/// <summary>
 /// Triggers a OnNewBall event
 /// </summary>
 public void BroadcastBallSpawnEvent(PingPongBall ball)
 {
     if (OnNewBall != null)
     {
         OnNewBall(ball);
     }
 }
 /// <summary>
 /// Triggers a OnRemoveBall event
 /// </summary>
 public void BroadcastBallRemoveEvent(PingPongBall ball)
 {
     if (OnRemoveBall != null)
     {
         OnRemoveBall(ball);
     }
 }
Exemple #3
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        private void Playground_ContentRendered(object sender, EventArgs e)
        {
            Background = new ImageBrush
            {
                ImageSource = new BitmapImage(new Uri(System.IO.Path.GetFullPath("Assets/Images/earthBackgr.jpg"), UriKind.Absolute))
            };
            GamePaddle = Paddle.getInstance(GameArea);
            GamePaddle.Draw(GameArea);
            PingPongBall.Draw(GameArea);

            bdrWelcomePanel.Visibility = Visibility.Visible;
        }
Exemple #4
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    /// <summary>
    /// OnTriggerEnter is called when the Collider other enters the trigger.
    /// </summary>
    /// <param name="other">The other Collider involved in this collision.</param>
    void OnTriggerEnter(Collider other)
    {
        // not a ball, don't care
        if (other.gameObject.tag != "Ball")
        {
            return;
        }

        // trigger score event
        int scoringSlot = OwningSlot == 1 ? 0 : 1;

        EventMngr.BroadcastGoalEvent(scoringSlot);

        // destory ball and trigger event
        PingPongBall ball = other.gameObject.GetComponent <PingPongBall>();

        EventMngr.BroadcastBallRemoveEvent(ball);
        GameObject.Destroy(other.gameObject);
    }
Exemple #5
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    /// <summary>
    /// Finds the closest ball
    /// </summary>
    /// <returns></returns>
    private PingPongBall FindClosestBall()
    {
        PingPongBall closest = null;

        float minDist = 0f;

        foreach (PingPongBall b in Balls)
        {
            Vector3 diff = b.gameObject.transform.position - gameObject.transform.position;

            float distSquared = diff.sqrMagnitude;

            if (distSquared > minDist)
            {
                minDist = distSquared;
                closest = b;
            }
        }

        return(closest);
    }
Exemple #6
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    /// <summary>
    /// Update is called every frame, if the MonoBehaviour is enabled.
    /// </summary>
    void Update()
    {
        // find closest ball (highest danger)
        PingPongBall ball = FindClosestBall();

        // no ball to track
        if (ball == null)
        {
            return;
        }

        Target.z = ball.gameObject.transform.position.z;

        float tDist = _paddle.Speed / Vector3.Distance(_paddle.MaxPoint, _paddle.MinPoint);

        tDist *= Time.deltaTime;

        // don't move if already closely aligned
        if (Mathf.Abs(gameObject.transform.position.z - Target.z) < 1f)
        {
            return;
        }

        // move up
        if (gameObject.transform.position.z < Target.z)
        {
            _paddle.TValue += tDist;

            _paddle.TValue = _paddle.TValue > 1f ? 1f : _paddle.TValue;
        }

        // move down
        else if (gameObject.transform.position.z > Target.z)
        {
            _paddle.TValue -= tDist;

            // min _t at 0
            _paddle.TValue = _paddle.TValue < 0f ? 0f : _paddle.TValue;
        }
    }
Exemple #7
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 private void GameTicker_Tick(object sender, EventArgs e)
 {
     PingPongBall.Move(GamePaddle);
     PingPongBall.Draw(GameArea);
     DetectCollision();
 }
Exemple #8
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 /// <summary>
 /// Removes a ball from the list
 /// </summary>
 /// <param name="ball"></param>
 private void RemoveBall(PingPongBall ball)
 {
     Balls.Remove(ball);
 }
Exemple #9
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 /// <summary>
 /// Adds a ball to the list
 /// </summary>
 /// <param name="ball"></param>
 private void AddBall(PingPongBall ball)
 {
     Balls.Add(ball);
 }