public Vector2 GetBallVisualCord(Texture2D ballTexture, Ball ball) { float totalDissort = Dissort + WallThickness; float x = ball.BallLogicCords.X * (device.Viewport.Width - totalDissort * 2) + totalDissort; float y = ball.BallLogicCords.Y * (device.Viewport.Height - totalDissort * 2) + totalDissort; return new Vector2(x, y); }
private void CheckCollision(Ball ball) { if (ball.BallLogicCords.X + ball.BallLogicDiameter >= 1 || ball.BallLogicCords.X <= 0) { ball.CollisionVerticalWall(); } if (ball.BallLogicCords.Y + ball.BallLogicDiameter >= 1 || ball.BallLogicCords.Y <= 0) { ball.CollisionHorizontalWall(); } }
public Vector2 GetBallScale(Texture2D ballTexture, Ball ball) { float x = ((device.Viewport.Width - (float)Dissort * 2) * ball.BallLogicDiameter) / ballTexture.Bounds.Width; float y = ((device.Viewport.Height - (float)Dissort * 2) * ball.BallLogicDiameter) / ballTexture.Bounds.Height; return new Vector2(x, y); }