/// <summary> /// Sets the paddle to the normal texture. /// </summary> public void setToNormal() { state = PaddleState.NORMAL; Texture = defaultNormalTexture; UseSpriteSheet = false; UseSpriteSheetAnimation = false; }
public void Stop(PaddleState oldState) { if (oldState == paddleState) { paddleState = PaddleState.STOP; } }
private void Form1_KeyDown(object sender, KeyEventArgs e) { //move left paddle if (e.KeyCode == Keys.W) { LeftPaddle = PaddleState.Up; } if (e.KeyCode == Keys.S) { LeftPaddle = PaddleState.Down; } //move right paddle if (e.KeyCode == Keys.Up) { RightPaddle = PaddleState.Up; } if (e.KeyCode == Keys.Down) { RightPaddle = PaddleState.Down; } if (e.KeyCode == Keys.Return) { //reset Reset(); lblStart.Visible = false; tmrGame.Enabled = true; } }
public Paddle() { // Sets up the body part's shape. this.Shape = new Polygon { HorizontalAlignment = HorizontalAlignment.Left, VerticalAlignment = VerticalAlignment.Top, StrokeThickness = 3.0, Opacity = 1.0, Fill = Brushes.Orange, Stroke = Brushes.Black }; this.state = PaddleState.PreGame; // Sets up the appear animation. this.AppearAnimation = new Storyboard(); DoubleAnimation da = new DoubleAnimation(1.0, new Duration(Paddle.AppearAnimationDuration)); Storyboard.SetTarget(da, this.Shape); Storyboard.SetTargetProperty(da, new PropertyPath(Polygon.OpacityProperty)); this.AppearAnimation.Children.Add(da); // Sets up the hit animation. this.FillAnimation = new Storyboard(); ColorAnimation ca = new ColorAnimation(Colors.Red, Colors.Orange, new Duration(Paddle.HitAnimationDuration)); Storyboard.SetTarget(ca, this.Shape); Storyboard.SetTargetProperty(ca, new PropertyPath("Fill.Color", new object[] { Polygon.FillProperty, SolidColorBrush.ColorProperty })); this.FillAnimation.Children.Add(ca); this.State = PaddleState.PreGame; }
public bool initWithTexture(CCTexture2D aTexture) { if (base.InitWithTexture(aTexture)) { m_state = PaddleState.kPaddleStateUngrabbed; } return(true); }
bool onTouchBegan(CCTouch touch, CCEvent touchEvent) { if (m_state != PaddleState.kPaddleStateUngrabbed) return false; if (!containsTouchLocation(touch)) return false; m_state = PaddleState.kPaddleStateGrabbed; return true; }
public new bool initWithTexture(CCTexture2D aTexture) { if (base.initWithTexture(aTexture)) { m_state = PaddleState.kPaddleStateUngrabbed; } return true; }
public override bool TouchBegan(CCTouch touch) { if (m_state != PaddleState.kPaddleStateUngrabbed) return false; if (!containsTouchLocation(touch)) return false; m_state = PaddleState.kPaddleStateGrabbed; return true; }
public virtual bool ccTouchBegan(CCTouch touch, CCEvent eventer) { if (m_state != PaddleState.kPaddleStateUngrabbed) return false; if (!containsTouchLocation(touch)) return false; m_state = PaddleState.kPaddleStateGrabbed; return true; }
protected void UpdateRotateAngle() { RotateAngle -= kRotateDownSpeed; if (RotateAngle < kLeftRestPosition) { RotateAngle = kLeftRestPosition; mCurrentPaddleState = PaddleState.PaddleAtRest; } }
private void UpdatePaddleFromRest(float angle) { if (angle == 0f) { return; } RotateAngle = angle; mCurrentPaddleState = PaddleState.PaddleReturning; }
