public PlayArea() { //this.m_bNoScalingOnSetRect = true; m_spBg = new Sprite(); m_spBg.Name = "Bg"; m_spBg.MemberName = "PlayArea"; m_spBg.Parent = this; m_spBg.RegPoint = new EPoint(30, 30); m_spBgFill = new Sprite(); m_spBgFill.Parent = this; m_spBgFill.Name = "BgFill"; m_pathCalc = new PathCalc(this); Grid = new Grid(this); m_aCollisionLines = new ArrayList(); EPointF pntTopLeft = Grid.GetGfxLocFromGridLoc(new EPointF(-1f, -0.0f)); EPointF pntBottomRight = Grid.GetGfxLocFromGridLoc(new EPointF(Grid.GridSize.Width + 0.5f, Grid.GridSize.Height)); //first line is ceiling (where balls stick) m_aCollisionLines.Add(ERectangleF.FromLTRB(pntTopLeft.X, pntTopLeft.Y, pntBottomRight.X, pntTopLeft.Y)); m_aCollisionLines.Add(ERectangleF.FromLTRB(pntTopLeft.X, pntTopLeft.Y, pntTopLeft.X, pntBottomRight.Y)); m_aCollisionLines.Add(ERectangleF.FromLTRB(pntBottomRight.X, pntTopLeft.Y, pntBottomRight.X, pntBottomRight.Y)); m_aPlayers = new ArrayList(); AddPlayer(new Hashtable()); Hashtable htKeysForPlayer2 = new Hashtable(); htKeysForPlayer2.Add("left", System.Windows.Forms.Keys.A); htKeysForPlayer2.Add("right", System.Windows.Forms.Keys.D); htKeysForPlayer2.Add("up", System.Windows.Forms.Keys.W); htKeysForPlayer2.Add("shoot", System.Windows.Forms.Keys.S); AddPlayer(htKeysForPlayer2); //TODO: A fun cooperative mode would be to force players to take turns. //TODO: write a main game class which manages levels and multiple playAreas. m_level = new LevelManager(this); NextLevel(); }
public PlayArea() { //this.m_bNoScalingOnSetRect = true; m_spBg = new Sprite(); m_spBg.Name = "Bg"; m_spBg.MemberName = "PlayArea"; m_spBg.Parent = this; m_spBg.RegPoint = new EPoint(30,30); m_spBgFill = new Sprite(); m_spBgFill.Parent = this; m_spBgFill.Name = "BgFill"; m_pathCalc = new PathCalc(this); Grid = new Grid(this); m_aCollisionLines = new ArrayList(); EPointF pntTopLeft = Grid.GetGfxLocFromGridLoc(new EPointF(-1f,-0.0f)); EPointF pntBottomRight = Grid.GetGfxLocFromGridLoc(new EPointF(Grid.GridSize.Width+0.5f,Grid.GridSize.Height)); //first line is ceiling (where balls stick) m_aCollisionLines.Add(ERectangleF.FromLTRB(pntTopLeft.X,pntTopLeft.Y,pntBottomRight.X,pntTopLeft.Y)); m_aCollisionLines.Add(ERectangleF.FromLTRB(pntTopLeft.X,pntTopLeft.Y,pntTopLeft.X,pntBottomRight.Y)); m_aCollisionLines.Add(ERectangleF.FromLTRB(pntBottomRight.X,pntTopLeft.Y,pntBottomRight.X,pntBottomRight.Y)); m_aPlayers = new ArrayList(); AddPlayer(new Hashtable()); Hashtable htKeysForPlayer2 = new Hashtable(); htKeysForPlayer2.Add("left", System.Windows.Forms.Keys.A); htKeysForPlayer2.Add("right", System.Windows.Forms.Keys.D); htKeysForPlayer2.Add("up", System.Windows.Forms.Keys.W); htKeysForPlayer2.Add("shoot", System.Windows.Forms.Keys.S); AddPlayer(htKeysForPlayer2); //TODO: A fun cooperative mode would be to force players to take turns. //TODO: write a main game class which manages levels and multiple playAreas. m_level = new LevelManager(this); NextLevel(); }