Esempio n. 1
0
 protected override void LoadContent()
 {
     spriteBatch = new SpriteBatch(GraphicsDevice);
     //sprite1 = new Sprite(Content.Load<Texture2D>("sprite1"), new Vector2(0,0), new Vector2(47, 49), graphics.PreferredBackBufferWidth, graphics.PreferredBackBufferHeight, sprite1Sphere, Sprite1BoundingArray, Sprite1BoundingBox);
     ball = new Ball(new Sprite(Content.Load<Texture2D>("Ball"), new Vector2(100, 100), new Vector2(7, 7), graphics.PreferredBackBufferWidth, graphics.PreferredBackBufferHeight));
     localPlayer = new Player(new Sprite(Content.Load<Texture2D>("VerticalPlayer"), new Vector2(5, 240 - 16), new Vector2(6, 60), graphics.PreferredBackBufferWidth, graphics.PreferredBackBufferHeight), true);
     remotePlayer = new Player(new Sprite(Content.Load<Texture2D>("VerticalPlayer"), new Vector2(800-5-6, 240-16), new Vector2(6, 60), graphics.PreferredBackBufferWidth, graphics.PreferredBackBufferHeight), false);
 }
Esempio n. 2
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 public void Move(Player p1, Player p2)
 {
     if (outOfBounds()){
         velocity.Y = -velocity.Y;
     }
     if (playerCollision(p1, p2)){
         velocity.X = -velocity.X;
     }
     position.X += velocity.X;
     position.Y += velocity.Y;
 }
Esempio n. 3
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 public void Update(Player p1, Player p2)
 {
     Move(p1, p2);
     boundingBox.Min = new Vector3(position.X, position.Y, 0);
     boundingBox.Max = new Vector3(position.X + 6, position.Y + 60, 0);
     sprite.Update(position);
 }
Esempio n. 4
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 public bool playerCollision(Player p1, Player p2)
 {
     if (boundingBox.Intersects(p1.boundingBox) || boundingBox.Intersects(p2.boundingBox))
     {
         return true;
     }
     else
     {
         return false;
     }
 }