/// <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() { // Screen bounds details . Use this information to set up game objects positions. var screenBounds = GraphicsDevice.Viewport.Bounds; PaddleBottom = new Paddle(GameConstants.PaddleDefaultWidth, GameConstants.PaddleDefaulHeight, GameConstants.PaddleDefaulSpeed); PaddleBottom.X = screenBounds.Width / 2f - PaddleBottom.Width / 2f; PaddleBottom.Y = screenBounds.Bottom - PaddleBottom.Height; PaddleTop = new Paddle(0, 0, 0); PaddleTop.X = 0; PaddleTop.Y = 0; Ball = new Ball(0, 0, 0) { X = 0, Y = 0 }; Background = new Background(screenBounds.Width, screenBounds.Height); // Add our game objects to the sprites that should be drawn collection . SpritesForDrawList.Add(Background); SpritesForDrawList.Add(PaddleBottom); SpritesForDrawList.Add(PaddleTop); SpritesForDrawList.Add(Ball); base.Initialize(); }
/// <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() { // Screen bounds details . Use this information to set up game objects positions. var screenBounds = GraphicsDevice.Viewport.Bounds; PaddleBottom = new Paddle(GameConstants.PaddleDefaultWidth, GameConstants.PaddleDefaulHeight, GameConstants.PaddleDefaulSpeed); PaddleBottom.X = screenBounds.Width / 2f - PaddleBottom.Width / 2f; PaddleBottom.Y = screenBounds.Bottom - 2 * PaddleBottom.Height; PaddleTop = new Paddle(GameConstants.PaddleDefaultWidth, GameConstants.PaddleDefaulHeight, GameConstants.PaddleDefaulSpeed); PaddleTop.X = screenBounds.Width / 2f - PaddleTop.Width / 2f; PaddleTop.Y = screenBounds.Top + PaddleTop.Height; Ball = new Ball(100000, 1, 0.00001f) { X = 250, Y = 450 }; Background = new Background(screenBounds.Width, screenBounds.Height); Walls = new List <Wall>() { // try with 100 for default wall size ! new Wall(-GameConstants.WallDefaultSize, 0, GameConstants.WallDefaultSize, screenBounds.Height), new Wall(screenBounds.Right, 0, GameConstants.WallDefaultSize, screenBounds.Height) }; Goals = new List <Wall>() { new Wall(0, screenBounds.Height, screenBounds.Width, GameConstants.WallDefaultSize), new Wall(screenBounds.Top, -GameConstants.WallDefaultSize, screenBounds.Width, GameConstants.WallDefaultSize) }; // Add our game objects to the sprites that should be drawn collection . SpritesForDrawList.Add(Background); SpritesForDrawList.Add(PaddleBottom); SpritesForDrawList.Add(PaddleTop); SpritesForDrawList.Add(Ball); base.Initialize(); }
public void Add(TodoItem todoItem) { if (_inMemoryTodoDatabase.Where(s => s.Equals(todoItem)).FirstOrDefault() != null) { throw new DuplicateTodoItemException("duplicate id: {" + todoItem.Id + "}"); } _inMemoryTodoDatabase.Add(todoItem); }
public TodoItem Add(TodoItem todoItem) { if (_inMemoryTodoDatabase.FirstOrDefault(i => i.Id.Equals(todoItem.Id)) != null) { throw new DuplicateTodoItemException("duplicate id: " + todoItem.Id.ToString()); } _inMemoryTodoDatabase.Add(todoItem); return(todoItem); }
public TodoItem Add(TodoItem todoItem) { if (_inMemoryTodoDatabase.Contains(todoItem)) { throw new DuplicateTodoItemException($"duplicate id: {todoItem.Id}"); } _inMemoryTodoDatabase.Add(todoItem); return(todoItem); }
public TodoItem Add(TodoItem todoItem) { if (_inMemoryTodoDatabase.Contains(todoItem)) { throw new DuplicateTodoItemException("dupicate id: " + todoItem.Id); } _inMemoryTodoDatabase.Add(todoItem); return(Get(todoItem.Id)); }
public TodoItem Add(TodoItem todoItem) { if (_inMemoryTodoDatabase.Contains(todoItem)) { throw new DuplicateTodoItemException("Item already exists within this database"); } _inMemoryTodoDatabase.Add(todoItem); return(todoItem); }
