protected override void Initialize() { this.aBlock = new ABlock(new Vector2(800, 200)); // TODO: Add your initialization logic here bullets = new List<Bullet>(); blocks = new List<ABlock>(); //set up the viewport to match screen resolution and set to full screen graphics.PreferredBackBufferWidth = 1920; graphics.PreferredBackBufferHeight = 1080; graphics.IsFullScreen = true; graphics.ApplyChanges(); this.IsMouseVisible = true; aColor = Color.Black; anotherColor = Color.White; base.Initialize(); }
protected override void Initialize() { this.aBlock = new ABlock(new Vector2(800, 200)); // TODO: Add your initialization logic here bullets = new List <Bullet>(); blocks = new List <ABlock>(); //set up the viewport to match screen resolution and set to full screen graphics.PreferredBackBufferWidth = 1920; graphics.PreferredBackBufferHeight = 1080; graphics.IsFullScreen = true; graphics.ApplyChanges(); this.IsMouseVisible = true; aColor = Color.Black; anotherColor = Color.White; base.Initialize(); }
protected override void Update(GameTime gameTime) { if (Keyboard.GetState().IsKeyDown(Keys.Escape) == true) { this.Exit(); } mouseState = Mouse.GetState(); //left mouse button click if (mouseState.LeftButton == ButtonState.Pressed && mouseState.RightButton == ButtonState.Released) { //add a bullet Bullet abullet = new Bullet(new Vector2(mouseState.X, mouseState.Y)); bullets.Add(abullet); } //right mouse button click if (mouseState.LeftButton == ButtonState.Released && mouseState.RightButton == ButtonState.Pressed) { //add a block ABlock anBlock = new ABlock(new Vector2(mouseState.X, mouseState.Y)); blocks.Add(anBlock); } for (int i = bullets.Count - 1; i >= 0; i--) { bullets[i].UpdateBullet(); if (bullets[i].active == false) { bullets.RemoveAt(i); } } for (int i = bullets.Count - 1; i >= 0; i--) { for (int j = blocks.Count - 1; j >= 0; j--) { Rectangle theBlock = new Rectangle(Convert.ToInt32(blocks[j].aPosition.X), Convert.ToInt32(blocks[j].aPosition.Y), blocks[j].blockWidth, blocks[j].blockHeight); Rectangle theBullet = new Rectangle(Convert.ToInt32(bullets[i].position.X), Convert.ToInt32(bullets[i].position.Y), 1, 1); if (theBlock.Intersects(theBullet)) { //if the distance is less than 2pixels, check collision between the bullet and the pixel, checking for distance between them for (int k = 0; k <= blocks[j].blockWidth; k++) { for (int l = 0; l <= blocks[j].blockHeight; l++) { if (blocks[j].aBlock[k, l].active == true) { if (Vector2.Distance(blocks[j].aBlock[k, l].pixelPosition, bullets[i].position) < 15.0f) { bullets[i].active = false; blocks[j].aBlock[k, l].active = false; } } } } } } } UpdateBlocks(); base.Update(gameTime); }
protected override void Update(GameTime gameTime) { if (Keyboard.GetState().IsKeyDown(Keys.Escape) == true) { this.Exit(); } mouseState = Mouse.GetState(); //left mouse button click if (mouseState.LeftButton == ButtonState.Pressed && mouseState.RightButton == ButtonState.Released) { //add a bullet Bullet abullet = new Bullet(new Vector2(mouseState.X,mouseState.Y)); bullets.Add(abullet); } //right mouse button click if (mouseState.LeftButton == ButtonState.Released && mouseState.RightButton == ButtonState.Pressed) { //add a block ABlock anBlock = new ABlock(new Vector2(mouseState.X, mouseState.Y)); blocks.Add(anBlock); } for (int i = bullets.Count - 1; i >= 0; i--) { bullets[i].UpdateBullet(); if (bullets[i].active == false) { bullets.RemoveAt(i); } } for (int i = bullets.Count - 1; i >= 0; i--) { for (int j = blocks.Count - 1; j >= 0; j--) { Rectangle theBlock = new Rectangle(Convert.ToInt32(blocks[j].aPosition.X), Convert.ToInt32(blocks[j].aPosition.Y), blocks[j].blockWidth, blocks[j].blockHeight); Rectangle theBullet = new Rectangle(Convert.ToInt32(bullets[i].position.X), Convert.ToInt32(bullets[i].position.Y), 1, 1); if (theBlock.Intersects(theBullet)) { //if the distance is less than 2pixels, check collision between the bullet and the pixel, checking for distance between them for (int k = 0; k <= blocks[j].blockWidth; k++) { for (int l = 0; l <= blocks[j].blockHeight; l++) { if (blocks[j].aBlock[k, l].active == true) { if (Vector2.Distance(blocks[j].aBlock[k, l].pixelPosition, bullets[i].position) < 15.0f) { bullets[i].active = false; blocks[j].aBlock[k, l].active = false; } } } } } } } UpdateBlocks(); base.Update(gameTime); }