Ejemplo n.º 1
0
        public GameScene()
        {
            this.Camera.SetViewFromViewport();
            _physics = new PongPhysics();

            ball = new Ball(_physics.SceneBodies[(int)PongPhysics.BODIES.Ball]);
            _player = new Paddle(Paddle.PaddleType.PLAYER,
                                 _physics.SceneBodies[(int)PongPhysics.BODIES.Player]);
            _ai = new Paddle(Paddle.PaddleType.AI,
                             _physics.SceneBodies[(int)PongPhysics.BODIES.Ai]);
            _scoreboard = new Scoreboard();

            this.AddChild(_scoreboard);
            this.AddChild(ball);
            this.AddChild(_player);
            this.AddChild(_ai);

            // This is debug routine that will draw the physics bounding box around the players paddle
            if(DEBUG_BOUNDINGBOXS)
            {
                this.AdHocDraw += () => {
                    var bottomLeftPlayer = _physics.SceneBodies[(int)PongPhysics.BODIES.Player].AabbMin;
                    var topRightPlayer = _physics.SceneBodies[(int)PongPhysics.BODIES.Player].AabbMax;
                    Director.Instance.DrawHelpers.DrawBounds2Fill(
                        new Bounds2(bottomLeftPlayer*PongPhysics.PtoM,topRightPlayer*PongPhysics.PtoM));

                    var bottomLeftAi = _physics.SceneBodies[(int)PongPhysics.BODIES.Ai].AabbMin;
                    var topRightAi = _physics.SceneBodies[(int)PongPhysics.BODIES.Ai].AabbMax;
                    Director.Instance.DrawHelpers.DrawBounds2Fill(
                        new Bounds2(bottomLeftAi*PongPhysics.PtoM,topRightAi*PongPhysics.PtoM));

                    var bottomLeftBall = _physics.SceneBodies[(int)PongPhysics.BODIES.Ball].AabbMin;
                    var topRightBall = _physics.SceneBodies[(int)PongPhysics.BODIES.Ball].AabbMax;
                    Director.Instance.DrawHelpers.DrawBounds2Fill(
                        new Bounds2(bottomLeftBall*PongPhysics.PtoM,topRightBall*PongPhysics.PtoM));
                };
            }

            //Now load the sound fx and create a player
            _pongSound = new Sound("/Application/audio/pongblip.wav");
            _pongBlipSoundPlayer = _pongSound.CreatePlayer();

            Scheduler.Instance.ScheduleUpdateForTarget(this,0,false);
        }
Ejemplo n.º 2
0
        public GameScene(bool localMultiplayer)
        {
            this.Camera.SetViewFromViewport();
            m_physics = new PongPhysics();

            m_ball = new Ball(m_physics.SceneBodies[(int)PongPhysics.BODIES.Ball]);
            if (localMultiplayer == true)
            {
                m_player1 = new Paddle(Paddle.PaddleType.PLAYER1,
                                       m_physics.SceneBodies[(int)PongPhysics.BODIES.Player1]);
                m_player2 = new Paddle(Paddle.PaddleType.PLAYER2,
                                       m_physics.SceneBodies[(int)PongPhysics.BODIES.Player2]);

                this.AddChild(m_player1);
                this.AddChild(m_player2);
            }
            else
            {
                m_player1 = new Paddle(Paddle.PaddleType.PLAYER1,
                                       m_physics.SceneBodies[(int)PongPhysics.BODIES.Player1]);
                m_ai = new Paddle(Paddle.PaddleType.AI,
                                  m_physics.SceneBodies[(int)PongPhysics.BODIES.Ai]);

                this.AddChild(m_player1);
                this.AddChild(m_ai);
            }

            m_scoreboard = new Scoreboard();

            this.AddChild(m_scoreboard);
            this.AddChild(m_ball);


            // This is debug routine that will draw the physics bounding box around the players paddle
            if (DEBUG_BOUNDINGBOXS)
            {
                this.AdHocDraw += () => {
                    var bottomLeftPlayer = m_physics.SceneBodies[(int)PongPhysics.BODIES.Player1].AabbMin;
                    var topRightPlayer   = m_physics.SceneBodies[(int)PongPhysics.BODIES.Player1].AabbMax;
                    Director.Instance.DrawHelpers.DrawBounds2Fill(
                        new Bounds2(bottomLeftPlayer * PongPhysics.PtoM, topRightPlayer * PongPhysics.PtoM));

                    var bottomLeftPlayer2 = m_physics.SceneBodies[(int)PongPhysics.BODIES.Player2].AabbMin;
                    var topRightPlayer2   = m_physics.SceneBodies[(int)PongPhysics.BODIES.Player2].AabbMax;
                    Director.Instance.DrawHelpers.DrawBounds2Fill(
                        new Bounds2(bottomLeftPlayer2 * PongPhysics.PtoM, topRightPlayer2 * PongPhysics.PtoM));


                    var bottomLeftAi = m_physics.SceneBodies[(int)PongPhysics.BODIES.Ai].AabbMin;
                    var topRightAi   = m_physics.SceneBodies[(int)PongPhysics.BODIES.Ai].AabbMax;
                    Director.Instance.DrawHelpers.DrawBounds2Fill(
                        new Bounds2(bottomLeftAi * PongPhysics.PtoM, topRightAi * PongPhysics.PtoM));

                    var bottomLeftBall = m_physics.SceneBodies[(int)PongPhysics.BODIES.Ball].AabbMin;
                    var topRightBall   = m_physics.SceneBodies[(int)PongPhysics.BODIES.Ball].AabbMax;
                    Director.Instance.DrawHelpers.DrawBounds2Fill(
                        new Bounds2(bottomLeftBall * PongPhysics.PtoM, topRightBall * PongPhysics.PtoM));
                };
            }

            //Now load the sound fx and create a player
            m_pongSound           = new Sound("/Application/audio/pongblip.wav");
            m_pongBlipSoundPlayer = m_pongSound.CreatePlayer();

            Scheduler.Instance.ScheduleUpdateForTarget(this, 0, false);
        }