Exemple #1
0
        protected override void Initialize()
        {
            //Init the background grid
            backgroundGrid = new Grid(this, "backgroundFile.txt");
            //Init the background brick texture
            bgBrick = Content.Load<Texture2D>(@"Textures/GreyBlock");
            //Init the snake
            snake = new Snake(this, backgroundGrid);
            //Init the snake texture
            snakeTexture = Content.Load<Texture2D>(@"Textures/RedBlock");

            base.Initialize();
        }
Exemple #2
0
        //Constructor
        public Snake(Game1 game, Grid grid)
        {
            //Get the game
            this.game = game;
            //Get the current grid
            this.grid = grid;
            //Set the starting direction
            direction = 'R';
            //Init the body size
            bodyRow = new int[grid.numCellsHigh * grid.numCellsLong];
            bodyCol = new int[grid.numCellsHigh * grid.numCellsLong];
            //Init the snake size
            snakeLength = 6;
            curLength = 1;

            for (int i = 0; i < bodyRow.Length; i++)
            {
                bodyRow[i] = 0;
                bodyCol[i] = 0;
            }

            //Find the body
            for (int i = 0; i < grid.numCellsHigh; i++)
            {
                for (int j = 0; j < grid.numCellsLong; j++)
                {
                    if (grid.charGrid[i, j] == 's')
                    {
                        bodyRow[0] = i;
                        bodyCol[0] = j;
                        startRow = i;
                        startCol = j;
                    }
                }
            }

            //Init the speed and timer
            speed = 5;
            currentTick = 0;
            //Init the state of the game
            lost = false;
            //Init the powerup
            EnablePowerups();
            powerUpEnabled = true;
        }
Exemple #3
0
 //this is called every frame, it checks the grid (bricks in this game)
 public void Update(Grid grid)
 {
     bool coll = false;
     ball.X += (int)ballVelocity.X;
     if (grid.hasCollided(ball) == true) // Check if collided with left or right of brick
     {
         ballVelocity.X *= -1;
         coll = true;
     }
     ball.Y += (int)ballVelocity.Y;
     if (grid.hasCollided(ball) == true && coll == false) // Check if collided with top or bottom of brick
     {
         ballVelocity.Y *= -1;
     }
 }