public void Add(TodoItem todoItem) { if (Get(todoItem.Id) != null) { throw new DuplicateTodoItemException("duplicate id: {todoItem.Id}"); } else { _inMemoryTodoDatabase.Add(todoItem); } }
public void Add(TodoItem todoItem) { if (_inMemoryTodoDatabase.Contains(todoItem)) { throw new DuplicateTodoItemException(String.Format("duplicate id: {0}", todoItem.Id)); } else { _inMemoryTodoDatabase.Add(todoItem); } }
public TodoItem Add(TodoItem todoItem) { if (_inMemoryTodoDatabase.Contains(todoItem)) { throw new DuplicateTodoItemException("Duplicate id: {" + todoItem.Id + "}"); } else { _inMemoryTodoDatabase.Add(todoItem); return(todoItem); } }
public TodoItem Add(TodoItem todoItem) { if (_inMemoryTodoDatabase.Contains(todoItem)) { throw new DuplicateWaitObjectException($"duplicated id: {todoItem.Id}"); } else { _inMemoryTodoDatabase.Add(todoItem); return(todoItem); } }
public TodoItem Add(TodoItem todoItem) { if (_inMemoryTodoDatabase.Any(s => s.Equals(todoItem))) { throw new DuplicateTodoItemException(); } else { _inMemoryTodoDatabase.Add(todoItem); return(todoItem); } }
/// <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() { // TODO: Add your initialization logic here // Screen bounds details . Use this information to set up game objects // positions. var screenBounds = GraphicsDevice.Viewport.Bounds; PaddleBottom = new Paddle(GameConstants.PaddleDefaultWidth, GameConstants.PaddleDefaulHeight, GameConstants.PaddleDefaulSpeed); PaddleBottom.X = 100; PaddleBottom.Y = 580; PaddleTop = new Paddle(GameConstants.PaddleDefaultWidth, GameConstants.PaddleDefaulHeight, GameConstants.PaddleDefaulSpeed); PaddleTop.X = 100; PaddleTop.Y = 0; Ball = new Ball(GameConstants.DefaultBallSize, GameConstants.DefaultInitialBallSpeed, GameConstants.DefaultBallBumpSpeedIncreaseFactor) { X = 180, Y = 280 }; Background = new Background(400, 600); // Add our game objects to the sprites that should be drawn collection .. // you ’ll see why in a second SpritesForDrawList.Add(Background); SpritesForDrawList.Add(PaddleBottom); SpritesForDrawList.Add(PaddleTop); SpritesForDrawList.Add(Ball); Walls = new List <Wall>() { // try with 100 for default wall size ! new Wall(-GameConstants.WallDefaultSize, 0, GameConstants.WallDefaultSize, screenBounds.Height), new Wall(screenBounds.Right, 0, GameConstants.WallDefaultSize, screenBounds.Height), }; Goals = new List <Wall>() { new Wall(0, screenBounds.Height, screenBounds.Width, GameConstants.WallDefaultSize), new Wall(screenBounds.Top, -GameConstants.WallDefaultSize, screenBounds.Width, GameConstants.WallDefaultSize), }; base.Initialize(); }
/// <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() { // TODO: Add your initialization logic here var screenBounds = GraphicsDevice.Viewport.Bounds; PaddleBottom = new Paddle(GameConstants.PaddleDefaultWidth, GameConstants.PaddleDefaulHeight, GameConstants.PaddleDefaulSpeed); PaddleBottom.X = 250 - PaddleBottom.Width / 2; PaddleBottom.Y = 900 - PaddleBottom.Height; PaddleTop = new Paddle(GameConstants.PaddleDefaultWidth, GameConstants.PaddleDefaulHeight, GameConstants.PaddleDefaulSpeed); PaddleTop.X = 250 - PaddleTop.Width / 2; PaddleTop.Y = 0; Background = new Background(500, 900); Ball = new Ball(GameConstants.DefaultBallSize, GameConstants.DefaultInitialBallSpeed, GameConstants.DefaultBallBumpSpeedIncreaseFactor, GameConstants.DefaultMaxSpeed) { X = 250, Y = 450 }; SpritesForDrawList.Add(Background); SpritesForDrawList.Add(PaddleBottom); SpritesForDrawList.Add(PaddleTop); SpritesForDrawList.Add(Ball); Walls = new List <Wall> { new Wall(-GameConstants.WallDefaultSize, 0, GameConstants.WallDefaultSize, screenBounds.Height), new Wall(screenBounds.Right, 0, GameConstants.WallDefaultSize, screenBounds.Height) }; Goals = new List <Wall> { new Wall(0, screenBounds.Height, screenBounds.Width, GameConstants.WallDefaultSize), new Wall(screenBounds.Top, -GameConstants.WallDefaultSize, screenBounds.Width, GameConstants.WallDefaultSize) }; base.Initialize(); }
