Esempio n. 1
0
            ////////////////////////////////////////
            //updating ball acceleration

            public void UpdateBall(GameData game)
            {
                game.ball.x += game.ball.dx;
                game.ball.y += game.ball.dy;
            }
Esempio n. 2
0
            public void PlayerCollisions(GameData game)
            {
                //left
                if (game.ply.player.x >= SwinGame.ScreenWidth() - game.ply.PlayerWidth())
                {
                    game.ply.player.dx = -2;
                    SwinGame.PlaySoundEffect("playerWall");
                }

                //right
                if (game.ply.player.x <= 0)
                {
                    game.ply.player.dx = +2;
                    SwinGame.PlaySoundEffect("playerWall");
                }

                //up
                if (game.ply.player.y <= 400)
                {
                    game.ply.player.dy = +2;
                    SwinGame.PlaySoundEffect("playerWall");
                }

                //down
                if (game.ply.player.y >= SwinGame.ScreenHeight() - game.ply.PlayerHeight())
                {
                    game.ply.player.dy = -2;
                    SwinGame.PlaySoundEffect("playerWall");
                }


                //ball collides with paddle here
                //if ball is greater than players x pos, stopping ball if left onwards
                if ((game.ply.player.x <= game.ball.x + game.bl.BallWidth(game.ball)) && (game.ball.x <= game.ply.player.x + game.ply.PlayerWidth()))
                {
                    //top
                    if (game.ply.player.y <= game.ball.y + game.bl.BallHeight(game.ball))
                    {
                        //making sure it isn't below the bottom of the player
                        if (game.ply.player.y + game.ply.PlayerHeight() >= game.ball.y + game.bl.BallHeight(game.ball))
                        {
                            //sends ball up
                            game.ball.dy += -3;
                            SwinGame.PlaySoundEffect("playerBall");

                            //right side
                            if ((game.ply.PlayerWidth() + game.ply.player.x >= game.ball.x + game.bl.BallWidth(game.ball) / 2) && ((game.ply.player.x + (game.ply.PlayerWidth() * (2 / 3))) <= game.ball.x + game.bl.BallWidth(game.ball) / 2))
                            {
                                game.ball.dx += 2;
                            }


                            //center
                            if ((game.ply.player.x + 1 / 3 * game.ply.PlayerWidth() <= game.ball.x + game.bl.BallWidth(game.ball) / 2) && (game.ply.player.x + 2 / 3 * game.ply.PlayerWidth() >= game.ball.x + game.bl.BallWidth(game.ball) / 2))
                            {
                                game.ball.dx = 0;
                            }

                            //left
                            if ((game.ply.player.x <= game.ball.x + game.bl.BallWidth(game.ball) / 2) && (game.ply.player.x + game.ply.PlayerWidth() * 1 / 3 >= game.ball.x + game.bl.BallWidth(game.ball) / 2))
                            {
                                game.ball.dx -= 2;
                            }
                        }


                        //bottom
                        if (game.ply.player.y + game.ply.PlayerHeight() <= game.ball.y)
                        {
                            //minimum boundary
                            if (game.ply.player.y + game.ply.PlayerHeight() + game.bl.BallHeight(game.ball) / 4 >= game.ball.y)
                            {
                                game.ball.dy += 3;
                                game.ball.dx += 1;
                                SwinGame.PlaySoundEffect("playerBall");
                            }
                        }
                    }
                }
            }