public void Load() { Racket = new Sprites.Racket(); Racket.Position = new Vector2 (Global.Resolution.X - (Racket.Texture.Width * Global.Scale.X), (Global.Resolution.Y / 2) - (Racket.Texture.Height * Global.Scale.Y) / 2); }
public static void UpdateAI(Sprites.Ball Ball, Sprites.Racket AIRacket) { if (AIRacket.Position.Y + ((AIRacket.Texture.Height / 2) * Global.Scale.Y) < Ball.Position.Y) { AIRacket.Speed.Y = 0.3f; } if (AIRacket.Position.Y + ((AIRacket.Texture.Height / 2) * Global.Scale.Y) > Ball.Position.Y) { AIRacket.Speed.Y = -0.3f; } if (AIRacket.Position.Y + ((AIRacket.Texture.Height / 2) * Global.Scale.Y) == Ball.Position.Y) { AIRacket.Speed.Y = 0f; } }
public void Load() { pRacket = new Sprites.Racket(); }