Esempio n. 1
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 public GameBorder(float screenWidth, float screenHeight,
                   SpriteBatch spriteBatch, GameContent gameContent)
 {
     Width            = screenWidth;
     Height           = screenHeight;
     imgPixel         = gameContent.imgPixel;
     this.spriteBatch = spriteBatch;
 }
Esempio n. 2
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        private SpriteBatch spriteBatch;  //allows us to write on backbuffer when we need to draw self

        public Paddle(float x, float y, float screenWidth, SpriteBatch spriteBatch, GameContent gameContent)
        {
            X                = x;
            Y                = y;
            imgPaddle        = gameContent.imgPaddle;
            Width            = imgPaddle.Width;
            Height           = imgPaddle.Height;
            this.spriteBatch = spriteBatch;
            ScreenWidth      = screenWidth;
        }
Esempio n. 3
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 public Paddle(float x, float y, float screenWidth, SpriteBatch spriteBatch, GameContent gameContent)
 {
     this.X           = x;
     this.Y           = y;
     _paddleImg       = gameContent.PaddleImg;
     this.Width       = _paddleImg.Width;
     this.Height      = _paddleImg.Height;
     this.spriteBatch = spriteBatch;
     this.ScreenWidth = screenWidth;
 }
Esempio n. 4
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 public Brick(float x, float y, Color color, SpriteBatch spriteBatch, GameContent gameContent)
 {
     X                = x;
     Y                = y;
     _brickImg        = gameContent.BrickImg;
     Width            = _brickImg.Width;
     Height           = _brickImg.Height;
     this.spriteBatch = spriteBatch;
     Visible          = true;
     _color           = color;
 }
Esempio n. 5
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 public Brick(float x, float y, Color color, SpriteBatch spriteBatch, GameContent gameContent)
 {
     X                = x;
     Y                = y;
     ImgBrick         = gameContent.ImgBrick;
     Width            = ImgBrick.Width;
     Height           = ImgBrick.Height;
     this.spriteBatch = spriteBatch;
     Visible          = true;
     this.color       = color;
 }
Esempio n. 6
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        public _wall(float x, float y, SpriteBatch spriteBatch, GameContent gameContent)
        {
            BrickWall = new Brick[7, 10];
            float brickX = x;
            float brickY = y;
            Color color  = Color.White;

            /*  Rainbow loop    */
            for (int i = 0; i < 7; i++)
            {
                switch (i)
                {
                case 0:
                    color = Color.Red;
                    break;

                case 1:
                    color = Color.Orange;
                    break;

                case 2:
                    color = Color.Yellow;
                    break;

                case 3:
                    color = Color.Green;
                    break;

                case 4:
                    color = Color.Blue;
                    break;

                case 5:
                    color = Color.Indigo;
                    break;

                case 6:
                    color = Color.Violet;
                    break;
                }
                brickY = y + i * (gameContent.BrickImg.Height + 1);

                for (int j = 0; j < 10; j++)
                {
                    brickX = x + j * (gameContent.BrickImg.Width);
                    Brick brick = new Brick(brickX, brickY, color, spriteBatch, gameContent);
                    BrickWall[i, j] = brick;
                }
            }
        }   // End _wall()
Esempio n. 7
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 public Ball(float screenWidth, float screenHeight, SpriteBatch spriteBatch, GameContent gameContent)
 {
     X                = 0;
     Y                = 0;
     XVelocity        = 0;
     YVelocity        = 0;
     Rotation         = 0;
     imgBall          = gameContent.imgBall;
     Width            = imgBall.Width;
     Height           = imgBall.Height;
     this.spriteBatch = spriteBatch;
     this.gameContent = gameContent;
     ScreenWidth      = screenWidth;
     ScreenHeight     = screenHeight;
     Visible          = false;
     Score            = 0;
     bricksCleared    = 0;
     UseRotation      = true;
 }
Esempio n. 8
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        /// <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);

            gameContent = new GameContent(this.Content);

            _screenWidth  = GraphicsAdapter.DefaultAdapter.CurrentDisplayMode.Width;
            _screenHeight = GraphicsAdapter.DefaultAdapter.CurrentDisplayMode.Height;

            /*  Set the game to 502x700 or screen max if smaller    */
            if (_screenWidth >= 502)
            {
                _screenWidth = 502;
            }
            if (_screenHeight >= 700)
            {
                _screenHeight = 700;
            }

            graphics.PreferredBackBufferWidth  = _screenWidth;
            graphics.PreferredBackBufferHeight = _screenHeight;
            graphics.ApplyChanges();

