Example #1
0
        private void LoadFallingBrick()
        {
            GameContent gameContent = new GameContent(mContentManager);
            SpriteBatch sB          = new SpriteBatch(graphicsDevice);

            //
            fallingBrick = new BrickDrop(
                (float)2f * (ScreenGlobals.SCREEN_WIDTH / 3f),
                (float)(ScreenGlobals.SCREEN_HEIGHT / 3f),
                sB, gameContent
                );
        }
Example #2
0
        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            GameContent gameContent = new GameContent(Content);

            // Create a new SpriteBatch, which can be used to draw textures.

            spriteBatch = new SpriteBatch(GraphicsDevice);
            // TODO: use this.Content to load your game content here

            _currentState = new GameState(this, graphics.GraphicsDevice, Content);
            //_currentState.LoadContent();



            if (_currentState.GetStateType() == true)
            {
                mPlayerSprite.LoadContent(this.Content);
            }
        }
Example #3
0
        public BrickDrop(float x, float y, SpriteBatch spriteBatch, GameContent gameContent) : base(x, y, spriteBatch, gameContent)
        {
            float brickX = x;
            float brickY = y;
            Color color  = Color.Firebrick;

            Visible = true;
            int i = GenRandInt();

            switch (i)
            {
            case 0:
                color = Color.Red;
                fire  = true;
                break;

            case 1:
                color = Color.Blue;
                fire  = false;
                break;
            }
            // X is overridden anyway with rand and Y is always 0 could get rid of that but base sprite needs the x,y
            FallingBrick = new Brick(brickX, brickY, color, spriteBatch, gameContent);
        }
Example #4
0
        private void CheckBulletBrickHit()
        {
            bool hitBrick = false;

            if (hitBrick == false)
            {
                // check player and brick detection
                if (fallingBrick.Visible)
                {
                    // loop through bulltets
                    if (mBullets.Count >= 1)
                    {
                        foreach (Bullet bullet in mBullets)
                        {
                            if (bullet != null)
                            {
                                if (fallingBrick.Visible)
                                {
                                    //Brick
                                    //Each brick is 16 x 50
                                    int       orY       = (int)fallingBrick.Origin.Y;
                                    int       orX       = (int)fallingBrick.Origin.X;
                                    Rectangle BrickRect = new Rectangle(
                                        (int)fallingBrick.GetX(),
                                        (int)fallingBrick.GetY() - orY - 1,
                                        (int)16,
                                        (int)50
                                        );
                                    // bullet
                                    Rectangle bulletRect = new Rectangle(
                                        (int)bullet.Position.X,
                                        (int)bullet.Position.Y,
                                        (int)bullet.Size.Width, (int)bullet.Size.Height);
                                    if (HitTest(bulletRect, BrickRect))
                                    {
                                        //
                                        // if both fire
                                        GameContent gameContent = new GameContent(mContentManager);
                                        if (bullet.isFire() == true && fallingBrick.fire == true)
                                        {
                                            PlaySound(gameContent.brickSound);
                                            fallingBrick.Visible = false;
                                            bullet.Visible       = false;

                                            ++score;
                                        }
                                        // if both ice
                                        else if ((!bullet.isFire() == true) && (!fallingBrick.fire == true))
                                        {
                                            PlaySound(gameContent.brickSound);
                                            fallingBrick.Visible = false;
                                            bullet.Visible       = false;

                                            ++score;
                                        }
                                        else // bullet hit but was wrong type
                                        {
                                            bullet.Visible = false;
                                        }
                                        hitBrick = true;
                                        break;
                                    }
                                }
                            }
                        }
                    }
                }
            }
        }