/// <summary> /// Starts the red paddle animation and countdown. State will be set to /// fire until the animation completes. /// </summary> public void startFire() { state = PaddleState.FIRE; SetTextureSpriteSheet(defaultFireSpritesheet, SPRITE_WIDTH, SPRITE_HEIGHT); SetTextureSpriteAnimationFrames(0, 0, SPRITE_FINAL_FRAME_COL, SPRITE_FINAL_FRAME_ROW, TICKS_PER_FRAME, SpriteSheetAnimationMode.AnimateForwardThenStop); UseSpriteSheet = true; UseSpriteSheetAnimation = true; }
public override void Start() { base.Start(); characterController = GetComponent <CharacterController>(); state = GameState.PaddleState; state.OnSpawnNewBall += SpawnBall; state.ControllerInitialized(); }
/// <summary> /// gives the paddle keyboard input movement /// </summary> /// <param name="gameTime">current gametime</param> public void Update(GameTime gameTime) { var newKeyboardState = Keyboard.GetState(); if (game.GameState == 0) //if the game is still going, movement is still enabled. Stops enabling movement if game is over { if (newKeyboardState.IsKeyDown(Keys.Up)) { pstate = PaddleState.up; bounds.Y -= (float)gameTime.ElapsedGameTime.TotalMilliseconds * PLAYER_SPEED; } else if (newKeyboardState.IsKeyDown(Keys.Down)) { pstate = PaddleState.down; bounds.Y += (float)gameTime.ElapsedGameTime.TotalMilliseconds * PLAYER_SPEED; } else { pstate = PaddleState.Idle; } } if (bounds.Y < 0) { bounds.Y = 0; } if (bounds.Y > game.GraphicsDevice.Viewport.Height - bounds.Height) { bounds.Y = game.GraphicsDevice.Viewport.Height - bounds.Height; } // Update the player animation timer when the player is moving if (pstate != PaddleState.Idle) { timer += gameTime.ElapsedGameTime; } // Determine the frame should increase. Using a while // loop will accomodate the possiblity the animation should // advance more than one frame. while (timer.TotalMilliseconds > ANIMATION_FRAME_RATE) { // increase by one frame frame++; // reduce the timer by one frame duration timer -= new TimeSpan(0, 0, 0, 0, ANIMATION_FRAME_RATE); } // Keep the frame within bounds (there are four frames) frame %= 4; }
public Paddle(Vector2 pos) { mCurrentPaddleState = PaddleState.PaddleAtRest; Center = pos; Width = kPaddleWidth; Height = kPaddleHeight; RotateAngle = InitialPosition(); mShowDir = new XNACS1Rectangle(); mShowDir.SetEndPoints(Center, Center + (3 * FrontDirection), 0.8f); mShowDir.Color = Color.Black; }
public virtual bool TouchBegan(CCTouch touch, CCEvent eventer) { if (m_state != PaddleState.kPaddleStateUngrabbed) { return(false); } if (!containsTouchLocation(touch)) { return(false); } m_state = PaddleState.kPaddleStateGrabbed; return(true); }
bool onTouchBegan(CCTouch touch, CCEvent touchEvent) { if (m_state != PaddleState.kPaddleStateUngrabbed) { return(false); } if (!containsTouchLocation(touch)) { return(false); } m_state = PaddleState.kPaddleStateGrabbed; return(true); }
public override bool TouchBegan(CCTouch touch) { if (m_state != PaddleState.kPaddleStateUngrabbed) { return(false); } if (!containsTouchLocation(touch)) { return(false); } m_state = PaddleState.kPaddleStateGrabbed; return(true); }
private void initialize() { ShouldTravel = true; Velocity = VelocityDirection = Vector2.Zero; speed = 1.3f; if (GameObjects.paddleList == null) { GameObjects.paddleList = new List <Paddle>(); } GameObjects.paddleList.Add(this); state = PaddleState.NORMAL; }
