// Initializor============================================= public override void Initialize() { // Initialize the Camera camera = new ShakedCamera(this); camera.Position = new Vector3(0, 13, 17); camera.Target = new Vector3(0, 0, 3); if (!Engine.Services.ContainsService(typeof(Camera))) Engine.Services.AddService(typeof(Camera), (ShakedCamera)camera); // Initialize the keyboard keyboard = Engine.Services.GetService<KeyboardDevice>(); // Initialize the sounds music = Engine.Content.Load<Song>("Content\\Sounds\\music1"); MediaPlayer.Play(music); MediaPlayer.Volume = 0.2f; MediaPlayer.IsRepeating = true; // Inistialize tha black Texture black = new Entity2D(Engine.Content.Load<Texture2D>("Content\\Textures\\black"), Vector2.Zero, this); // Initialize tha Radar radar = new Radar(Engine.Content.Load<Model>("Content\\Models\\Radar"), Vector3.One, this); radar.Visible = false; // Initialize the Ball ball = new Ball(Engine.Content.Load<Model>("Content\\Models\\GameBall"), new Vector3(0f,0f,5f), this); ball.defaultLightingEnabled = true; // Initialize the Bricks List brickLenghtLine = 3; brickLenghtColumn = 10; totalOfBricks = brickLenghtLine * brickLenghtColumn; totalOfBricksLeft = totalOfBricks; brickMapArray=new int[brickLenghtLine, brickLenghtColumn]; brickObjectArray = new Brick[brickLenghtLine, brickLenghtColumn]; for (int i = 0; i < brickLenghtLine; i++) { for (int j = 0; j < brickLenghtColumn; j++) { brickMapArray[i, j] = Util.random.Next(0, 3); } } // Initialize the Released Object array ReleasedObjectArray = new ReleasedObject[totalOfBricks]; for (int i = 0; i < totalOfBricks; i++) ReleasedObjectArray[i] = null; ReleasedObjectArrayIndex = 0; // initialize the ObjectArray of bricks for (int i = 0; i < brickLenghtLine; i++) { for (int j = 0; j < brickLenghtColumn; j++) { Brick brick; Model model; // Type of Brick Vector3 brikPos = new Vector3(-7f + j * 1.5f, 0f, -4f + i*1.5f); switch (brickMapArray[i,j]) { case 0: // Type Normal model = Engine.Content.Load<Model>("Content\\Models\\GameBrick1"); brick = new Brick(model, brikPos, this); brick.BrickReleaseType = BrickReleaseType.Normal; brickObjectArray[i, j] = brick; model = Engine.Content.Load<Model>("Content\\Models\\ReleasedNormObject"); ReleasedObjectArray[brickLenghtColumn * i + j] = new NormalObject(model, brikPos, this); break; case 1: // Type Score model = Engine.Content.Load<Model>("Content\\Models\\GameBrick1"); brick = new Brick(model, brikPos, this); brick.BrickReleaseType = BrickReleaseType.Money; brickObjectArray[i, j] = brick; model = Engine.Content.Load<Model>("Content\\Models\\ReleasedMoneyObject"); ReleasedObjectArray[brickLenghtColumn * i + j] = new MoneyObject(model, brikPos, this); break; case 2: // Type Life model = Engine.Content.Load<Model>("Content\\Models\\GameBrick1"); brick = new Brick(model, brikPos, this); brick.BrickReleaseType = BrickReleaseType.Danger; brickObjectArray[i, j] = brick; model = Engine.Content.Load<Model>("Content\\Models\\ReleasedDangerObject"); ReleasedObjectArray[brickLenghtColumn * i + j] = new DangerObject(model, brikPos, this); break; default: // Type Normal model = Engine.Content.Load<Model>("Content\\Models\\GameBrick1"); brick = new Brick(model, brikPos, this); brick.BrickReleaseType = BrickReleaseType.Normal; brickObjectArray[i, j] = brick; model = Engine.Content.Load<Model>("Content\\Models\\ReleasedNormObject"); ReleasedObjectArray[brickLenghtColumn * i + j] = new NormalObject(model, brikPos, this); break; } // Update the ReleasedObjectArrayIndex if (ReleasedObjectArrayIndex >= totalOfBricks) ReleasedObjectArrayIndex = 0; else ReleasedObjectArrayIndex++; } } // Initialize the Paddle paddle = new Paddle(Engine.Content.Load<Model>("Content\\Models\\GamePaddle"), Vector3.Zero, this); paddle.defaultLightingEnabled = true; // Iniotialize the spiralRod paddleSupport = new PaddleSupport(Engine.Content.Load<Model>("Content\\Models\\SpiralRod"), new Vector3(0f, 0.6f, 9f), this); //paddleSupport.Rotation = Matrix.CreateRotationZ(MathHelper.ToRadians(90f)); paddleSupport.defaultLightingEnabled = true; // Initialize the Blur blur = new GaussianBlur(Engine.Viewport.Width, Engine.Viewport.Height, this); blur.Visible = false; // Initialize HUD hud = new Hud(this); // Initialize the gameMap gameMap = new Entity3D(Engine.Content.Load<Model>("Content\\Models\\GameMap"), Vector3.Zero, this); gameMap.defaultLightingEnabled = true; base.Initialize(); }
/// <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); bricks = new Brick[bricksWidth, bricksHeight]; for (int i = 0; i < bricksHeight; i++) { for (int j = 0; j < bricksWidth; j++) { bricks[j, i] = new Brick(Content, j * (105), i * 25); } } ball = new Ball(Content, graphics.PreferredBackBufferWidth, graphics.PreferredBackBufferHeight); paddle = new Paddle(Content, graphics.PreferredBackBufferWidth, graphics.PreferredBackBufferHeight); // TODO: use this.Content to load your game content here }
public void OnStart() { //display player hp's hpLabelp1.Text = "HP: " + p1HP.ToString(); hpLabelp2.Text = "HP: " + p2HP.ToString(); //initializes ticks since hit counter ticksSinceHit = 10; //set all button presses to false. leftArrowDown = downArrowDown = rightArrowDown = upArrowDown = false; //set player 2 button presses to false aKeyDown = sKeyDown = dKeyDown = wKeyDown = false; // setup starting paddle values and create paddle object int paddleWidth = 80; int paddleHeight = 20; int paddleX = ((this.Width / 2) - (paddleWidth / 2)); int paddleY = (this.Height - paddleHeight) - 60; int paddle2X = ((this.Width / 2) - (paddleWidth / 2)); int paddle2Y = 60; int paddleSpeed = 8; //add both paddles paddle = new Paddle(paddleX, paddleY, paddleWidth, paddleHeight, paddleSpeed, Color.White); paddle2 = new Paddle(paddle2X, paddle2Y, paddleWidth, paddleHeight, paddleSpeed, Color.White); // setup starting ball values int ballX = ((this.Width / 2) - 10); int ballY = (this.Height - paddle.height) - 80; // Creates a new ball int xSpeed = 6; int ySpeed = 6; int ballSize = 20; ball = new Ball(ballX, ballY, xSpeed, ySpeed, ballSize); // Creates blocks for generic level blocks1p.Clear(); blocks2p.Clear(); int x = 10; //blocks in this mode will always be the same while (blocks1p.Count < 12) { x += 57; Block b = new Block(x, 10, 1, Color.White); blocks1p.Add(b); } x = 10; //blocks in this mode will always be the same while (blocks2p.Count < 12) { x += 57; Block b = new Block(x, 500, 1, Color.White); blocks2p.Add(b); } // start the game engine loop gameTimer.Enabled = true; }