public void ListExample(IGenericList <float> list) { list.Add(2); list.Add(3); Console.WriteLine(list); list.Add(4); list.Add(5); list.RemoveAt(0); Console.WriteLine(list); Console.WriteLine(list.Count); Console.ReadLine(); }
public TodoItem Add(TodoItem todoItem) { if (!_inMemoryTodoDatabase.Contains(todoItem)) { _inMemoryTodoDatabase.Add(todoItem); } else { throw new DuplicateTodoItemException("duplicate id: " + todoItem.Id); } return(todoItem); }
public TodoItem Add(TodoItem todoItem) { if (todoItem == null) { throw new ArgumentNullException(); } else if (_inMemoryTodoDatabase.Contains(todoItem)) { throw new DuplicateTodoItemException(todoItem.Id); } _inMemoryTodoDatabase.Add(todoItem); return(todoItem); }
/// <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() { // TODO: Add your initialization logic here // Screen bounds details . Use this information to set up game objects positions. var screenBounds = GraphicsDevice.Viewport.Bounds; PaddleBottom = new Paddle(GameConstants.PaddleDefaultWidth, GameConstants.PaddleDefaulHeight, GameConstants.PaddleDefaulSpeed); PaddleBottom.X = screenBounds.Width / 2f - PaddleBottom.Width / 2f; PaddleBottom.Y = screenBounds.Bottom - PaddleBottom.Height; PaddleTop = new Paddle(GameConstants.PaddleDefaultWidth, GameConstants.PaddleDefaulHeight, GameConstants.PaddleDefaulSpeed); PaddleTop.X = screenBounds.Width / 2f - PaddleTop.Width / 2f; PaddleTop.Y = screenBounds.Top; Ball = new Ball(GameConstants.DefaultBallSize, GameConstants.DefaultInitialBallSpeed, GameConstants.DefaultBallBumpSpeedIncreaseFactor) { X = screenBounds.Width / 2f, Y = screenBounds.Height / 2f }; Background = new Background(screenBounds.Width, screenBounds.Height); // Add our game objects to the sprites that should be drawn collection . SpritesForDrawList.Add(Background); SpritesForDrawList.Add(PaddleBottom); SpritesForDrawList.Add(PaddleTop); SpritesForDrawList.Add(Ball); // Adds walls and goals to the game. Walls are horizontal borders, and goals vertical. Walls = new GenericList <Wall>() { // try with 100 for default wall size ! new Wall(-GameConstants.WallDefaultSize, 0, GameConstants.WallDefaultSize, screenBounds.Height), new Wall(screenBounds.Right, 0, GameConstants.WallDefaultSize, screenBounds.Height), }; Goals = new GenericList <Wall>() { new Wall(0, screenBounds.Height, screenBounds.Width, GameConstants.WallDefaultSize), new Wall(screenBounds.Top, -GameConstants.WallDefaultSize, screenBounds.Width, GameConstants.WallDefaultSize), }; base.Initialize(); }
/// <summary > /// Adds new TodoItem object in database . /// If object with the same id already exists , /// method should throw DuplicateTodoItemException with the message " duplicate id: {id }". /// </ summary > public void Add(TodoItem todoItem) { if (todoItem == null) { throw new ArgumentNullException(); } if (Get(todoItem.Id) != null) { throw new DuplicateTodoItemException(todoItem.Id); } _inMemoryTodoDatabase.Add(todoItem); }
