/// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { Globals.largeurFenetre = Window.ClientBounds.Width; Globals.hauteurFenetre = Window.ClientBounds.Height; Globals.Random = new Random(); Globals.IsAgainstIA = false; //Construction des sprites b1 = new Balle(1); b2 = new Balle(2); j1 = new Raquette(1); j2 = new Raquette(2); briques = new List <Brique>(); for (int i = 0; i < nbBriques; i++) { briques.Add(new Brique()); } //Initialisation des sprites b1.Initialize(); b2.Initialize(); j1.Initialize(); j2.Initialize(); foreach (Brique brique in briques) { brique.Initialize(); } //Initialisation du jeu base.Initialize(); }
public void Update(GameTime gameTime, Raquette j1, Raquette j2) { base.Update(gameTime); Globals.keyboardState = Keyboard.GetState(); if (!EnMouvement && LastTouched == 1) { if (Globals.keyboardState.IsKeyDown(Keys.Z)) { Direction = new Vector2(Direction.X, -1); Demarrer(); } else if (Globals.keyboardState.IsKeyDown(Keys.S)) { Direction = new Vector2(Direction.X, 1); Demarrer(); } } if (!EnMouvement && LastTouched == 2) { if (Globals.keyboardState.IsKeyDown(Keys.Up)) { Direction = new Vector2(Direction.X, -1); Demarrer(); } else if (Globals.keyboardState.IsKeyDown(Keys.Down)) { Direction = new Vector2(Direction.X, 1); Demarrer(); } } j1.VerifCollision(this); j2.VerifCollision(this); RebondMur(); }
//Positionnement de la balle au centre de la fenêtre public void Placement(Raquette raquette) { switch (raquette.Joueur) { case 1: Position = new Vector2(raquette.Position.X + raquette.Texture.Width, raquette.Position.Y + (raquette.Texture.Height) / 2 - (Texture.Height) / 2); break; case 2: Position = new Vector2(raquette.Position.X - Texture.Width, raquette.Position.Y + (raquette.Texture.Height) / 2 - (Texture.Height) / 2); break; } }
//Positionnement de la balle au centre de la fenêtre public void Placement(Raquette raquette) { switch (raquette.Joueur) { case 1: Position = new Vector2(raquette.Position.X + raquette.Texture.Width, raquette.Position.Y + (raquette.Texture.Height)/2 - (Texture.Height)/2); break; case 2: Position = new Vector2(raquette.Position.X - Texture.Width, raquette.Position.Y + (raquette.Texture.Height) / 2 - (Texture.Height)/2); break; } }