.size.X + velocity.X >= playerPaddle.position.X && this.position.Y >= playerPaddle.position.Y + playerPaddle.size.Y / 2 &&
                     this.position.Y <= playerPaddle.position.Y + playerPaddle.size.Y)
            {
                Console.WriteLine("Dead Hit lower part");
                return(4);
            }
            //Check for go from top to bottom
            else if (velocity.Y > 0 && position.X + size.X + velocity.X >= playerPaddle.position.X && this.center.Y >= playerPaddle.position.Y &&
                     this.center.Y <= playerPaddle.position.Y + playerPaddle.size.Y)
            {
                Console.WriteLine("Up to bottom");
                return(1);
            }

            //Check for go from bottom to top
            else if (velocity.Y < 0 && this.position.X + this.size.X + velocity.X >= playerPaddle.position.X && this.center.Y >= playerPaddle.position.Y

                     && this.center.Y <= playerPaddle.position.Y + playerPaddle.size.Y)
            {
                Console.WriteLine("Bottom to Top");
                return(2);
            }

            return(0);
        }
Ejemplo n.º 3
0
        //Ball collide with computer
        public int Computer_Collide(paddle computerPaddle)
        {
            //Check for hit right paddle
            //Check for go from top to bottom
            //position.X + size.X + velocity.X>= playerPaddle.position.X && position.Y + size.Y >= playerPaddle.position.Y
            //  && position.Y <= playerPaddle.position.Y
            if (velocity.Y > 0 && position.X + velocity.X <= computerPaddle.position.X + computerPaddle.size.X && this.center.Y >= computerPaddle.position.Y &&
                this.center.Y <= computerPaddle.position.Y + computerPaddle.size.Y)
            {
                return(1);
            }

            //Check for go from bottom to top
            else if (velocity.Y < 0 && position.X + velocity.X <= computerPaddle.position.X + computerPaddle.size.X && this.center.Y >= computerPaddle.position.Y &&
                     this.center.Y <= computerPaddle.position.Y + computerPaddle.size.Y)
            {
                return(2);
            }

            return(0);
        }