public void Add(TodoItem todoItem) { if (todoItem == null) { throw new ArgumentNullException(); } TodoItem i = _inMemoryTodoDatabase.Where(x => x.Id == todoItem.Id).FirstOrDefault(); if (i != null) { throw new DuplicateTodoItemException("duplicate id: {" + i.Id + "}"); } _inMemoryTodoDatabase.Add(todoItem); }
/// <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() { // Screen bounds details . Use this information to set up game objects positions. var screenBounds = GraphicsDevice.Viewport.Bounds; PaddleBottom = new Paddle(GameConstants.PaddleDefaultWidth, GameConstants.PaddleDefaultHeight, GameConstants.PaddleDefaultSpeed); PaddleBottom.Name = "PaddleBottom"; PaddleTop = new Paddle(GameConstants.PaddleDefaultWidth, GameConstants.PaddleDefaultHeight, GameConstants.PaddleDefaultSpeed); PaddleTop.Name = "PaddleTop"; PaddleBottom.X = screenBounds.Width / 2f - PaddleBottom.Width / 2f; PaddleBottom.Y = screenBounds.Bottom - PaddleBottom.Height; PaddleTop.X = screenBounds.Width / 2f - PaddleBottom.Width / 2f; PaddleTop.Y = screenBounds.Top; Ball = new Ball(GameConstants.DefaultBallSize, GameConstants.DefaultInitialBallSpeed, GameConstants.DefaultIBallBumpSpeedIncreaseFactor) { X = screenBounds.Width / 2, Y = screenBounds.Height / 2, }; scoreTop = 0; scoreBottom = 0; Background = new Background(screenBounds.Width, screenBounds.Height); Walls = new List <Wall>() { new Wall(-GameConstants.WallDefaultSize, 0, GameConstants.WallDefaultSize, screenBounds.Height), new Wall(screenBounds.Right, 0, GameConstants.WallDefaultSize, screenBounds.Height), }; Goals = new List <Wall>() { new Wall(0, screenBounds.Height, screenBounds.Width, GameConstants.WallDefaultSize), new Wall(0, -GameConstants.WallDefaultSize, screenBounds.Width, GameConstants.WallDefaultSize), }; // Add our game objects to the sprites that should be drawn collection . SpritesForDrawList.Add(Background); SpritesForDrawList.Add(PaddleBottom); SpritesForDrawList.Add(PaddleTop); SpritesForDrawList.Add(Ball); base.Initialize(); }
public static void ListExampleGenerics(IGenericList <string> listOfGenerics) { listOfGenerics.Add("a"); // [a] listOfGenerics.Add("b"); // [a,b] listOfGenerics.Add("car"); // [a,b,car] listOfGenerics.Add("house"); // [a,b,car,house] listOfGenerics.Add("roof"); // [a,b,car,house,roof] listOfGenerics.RemoveAt(0); // [b,car,house,roof] listOfGenerics.Remove("house"); //[b,car,house] Console.WriteLine(listOfGenerics.Count); // 3 Console.WriteLine(listOfGenerics.Remove("nonExistingWord")); // false Console.WriteLine(listOfGenerics.RemoveAt(5)); // false listOfGenerics.Clear(); // [] Console.WriteLine(listOfGenerics.Count); // 0 }
public static void ListExample(IGenericList <int> listOfIntegers) { listOfIntegers.Add(1); // [1] listOfIntegers.Add(2); // [1 ,2] listOfIntegers.Add(3); // [1 ,2 ,3] listOfIntegers.Add(4); // [1 ,2 ,3 ,4] listOfIntegers.Add(5); // [1 ,2 ,3 ,4 ,5] listOfIntegers.RemoveAt(0); // [2 ,3 ,4 ,5] listOfIntegers.Remove(5); //[2 ,3 ,4] Console.WriteLine(listOfIntegers.Count); // 3 Console.WriteLine(listOfIntegers.Remove(100)); // false Console.WriteLine(listOfIntegers.RemoveAt(5)); // false listOfIntegers.Clear(); // [] Console.WriteLine(listOfIntegers.Count); // 0 }
