private void Form1_Load(object sender, EventArgs e) { ball = new Ball(this.Width / 2, this.Height / 2, 32, 32); paddle1 = new Paddle(this.Height / 4, 10, OFFSET_FROM_WALL, this.Height / 2); paddle2 = new Paddle(this.Height / 4, 10, this.Width - 40, this.Height / 2); topSide = new Rectangle(0, 0, this.Width, WALL_THICKNESS); bottomSide = new Rectangle(0, this.Height - BOTTOM_SIDE_OFFSET, this.Width, WALL_THICKNESS); leftSide = new Rectangle(0, 0, WALL_THICKNESS, this.Height); rightSide = new Rectangle(this.Width - 20, 0, WALL_THICKNESS, this.Height); scoreKeeper = new ScoreKeeper(); }
/// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { _scoreKeeper = new ScoreKeeper(this); _arena = new Arena(this); _paddles = new Paddle[2]; _paddles[0] = new Paddle(this, new Vector2(20, Window.ClientBounds.Height / 2), Player.One); _paddles[1] = new Paddle(this, new Vector2(Window.ClientBounds.Width - 40, Window.ClientBounds.Height / 2), Player.Two); _ball = new Ball(this); base.Initialize(); }
protected override void LoadContent() { _spriteBatch = new SpriteBatch(GraphicsDevice); stopwatch = new Stopwatch(); stopwatch.Start(); var PaddleTexture = Content.Load <Texture2D>("Paddle"); var BallTexture = Content.Load <Texture2D>("Ball"); var defaultFont = Content.Load <SpriteFont>("Fonts/Default"); // TODO: use this.Content to load your game content here int fontWidth = defaultFont.Texture.Width; ScoreKeeper = new ScoreKeeper(new Vector2((ScreenSize.Width / 2) - (fontWidth / 4), 10), defaultFont, Color.Black); int offsetX = 5; player1 = new Paddle ( new Vector2(GraphicsDevice.Viewport.X + offsetX, GraphicsDevice.Viewport.Y), PaddleTexture, Color.White, 2 ); player2 = new Paddle ( new Vector2(GraphicsDevice.Viewport.Width - PaddleTexture.Width - offsetX, GraphicsDevice.Viewport.Height - PaddleTexture.Height), PaddleTexture, Color.White, 2 ); ball = new Ball( new Vector2(ScreenSize.Width / 2, ScreenSize.Height / 2), BallTexture, Color.White, new Vector2(2, 2)); }