Exemple #1
0
 public void CheckCollision(Ball ball)
 {
     if (alive && ball.Bounds.Intersects(location))
     {
         alive = false;
         ball.Deflection(this);
     }
 }
Exemple #2
0
        /// <summary>
        /// ���������˵���ʱ����ã�����Ϸ������������Ч��.
        /// </summary>
        /// <param name="type">��������</param>
        private void ApplyPowerUp(string type)
        {
            if (type == "����")//�Ѱ����̣����Dz�����̫��
            {
                small.Play();
                if (newPaddle .Size .Width  == 66)
                {
                    paddle1.Width = 46;
                    newPaddle.Width = 46;
                    newPaddle.Image = pad[0];
                }
                else if (newPaddle.Size.Width == 86)
                {
                    paddle1.Width = 66;
                    newPaddle.Width = 66;
                    newPaddle.Image = pad[1];
                }

            }
            if (type == "�쳤") //�쳤
            {
                avatar.Play();
                if (newPaddle.Size.Width == 66)
                {
                    paddle1.Width = 86;
                    newPaddle.Width = 86;
                    newPaddle.Image = pad[2];
                }
                else if (newPaddle.Size.Width == 46)
                {
                    paddle1.Width = 66;
                    newPaddle.Width = 66;
                    newPaddle.Image = pad[1];

                }
            }
            if (type == "������") //�������
            {
                Ball ball = ballList[0];
                double angle = Math.Atan2(-ball.YSpeed, ball.XSpeed);
                double speed = Math.Sqrt(ball.XSpeed * ball.XSpeed + ball.YSpeed * ball.YSpeed);
                double angle1 = angle + 2 * Math.PI / 3; //��ʼ�Ƕȼ�120��
                double angle2 = angle - 2 * Math.PI / 3; //��ʼ�Ƕȼ�120��
                //���ٶȴӼ�����ת����ֱ������ϵ
                float dX1 = (float)(Math.Cos(angle1) * speed);
                float dY1 = (float)(-Math.Sin(angle1) * speed);
                float dX2 = (float)(Math.Cos(angle2) * speed);
                float dY2 = (float)(-Math.Sin(angle2) * speed);
                //�����һ�����λ�������������ӵ�в�ͬ���ٶ�
                //����Ϸ�л���һ������������Ч���ῴ�����ܻ������۹�����
                ballList.Add(new Ball(ball.Brush, ball.Radius, ball.X, ball.Y, dX1, dY1));
                ballList.Add(new Ball(ball.Brush, ball.Radius, ball.X, ball.Y, dX2, dY2));
            }
            if (type == "�ӵ�")//�ӵ�
            {
                Ball ballLeft = new Ball(Brushes.Red, 3, paddle1.X, paddle1.Y + 5, true, true);
                Ball ballRight = new Ball(Brushes.Red, 3, paddle1.X + paddle1.Width, paddle1.Y + 5, true, true);
                bulletList.Add(ballLeft);
                bulletList.Add(ballRight);
                bullet_comeSound.Play();
            }
        }
Exemple #3
0
        /// <summary>
        /// ��齫Ҫ�����߽�����б�Ҫ��ʱ��ת��ķ���
        /// </summary>
        /// <param name="ball">�ж��Ƿ���ײ���������</param>
        private void DetectWallCollision(Ball ball)
        {
            bool hit = false;
            if ((ball.Right + ball.XSpeed >this.Width-12) //�ұ߽�
                || (ball.Left + ball.XSpeed < borderWidth)) //��߽�
            {
                hit = true;
                ball.ReverseX();
            }

            if (ball.Top + ball.YSpeed < borderWidth)//�ϱ߽�
            {
                hit = true;
                ball.ReverseY();
                if (ball.FromPaddle)
                    ball.ReverseY();//����ɳ�ȥ
            }
            if (hit && !ball.FromPaddle)
            {
                wallSound.Play();
            }
        }
Exemple #4
0
        /// <summary>
        /// �����Ͱ��Ƿ�����ײ����������͵���Collision()����
        /// </summary>
        /// <param name="ball">Ҫ������</param>
        /// <param name="paddle">Ҫ���İ�</param>
        private void DetectPaddleCollision(Ball ball, Paddle paddle)
        {
            if ((ball.Right + ball.XSpeed > paddle.Left) &&
                (ball.Left + ball.XSpeed < paddle.Right) &&
                (ball.Bottom + ball.YSpeed > paddle.Top) &&
                (ball.Top + ball.YSpeed < paddle.Bottom) &&
                ball.YSpeed >= 0) //ͬ�ϱ��жϣ�������ײ���
            {
                ball.Collide(paddle);
                paddleSound.Play();