/// <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() { // Screen bounds details . Use this information to set up game objects // positions. _screenBounds = GraphicsDevice.Viewport.Bounds; PaddleBottom = new Paddle(GameConstants.PaddleDefaultWidth, GameConstants.PaddleDefaulHeight, GameConstants.PaddleDefaulSpeed); PaddleBottom.X = _screenBounds.Width / 2f - PaddleBottom.Width / 2f; PaddleBottom.Y = _screenBounds.Bottom - PaddleBottom.Height; PaddleTop = new Paddle(GameConstants.PaddleDefaultWidth, GameConstants.PaddleDefaulHeight, GameConstants.PaddleDefaulSpeed); PaddleTop.X = _screenBounds.Width / 2f - PaddleTop.Width / 2f; PaddleTop.Y = _screenBounds.Top; Ball = new Ball(GameConstants.DefaultBallSize, GameConstants.DefaultInitialBallSpeed, GameConstants.DefaultBallBumpSpeedIncreaseFactor) { X = _screenBounds.Width / 2f - GameConstants.DefaultBallSize / 2f, Y = _screenBounds.Bottom / 2f - GameConstants.DefaultBallSize / 2f }; Background = new Background(_screenBounds.Width, _screenBounds.Height); // Add our game objects to the sprites that should be drawn collection . _spritesForDrawList.Add(Background); _spritesForDrawList.Add(PaddleBottom); _spritesForDrawList.Add(PaddleTop); _spritesForDrawList.Add(Ball); Walls = new GenericList <Wall>() { new Wall(_screenBounds.Left, _screenBounds.Top, GameConstants.WallDefaultSize, _screenBounds.Height), new Wall(_screenBounds.Right - GameConstants.WallDefaultSize, _screenBounds.Top, GameConstants.WallDefaultSize, _screenBounds.Height), }; Goals = new GenericList <Wall>() { new Wall(_screenBounds.Left, _screenBounds.Top, _screenBounds.Width, GameConstants.WallDefaultSize), new Wall(_screenBounds.Left, _screenBounds.Bottom - GameConstants.WallDefaultSize, _screenBounds.Width, GameConstants.WallDefaultSize), }; base.Initialize(); }
/// <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() { // Screen bounds details var screenBounds = GraphicsDevice.Viewport.Bounds; PaddleBottom = new Paddle(GameConstants.PaddleDefaultWidth, GameConstants.PaddleDefaulHeight, GameConstants.PaddleDefaulSpeed); PaddleBottom.X = 150; PaddleBottom.Y = 880; PaddleTop = new Paddle(GameConstants.PaddleDefaultWidth, GameConstants.PaddleDefaulHeight, GameConstants.PaddleDefaulSpeed); PaddleTop.X = 150; PaddleTop.Y = 0; Ball = new Ball(GameConstants.DefaultBallSize, GameConstants.DefaultInitialBallSpeed, GameConstants.DefaultBallBumpSpeedIncreaseFactor) { X = 230, Y = 430 }; Background = new Background(500, 900); Walls = new List <Wall>() { new Wall(-GameConstants.WallDefaultSize, 0, GameConstants.WallDefaultSize, screenBounds.Height), new Wall(screenBounds.Right, 0, GameConstants.WallDefaultSize, screenBounds.Height), }; Goals = new List <Wall>() { new Wall(0, screenBounds.Height, screenBounds.Width, GameConstants.WallDefaultSize), new Wall(screenBounds.Top, -GameConstants.WallDefaultSize, screenBounds.Width, GameConstants.WallDefaultSize), }; SpritesForDrawList.Add(Background); SpritesForDrawList.Add(PaddleBottom); SpritesForDrawList.Add(PaddleTop); SpritesForDrawList.Add(Ball); base.Initialize(); }
public static void ListOfExamples(IGenericList <double> listOfIntegers) { listOfIntegers.Add(1.3); // [1] listOfIntegers.Add(2.2); // [1 ,2] listOfIntegers.Add(3.4); // [1 ,2 ,3] listOfIntegers.Add(4.5); // [1 ,2 ,3 ,4] listOfIntegers.Add(5.2); // [1 ,2 ,3 ,4 ,5] listOfIntegers.RemoveAt(0); // [2 ,3 ,4 ,5] listOfIntegers.Remove(5.2); Console.WriteLine(listOfIntegers.Count); // 3 Console.WriteLine(listOfIntegers.Remove(100)); // false Console.WriteLine(listOfIntegers.RemoveAt(5)); // false listOfIntegers.Clear(); // [] Console.WriteLine(listOfIntegers.Count); // 0 Console.ReadLine(); }
public static void ListExample(IGenericList <string> list) { list.Add("1a"); list.Add("2b"); list.Add("3c"); list.Add("4d"); list.Add("5e"); list.RemoveAt(0); list.Remove("5e"); WriteLine(list.GetElement(2)); WriteLine(list.Count); WriteLine(list.Remove("100")); WriteLine(list.RemoveAt(5)); list.Clear(); WriteLine(list.Count); }
