// Redraw Game Elements private void Update(PaintEventArgs e) { Ball.Draw(e); Paddle.Draw(e); foreach (Block b in Blocks) { b.Draw(e); } }
private void PlaceBlocks(int count) { var i = 0; for (var row = 1; row <= 3; row++) { for (var column = 0; column < 11; column++) { var block = new Block(3 + (column * 7), (row * 2)); block.Draw(); _blocks[i++] = block; } } }
// Set up Initial game State. private void InitializeBoard() { Graphics Graphics = PlayArea.CreateGraphics(); int SpacerX = 1; int SpacerY = 1; // Set Ball Position int X = (PlayArea.Width / 2) - (Ball.Radius / 2); int Y = (PlayArea.Height / 2) - (Ball.Radius / 2); Ball.Position = new Position(X, Y); Ball.Direction = new Direction(0, 2); // Set Paddle Position X = (PlayArea.Bounds.Width / 2) - (Paddle.Width / 2); Y = PlayArea.Bounds.Height - Paddle.Height; Paddle.Position = new Position(X, Y); // Draw Ball.Draw(Graphics); Paddle.Draw(Graphics); // X & Y Boundaries For Blocks int XLimit = PlayArea.Bounds.Width - PrototypeBlock.Width - SpacerX; int YLimit = (PlayArea.Bounds.Height / 2) - PrototypeBlock.Height - SpacerY; // Fill Top Of PlayArea With Blocks for (X = SpacerX; X < XLimit; X += (SpacerX + PrototypeBlock.Width)) { for (Y = SpacerY; Y < YLimit; Y += (SpacerY + PrototypeBlock.Height)) { Block Block = new Block(new Position(X, Y)); Blocks.Add(Block); Block.Draw(Graphics); } } // Set up Text labels. Result.Text = "Ball: " + BallCount; Instructions.Text = "Move paddle with arrow, or A and D Keys."; }