private void frmPongGame_KeyUp(object sender, KeyEventArgs e) { //reset paddle movement if (e.KeyCode == Keys.W || e.KeyCode == Keys.S) { LeftPaddle = PaddleState.None; } else if (e.KeyCode == Keys.Up || e.KeyCode == Keys.Down) { RightPaddle = PaddleState.None; } else if (e.KeyCode == Keys.Return) { //reset game Reset(); lblStart.Visible = false; tmrGame.Enabled = true; } }
private void frmPongGame_KeyDown(object sender, KeyEventArgs e) { //check if paddles should move if (e.KeyCode == Keys.W) { LeftPaddle = PaddleState.Up; } else if (e.KeyCode == Keys.S) { LeftPaddle = PaddleState.Down; } else if (e.KeyCode == Keys.Up) { RightPaddle = PaddleState.Up; } else if (e.KeyCode == Keys.Down) { RightPaddle = PaddleState.Down; } }
private void Form1_KeyUp(object sender, KeyEventArgs e) { //PaddleState is None for all if (e.KeyCode == Keys.W) { LeftPaddle = PaddleState.None; } if (e.KeyCode == Keys.S) { LeftPaddle = PaddleState.None; } if (e.KeyCode == Keys.Up) { RightPaddle = PaddleState.None; } if (e.KeyCode == Keys.Down) { RightPaddle = PaddleState.None; } }
public Paddle (CCTexture2D aTexture) : base (aTexture) { m_state = PaddleState.kPaddleStateUngrabbed; TouchEnabled = true; }
protected void UpdateInput() { KeyboardState newState = Keyboard.GetState(); ///user press enter key begin if (newState.IsKeyDown(Keys.Enter)) { if (!oldKeyState.IsKeyDown(Keys.Enter)) { if (gameState == GameState.INITIAL) { gameState = GameState.START; StartNewGame(); } else if (gameState == GameState.START) { gameState = GameState.PAUSE; } else if (gameState == GameState.PAUSE) { gameState = GameState.START; } else if (gameState == GameState.GAME_OVER) { gameState = GameState.INITIAL; } } } else if (oldKeyState.IsKeyDown(Keys.Enter)) { // Key was down last update, but not down now, so // it has just been released. } ///user press space key begin if (newState.IsKeyDown(Keys.Space)) { if (!oldKeyState.IsKeyDown(Keys.Space)) { if (gameState == GameState.START) { if(ballState != BallState.LAUNCH) ballState = BallState.LAUNCH; } } } else if (oldKeyState.IsKeyDown(Keys.Space)) { // Key was down last update, but not down now, so // it has just been released. } ///user press left key begin if (newState.IsKeyDown(Keys.Left)) { if (!oldKeyState.IsKeyDown(Keys.Left)) { if (gameState == GameState.START) { paddleState = PaddleState.MOVE_LEFT; } else { paddleState = PaddleState.STAY; } } } else if (oldKeyState.IsKeyDown(Keys.Tab)) { // Key was down last update, but not down now, so // it has just been released. paddleState = PaddleState.STAY; } ///user press right key begin if (newState.IsKeyDown(Keys.Right)) { if (!oldKeyState.IsKeyDown(Keys.Right)) { if (gameState == GameState.START) { paddleState = PaddleState.MOVE_RIGHT; } else { paddleState = PaddleState.STAY; } } } else if (oldKeyState.IsKeyDown(Keys.Right)) { // Key was down last update, but not down now, so // it has just been released. paddleState = PaddleState.STAY; } oldKeyState = newState; }
public override void TouchEnded(CCTouch touch) { Debug.Assert(m_state == PaddleState.kPaddleStateGrabbed, "Paddle - Unexpected state!"); m_state = PaddleState.kPaddleStateUngrabbed; }
/// <summary> /// Creates a paddle /// </summary> /// <param name="game">Reference to the game the paddle belongs to</param> public Paddle(Game1 game) { this.game = game; pstate = PaddleState.Idle; timer = new TimeSpan(0); }
public Paddle() { State = PaddleState.Release; MaxSpeed = 1.0f; }