/// <summary> /// Adds item into collection(space issue is solved). /// </summary> /// <param name="todoItem"></param> public void Add(TodoItem todoItem) { if (!_inMemoryToDoDatabase.Contains(todoItem)) { _inMemoryToDoDatabase.Add(todoItem); } }
/// <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() { // Screen bounds details . Use this information to set up game objects positions. var screenBounds = GraphicsDevice.Viewport.Bounds; PaddleBottom = new Paddle(GameConstants.PaddleDefaultWidth, GameConstants.PaddleDefaulHeight, GameConstants.PaddleDefaulSpeed); PaddleBottom.X = screenBounds.Width / 2f - PaddleBottom.Width / 2f; PaddleBottom.Y = screenBounds.Bottom - PaddleBottom.Height; PaddleTop = new Paddle(GameConstants.PaddleDefaultWidth, GameConstants.PaddleDefaulHeight, GameConstants.PaddleDefaulSpeed) { X = screenBounds.Width / 2f - PaddleBottom.Width / 2f, Y = screenBounds.Top }; Ball = new Ball(GameConstants.DefaultBallSize, GameConstants.DefaultInitialBallSpeed, GameConstants.DefaultBallBumpSpeedIncreaseFactor); Ball.X = (screenBounds.Width - Ball.Width) / 2f; Ball.Y = (screenBounds.Height - Ball.Height) / 2f; Ball.Direction = Direction.SouthEast; Walls = new List <Wall>() { // try with 100 for default wall size ! new Wall(-GameConstants.WallDefaultSize, 0, GameConstants.WallDefaultSize, screenBounds.Height), new Wall(screenBounds.Right, 0, GameConstants.WallDefaultSize, screenBounds.Height), }; Goals = new List <Wall>() { new Wall(0, screenBounds.Height, screenBounds.Width, GameConstants.WallDefaultSize), new Wall(screenBounds.Top, -GameConstants.WallDefaultSize, screenBounds.Width, GameConstants.WallDefaultSize), }; Background = new Background(screenBounds.Width, screenBounds.Height); // Add our game objects to the sprites that should be drawn collection . SpritesForDrawList.Add(Background); SpritesForDrawList.Add(PaddleBottom); SpritesForDrawList.Add(PaddleTop); SpritesForDrawList.Add(Ball); base.Initialize(); }
/// <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); // Ask graphics device about screen bounds we are using. var screenBounds = GraphicsDevice.Viewport.Bounds; // Load paddle texture using Content.Load static method Texture2D paddleTexture = Content.Load <Texture2D>("paddle"); // Create bottom and top paddles and set their initial position PaddleBottom = new Paddle(paddleTexture); PaddleTop = new Paddle(paddleTexture); // Position both paddles with help screenBounds object PaddleBottom.Position = new Vector2(screenBounds.Bottom - PaddleBottom.Size.Height); System.Console.WriteLine(PaddleBottom.Size.Y); PaddleTop.Position = new Vector2(screenBounds.Top); // Load ball texture Texture2D ballTexture = Content.Load <Texture2D>("ball"); // Create new ball object and set its initial position Ball = new Ball(ballTexture); Ball.Position = screenBounds.Center.ToVector2(); // Load background texture and create a new background object Texture2D backgroundTexture = Content.Load <Texture2D>("background"); Background = new Background(backgroundTexture, screenBounds.Width, screenBounds.Height); // Load sounds HitSound = Content.Load <SoundEffect>("hit"); Music = Content.Load <Song>("music"); MediaPlayer.IsRepeating = true; // Start playing background music MediaPlayer.Play(Music); SpritesForDrawList.Add(Background); SpritesForDrawList.Add(PaddleBottom); SpritesForDrawList.Add(PaddleTop); SpritesForDrawList.Add(Ball); }