            /*  Create game objects */
            int paddleX = (_screenWidth - gameContent.PaddleImg.Width) / 2; // Center the image on the start
            int paddleY = _screenHeight - 100;                              // Paddle will be 100px from the bottom of the screen

            _paddle                 = new Paddle(paddleX, paddleY, _screenWidth, spriteBatch, gameContent);
            _wall                   = new _wall(1, 50, spriteBatch, gameContent);
            _gameBorder             = new GameBorder(_screenWidth, _screenHeight, spriteBatch, gameContent);
            _ball                   = new Ball(_screenWidth, _screenHeight, spriteBatch, gameContent);
            _staticBall             = new Ball(_screenWidth, _screenHeight, spriteBatch, gameContent);
            _staticBall.X           = 25;
            _staticBall.Y           = 25;
            _staticBall.Visible     = true;
            _staticBall.UseRotation = false;

            MediaPlayer.Play(gameContent.MusicList[0]);
            MediaPlayer.Volume = 0.3f;
        }
Esempio n. 9
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        protected override void LoadContent()
        {
            // Create new SpriteBatch for texture drawing.
            spriteBatch = new SpriteBatch(GraphicsDevice);

            // TODO: this.Content for loading game content
            gameContent  = new GameContent(Content);
            screenWidth  = GraphicsAdapter.DefaultAdapter.CurrentDisplayMode.Width;
            screenHeight = GraphicsAdapter.DefaultAdapter.CurrentDisplayMode.Height;

            if (screenWidth >= 502)
            {
                screenWidth = 502;
            }
            if (screenHeight >= 700)
            {
                screenHeight = 700;
            }
            graphics.PreferredBackBufferWidth  = screenWidth;
            graphics.PreferredBackBufferHeight = screenHeight;
            graphics.ApplyChanges();

            // Game Objects
            int paddleX = (screenWidth - gameContent.ImgPaddle.Width) / 2;                                  // center paddle
            int paddleY = screenHeight - 100;                                                               // paddle 100 pixels from bottom

            paddle     = new Paddle(paddleX, paddleY, screenWidth, spriteBatch, gameContent);               // create paddle
            wall       = new Wall(1, 50, spriteBatch, gameContent);                                         // create wall
            gameBorder = new GameBorder(screenWidth, screenHeight, spriteBatch, gameContent);               // create game border
            ball       = new Ball(screenWidth, screenHeight, spriteBatch, gameContent);

            staticBall = new Ball(screenWidth, screenHeight, spriteBatch, gameContent)                                  // for indicating 'balls left'
            {
                X           = 25,
                Y           = 25,
                Visible     = true,
                UseRotation = false
            };
        }
Esempio n. 10
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        /// <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);

            // TODO: use this.Content to load your game content here
            gameContent  = new GameContent(Content);
            screenWidth  = GraphicsAdapter.DefaultAdapter.CurrentDisplayMode.Width;
            screenHeight = GraphicsAdapter.DefaultAdapter.CurrentDisplayMode.Height;
            //set game to 502x700 or screen max if smaller
            if (screenWidth >= 502)
            {
                screenWidth = 502;
            }
            if (screenHeight >= 700)
            {
                screenHeight = 700;
            }
            graphics.PreferredBackBufferWidth  = screenWidth;
            graphics.PreferredBackBufferHeight = screenHeight;
            graphics.ApplyChanges();

            //create game objects
            int paddleX = (screenWidth - gameContent.imgPaddle.Width) / 2;                                //we'll center the paddle on the screen to start
            int paddleY = screenHeight - 100;                                                             //paddle will be 100 pixels from the bottom of the screen

            paddle                 = new Paddle(paddleX, paddleY, screenWidth, spriteBatch, gameContent); // create the game paddle
            wall                   = new Wall(1, 50, spriteBatch, gameContent);
            gameBorder             = new GameBorder(screenWidth, screenHeight, spriteBatch, gameContent);
            ball                   = new Ball(screenWidth, screenHeight, spriteBatch, gameContent);
            staticBall             = new Ball(screenWidth, screenHeight, spriteBatch, gameContent);
            staticBall.X           = 25;
            staticBall.Y           = 25;
            staticBall.Visible     = true;
            staticBall.UseRotation = false;
        }