public Paddle(CCTexture2D aTexture) : base(aTexture) { m_state = PaddleState.kPaddleStateUngrabbed; }
private void OnCollisionEnter2D(Collision2D other) { if (other.gameObject.CompareTag("Paddle1") || other.gameObject.CompareTag("Paddle2")) { collideSound.Play(); PaddleState paddleState = other.gameObject.GetComponent <PaddleController>().paddleState; if (paddleState == PaddleState.PLAYER) { gradient = Random.Range(3, 6); } else if (paddleState == PaddleState.COMPUTER) { if (GameControl.difficulty == Difficulty.EASY) { gradient = Random.Range(4, 6); } else if (GameControl.difficulty == Difficulty.MEDIUM) { gradient = Random.Range(3, 6); } else if (GameControl.difficulty == Difficulty.HARD) { gradient = Random.Range(2, 6); } } contact = other.contacts[0].point; if (other.gameObject.CompareTag("Paddle1")) { if ((contact.x - paddles[0].transform.position.x) < 0f) { xDir = XDir.LEFT; } else if ((contact.x - paddles[0].transform.position.x) > 0f) { xDir = XDir.RIGHT; } } else if (other.gameObject.CompareTag("Paddle2")) { if ((contact.x - paddles[1].transform.position.x) < 0f) { xDir = XDir.LEFT; } else if ((contact.x - paddles[1].transform.position.x) > 0f) { xDir = XDir.RIGHT; } } if (yDir == YDir.UP) { yDir = YDir.DOWN; } else if (yDir == YDir.DOWN) { yDir = YDir.UP; } } }
public void PutOnStandBy() { this.paddlestate = PaddleState.STANDBY; }
void onTouchEnded(CCTouch touch, CCEvent touchEvent) { Debug.Assert(m_state == PaddleState.kPaddleStateGrabbed, "Paddle - Unexpected state!"); m_state = PaddleState.kPaddleStateUngrabbed; }
public virtual void ccTouchEnded(CCTouch touch, CCEvent eventer) { Debug.Assert(m_state == PaddleState.kPaddleStateGrabbed, "Paddle - Unexpected state!"); m_state = PaddleState.kPaddleStateUngrabbed; }
protected void StartNewLevel() { ballVelocity = new Vector2(10.0f, -10.0f); paddleVelocity = Vector2.Zero; bricks.GenerateBrick(); ballState = BallState.INITIAL; paddleState = PaddleState.STAY; ballRect = new Rectangle((int)(this.GraphicsDevice.Viewport.Width - ball.Width) / 2, this.GraphicsDevice.Viewport.Height - paddle.Height - ball.Height - 15, ball.Width, ball.Height); paddleRect = new Rectangle((int)(this.GraphicsDevice.Viewport.Width - paddle.Width) / 2, this.GraphicsDevice.Viewport.Height - paddle.Height - 10, paddle.Width, paddle.Height); }
public Paddle (CCTexture2D aTexture) : base (aTexture) { m_state = PaddleState.kPaddleStateUngrabbed; }
protected void StartNewGame() { ballVelocity = new Vector2(1.0f, -1.0f); paddleVelocity = Vector2.Zero; bricks.GenerateBrick(); scoreText = "Score: 0"; score = 0; numOfLives = 5; ballState = BallState.INITIAL; paddleState = PaddleState.STAY; }
public void StartMoving(PaddleState newState) { paddleState = newState; }
public void Activate(bool start) { if (start && this.paddlestate == PaddleState.STANDBY) { this.paddlestate = PaddleState.PLAYING; this.onActive(); } }
public virtual void TouchEnded(CCTouch touch, CCEvent eventer) { Debug.Assert(m_state == PaddleState.kPaddleStateGrabbed, "Paddle - Unexpected state!"); m_state = PaddleState.kPaddleStateUngrabbed; }
public Paddle(CCTexture2D aTexture) : base(aTexture) { m_state = PaddleState.kPaddleStateUngrabbed; TouchEnabled = true; }
void OnPaddleStateChange(PaddleState ps) { Debug.Log (ps); state = ps; }