            }
        }
Exemple #5
0
        /// <summary>
        /// �����������ש���Ƿ�����ײ�������ж���ķ����Ƿ���Ҫ��ת
        /// </summary>
        /// <param name="ball">��Ҫ������</param>
        /// <param name="brick">��Ҫ����ש��</param>
        /// <param name="hit">true���������ײ</param>
        /// <param name="reverseX">��ֵΪtrueʱ��X�����ٶ���Ҫ����ת</param>
        /// <param name="reverseY">��ֵΪtrueʱ��Y�����ٶ���Ҫ����ת</param>
        private void DetectBrickCollision(Ball ball, Brick brick, out bool hit, out bool reverseX, out bool reverseY)
        {
            reverseX = false; //ÿ��ש��ֻ�ܷ�����һ��
            reverseY = false;
            hit = false;
            //����ٶȲ��ܳ�����ֱ������������޷���������������ֱ�Ӵ�Խש��

            //�����ƶ�ʱ����ײ�ж�
            if ((ball.YSpeed < 0) //�ж����Ƿ��������ƶ�
            && (ball.Top + ball.YSpeed < brick.Bottom) //�����ƶ�ʱ������ϱ߽�����ٶ����С��ש���±߽������±߽�����ٶȴ���ש���±߽磬��Y��������ײ
            && (ball.Bottom + ball.YSpeed > brick.Bottom)
            && (ball.Right + ball.XSpeed >= brick.Left) //��
            && (ball.Left + ball.XSpeed <= brick.Right)) //��
            {
                hit = true;
                reverseY = true;

            }

            //�����ƶ�ʱ����ײ�ж�
            if ((ball.YSpeed > 0) //�ж����Ƿ��������ƶ�
            && (ball.Bottom + ball.YSpeed > brick.Top) //ͬ�ϣ�������ײ�ж�
            && (ball.Top + ball.YSpeed < brick.Top)
            && (ball.Right + ball.XSpeed >= brick.Left)
            && (ball.Left + ball.XSpeed <= brick.Right))
            {
                hit = true;
                reverseY = true;
            }

            //�����ƶ�ʱ����ײ�ж�
            if ((ball.XSpeed > 0) //�ж����Ƿ��������ƶ�
               && (ball.Left + ball.XSpeed < brick.Left) //ͬ�ϣ�������ײ�ж�
               && (ball.Right + ball.XSpeed > brick.Left)
               && (ball.Bottom + ball.YSpeed >= brick.Top)
               && (ball.Top + ball.YSpeed <= brick.Bottom))
            {
                hit = true;
                reverseX = true;

            }

            //�����ƶ�ʱ����ײ�ж�
            if ((ball.XSpeed < 0) //�ж����Ƿ��������ƶ�
                && (ball.Right + ball.XSpeed > brick.Right) //ͬ�ϣ�������ײ�ж�
                && (ball.Left + ball.XSpeed < brick.Right)
                && (ball.Bottom + ball.YSpeed >= brick.Top)
                && (ball.Top + ball.YSpeed <= brick.Bottom))
            {
                hit = true;
                reverseX = true;
            }

            if (hit && ball.FromPaddle)
                bulletList.RemoveAt(bulletList.IndexOf(ball));
        }
Exemple #6
0
        /// <summary>
        /// �����������ש�����ײ�Ƿ���������������ж����ש������û���������
        /// </summary>
        /// <param name="ball">Ҫ������</param>
        /// <param name="bricks">Ҫ�����Ƿ��е��ߵ�ש��</param>
        private void CheckBricks(Ball ball, Brick[,] bricks)
        {
            bool ultimatelyReverseX = false; //����������ȷ����ֻ����һ��ʱ���ڱ���תһ��
            bool ultimatelyReverseY = false; //���������ֱ���ת����ֱ�Ӵ���ש������

            foreach (Brick brick in bricks)
            {
                bool hit, reverseX, reverseY;
                if (brick.Strength > 0) //ש��û������ʱ����Ƿ�����ײ
                {
                    //ִ����ײ���
                    DetectBrickCollision(ball, brick, out hit, out reverseX, out reverseY);
                    if (hit)
                    {
                        brick.Hit(); //��ש���һ��Ѫ
                        if (brick.Strength == 0)//ש��Ѫ��Ϊ0��ʱ��Ӧ����ʧ
                        {
                            CheckBrickForPowerUps(brick); //���ש�����Ƿ����������
                            brickCount--; //��ש������1
                        }
                        score += level * brick.CalculateScore();
                        brickSound.Play();
                        if (reverseX) ultimatelyReverseX = true;
                        if (reverseY) ultimatelyReverseY = true;

