private SpriteBatch spriteBatch;  // Allows us to write on backbuffer when we need to draw self

        public Paddle(float x, float y, float screenWidth, SpriteBatch spriteBatch, GameContent gameContent)
        {
            X                = x;
            Y                = y;
            imgPaddle        = gameContent.imgPaddle;
            Width            = imgPaddle.Width;
            Height           = imgPaddle.Height;
            this.spriteBatch = spriteBatch;
            ScreenWidth      = screenWidth;
        }
        private SpriteBatch spriteBatch;  // Allows us to write on backbuffer when we need to draw self

        public Brick(float x, float y, Color color, SpriteBatch spriteBatch, GameContent gameContent)
        {
            X                = x;
            Y                = y;
            imgBrick         = gameContent.imgBrick;
            lParticle        = gameContent.lParticle;
            Width            = imgBrick.Width;
            Height           = imgBrick.Height;
            this.spriteBatch = spriteBatch;
            Visible          = true;
            this.color       = color;
        }
Example #3
0
        public Wall(float x, float y, SpriteBatch spriteBatch, GameContent gameContent)
        {
            BrickWall = new Brick[7, 10];
            float brickX = x;
            float brickY = y;
            Color color  = Color.White;

            for (int i = 0; i < 7; i++)
            {
                switch (i)
                {
                case 0:
                    color = Color.Red;
                    break;

                case 1:
                    color = Color.Orange;
                    break;

                case 2:
                    color = Color.Yellow;
                    break;

                case 3:
                    color = Color.Green;
                    break;

                case 4:
                    color = Color.Blue;
                    break;

                case 5:
                    color = Color.Indigo;
                    break;

                case 6:
                    color = Color.Violet;
                    break;
                }
                brickY = y + i * (gameContent.imgBrick.Height + 1);

                for (int j = 0; j < 10; j++)
                {
                    brickX = x + j * (gameContent.imgBrick.Width);
                    Brick brick = new Brick(brickX, brickY, color, spriteBatch, gameContent);
                    BrickWall[i, j] = brick;
                }
            }
        }
        /// <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);
            gameContent = new GameContent(Content);

            // Create game objects
            int paddleX = (screenWidth - gameContent.imgPaddle.Width) / 2;                        // Center the paddle on the screen to start
            int paddleY = screenHeight - 100;                                                     // Set paddle to be 100 pixels from the bottom of the screen

            paddle         = new Paddle(paddleX, paddleY, screenWidth, spriteBatch, gameContent); // Create the game paddle
            wall           = new Wall(1, 50, spriteBatch, gameContent);                           // Create walls of bricks
            gameBorder     = new GameBorder(screenWidth, screenHeight, spriteBatch, gameContent); // Game play field borders
            ball           = new Ball(screenWidth, screenHeight, spriteBatch, gameContent);       // Game ball
            staticBallIcon = new Ball(screenWidth, screenHeight, spriteBatch, gameContent)
            {
                X = 25, Y = 25, Visible = true, UseRotation = false
            };                                                                                                                                      // Static display ball for UI
        }
Example #5
0
 public Ball(float screenWidth, float screenHeight, SpriteBatch spriteBatch, GameContent gameContent)
 {
     X                = 0;
     Y                = 0;
     XVelocity        = 0;
     YVelocity        = 0;
     Rotation         = 0;
     imgBall          = gameContent.imgBall;
     Width            = imgBall.Width;
     Height           = imgBall.Height;
     this.spriteBatch = spriteBatch;
     this.gameContent = gameContent;
     ScreenWidth      = screenWidth;
     ScreenHeight     = screenHeight;
     Visible          = false;
     Score            = 0;
     bricksCleared    = 0;
     UseRotation      = true;
 }
        private SpriteBatch spriteBatch;  // Allows us to write on backbuffer when we need to draw self

        public GameBorder(float screenWidth, float screenHeight, SpriteBatch spriteBatch, GameContent gameContent)
        {
            Width            = screenWidth;
            Height           = screenHeight;
            ImgPixel         = gameContent.imgPixel;
            this.spriteBatch = spriteBatch;
        }