                    }
                }
            }
            if (ultimatelyReverseY) ball.ReverseY();
            if (ultimatelyReverseX) ball.ReverseX();
        }
Exemple #7
0
        //����BOSS����ײ
        private void CheckBoss(Ball ball, Label boss, out bool hit, out bool reverseX, out bool reverseY)
        {
            reverseX = false;
            reverseY = false;
            hit = false;
            if ((ball.YSpeed < 0)
            && (ball.Top + ball.YSpeed < boss.Bottom )
            && (ball.Bottom + ball.YSpeed > boss .Bottom)
            && (ball.Right + ball.XSpeed >= boss.Left)
            && (ball.Left + ball.XSpeed <= boss.Right))
            {
                hit = true;
                reverseY = true;

            }
            if ((ball.YSpeed > 0)
            && (ball.Bottom + ball.YSpeed > boss.Top)
            && (ball.Top + ball.YSpeed < boss.Top)
            && (ball.Right + ball.XSpeed >= boss.Left)
            && (ball.Left + ball.XSpeed <= boss.Right))
            {
                hit = true;
                reverseY = true;
            }

            if ((ball.XSpeed > 0)
               && (ball.Left + ball.XSpeed < boss.Left)
               && (ball.Right + ball.XSpeed > boss.Left)
               && (ball.Bottom + ball.YSpeed >= boss.Top)
               && (ball.Top + ball.YSpeed <= boss.Bottom))
            {
                hit = true;
                reverseX = true;

            }

            if ((ball.XSpeed < 0)
                && (ball.Right + ball.XSpeed > boss.Right)
                && (ball.Left + ball.XSpeed < boss.Right)
                && (ball.Bottom + ball.YSpeed >= boss.Top)
                && (ball.Top + ball.YSpeed <= boss.Bottom))
            {
                hit = true;
                reverseX = true;
            }
        }
Exemple #8
0
 /// <summary>
 /// Checks if the ball is about to hit the side or top walls, and reverses it's direction if necessary
 /// </summary>
 /// <param name="ball">The ball to check for collision</param>
 private void DetectWallCollision(Ball ball)
 {
     bool hit = false;
     if ((ball.Right + ball.XSpeed > this.Width - borderWidth) //right border
         || (ball.Left + ball.XSpeed < borderWidth)) //left border
     {
         hit = true;
         ball.ReverseX();
     }
     //is the ball about to hit the top border?
     if (ball.Top + ball.YSpeed < borderWidth)
     {
         hit = true;
         ball.ReverseY();
     }
     if (hit) { wallSound.Play(); }
 }
Exemple #9
0
 /// <summary>
 /// Checks if a ball is about to hit the paddle and calls the Collide() method of the ball if it is
 /// </summary>
 /// <param name="ball">Ball object to check for collision</param>
 /// <param name="paddle">Paddle object to check for collision</param>
 private void DetectPaddleCollision(Ball ball, Paddle paddle)
 {
     if ((ball.Right + ball.XSpeed > paddle.Left) &&
         (ball.Left + ball.XSpeed < paddle.Right) &&
         (ball.Bottom + ball.YSpeed > paddle.Top) &&
         (ball.Top + ball.YSpeed < paddle.Bottom) &&
         ball.YSpeed >= 0) //is the ball about to hit the paddle
     {
         ball.Collide(paddle);
         paddleSound.Play();
     }
 }
Exemple #10
0
        /// <summary>
        /// Given a ball and brick, checks if they collide, and whether the direction of the ball should be reversed
        /// </summary>
        /// <param name="ball">Ball object to check for collision</param>
        /// <param name="brick">Brick object to check for collision</param>
        /// <param name="hit">True if the ball collides with the brick</param>
        /// <param name="reverseX">True if the ball's x-direction should be reversed</param>
        /// <param name="reverseY">True if the ball's y-direction should be reversed</param>
        private void DetectBrickCollision(Ball ball, Brick brick, out bool hit, out bool reverseX, out bool reverseY)
        {
            reverseX = false; //each brick can only reverse the ball once
            reverseY = false;
            hit = false;
            //note the velocity of the ball cannot exceed its diameter - or this will not work
            //the ball could sail right through the brick

                //upwards collision
                if ((ball.YSpeed < 0) //is the ball travelling upwards?
                && (ball.Top + ball.YSpeed < brick.Bottom) //is the top of the ball inside the brick?
                && (ball.Bottom + ball.YSpeed > brick.Bottom)  //is the bottom of the ball under the brick?
                && (ball.Right + ball.XSpeed >= brick.Left) //is the right of the ball inside the brick
                && (ball.Left + ball.XSpeed <= brick.Right)) //is the left of the ball inside the brick
                {
                    hit = true;
                    reverseY = true;
                }

                //downwards collision
                if ((ball.YSpeed > 0) //is the ball travelling downwards?
                && (ball.Bottom + ball.YSpeed > brick.Top) //is the bottom of the ball inside the brick (y)
                && (ball.Top + ball.YSpeed < brick.Top) // is the top of the ball about the brick? (y)
                && (ball.Right + ball.XSpeed >= brick.Left)
                && (ball.Left + ball.XSpeed <= brick.Right))// do the x-coords match?
                {
                    hit = true;
                    reverseY = true;
                }

               //rightwards collision
               if ((ball.XSpeed > 0) //is the ball moving right
               && (ball.Left + ball.XSpeed < brick.Left) //is the left side of the ball to the left of the brick?
               && (ball.Right + ball.XSpeed > brick.Left) //is the right side of the ball inside the brick?
               && (ball.Bottom + ball.YSpeed >= brick.Top)
               && (ball.Top + ball.YSpeed <= brick.Bottom)) // do the y-coords match?
                {
                    hit = true;
                    reverseX = true;
                }

                //leftwards collision
                if ((ball.XSpeed < 0) //is the ball moving Left?
                    && (ball.Right + ball.XSpeed > brick.Right) //is the right side of the ball to the right of the brick?
                    && (ball.Left + ball.XSpeed < brick.Right) //is the left side of the ball inside the brick
                    && (ball.Bottom + ball.YSpeed >= brick.Top)
                    && (ball.Top + ball.YSpeed <= brick.Bottom))// do the y-coords match?
                {
                    hit = true;
                    reverseX = true;
                }
        }
Exemple #11
0
 /// <summary>
 /// Given a ball and brick, checks them for collision
 /// if they collide, checks if the brick had powerups inside it
 /// </summary>
 /// <param name="ball">Ball object to check for collision</param>
 /// <param name="bricks">Brick object to check for powerups</param>
 private void CheckBricks(Ball ball, Brick[,] bricks)
 {
     bool ultimatelyReverseX = false; //these variables exist so that the ball can only be reversed
     bool ultimatelyReverseY = false; //once per timer tick, otherwise sometimes the ball can be reversed twice
                                 //and plough right through bricks
     foreach (Brick brick in bricks)
     {
         bool hit, reverseX, reverseY;
         if (brick.Strength > 0) //only detect collision if the brick hasn't been hit
         {
             //perform collision detection
             DetectBrickCollision(ball, brick, out hit, out reverseX, out reverseY);
             if (hit)
             {
                 brick.Hit(); //subtract the strength
                 if (brick.Strength == 0)
                 {
                     CheckBrickForPowerUps(brick); //check if the brick had any powerups
                     brickCount--; //update the new brickcount
                     }
                 score += level * brick.CalculateScore();
                 brickSound.Play();
                 if (reverseX) ultimatelyReverseX = true;
                 if (reverseY) ultimatelyReverseY = true;
             }
         }
     }
     if (ultimatelyReverseY) ball.ReverseY();
     if (ultimatelyReverseX) ball.ReverseX();
 }
Exemple #12
0
 private void CollideWithBoss(Ball ball)
 {
 }
Exemple #13
0
        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);

            Texture2D tempTexture = Content.Load<Texture2D>("paddle");
            paddle = new Paddle(tempTexture, screenRectangle);

            tempTexture = Content.Load<Texture2D>("ball");
            ball = new Ball(tempTexture, screenRectangle);

            brickImage = Content.Load<Texture2D>("brick");

            StartGame();
        }