/// <summary> /// sealed override, responsible for most of the bulk of the work of the TimedBehaviour. /// </summary> /// <param name="toPaddle"></param> /// <param name="gamestate"></param> public override sealed void BehaviourAdded(Paddle toPaddle, BCBlockGameState gamestate) { //call base implementation base.BehaviourAdded(toPaddle, gamestate); //check if we are SingleInstance. If so, that means that there can only be one instance at a time, which may not be surprising given the name. if (SingleInstance()) { //check for existing instances of our class. If found, add our delay time to them. foreach (var iterate in (from p in toPaddle.Behaviours where p != this select p)) { if (iterate.GetType() == GetType()) { //if same type, change delay, and break from routine. (iterate as TimedPaddleBehaviour).ChangeDelayTime(gamestate, _BehaviourTime, true); //make sure this instance get's removed, too! we are redundant now. gamestate.NextFrameCalls.Enqueue (new BCBlockGameState.NextFrameStartup(() => toPaddle.Behaviours.Remove(this))); return; } } } //if we are either not singleinstance or we are single instance but there are no existing behaviours of our type attached, //do the stuff to add us. DelayIdentifier = gamestate.DelayInvoke(_BehaviourTime, TimeDelayRoutine, new object[] {gamestate}); //if we have ability music, we play it now. Use the SoundManager's capacity to handle temporary music, which works rather well. if (_AbilityMusic != "") BCBlockGameState.Soundman.PlayTemporaryMusic(_AbilityMusic, 1.0f, true); //hook Death function. If the paddle dies, obviously the time delay will break out early, so we will need to stop the temporary music ourself. toPaddle.OnDeath += new Func<Paddle, bool>(toPaddle_OnDeath); //call abstract method for initialization. TimedBehaviourInitialize(toPaddle, gamestate); }
public void MoveBall(Paddle playerOne, Paddle playerTwo) { Top += directionTop; Left += directionLeft; if (Top <= 1) { directionTop *= -1; } if (Left >= playerTwo.Left && Top >= playerTwo.Top && Top <= playerTwo.Top + playerTwo.Height) { directionLeft *= -1; } if (Top >= 399) { directionTop *= -1; } if (Left <= playerOne.Left + playerOne.Width && Top >= playerOne.Top && Top <= playerOne.Top + playerTwo.Height) { directionLeft *= -1; } if (Left == 499 || Left == 1) { directionLeft = 0; directionTop = 0; BallOutOfField = true; } }
private void Start() { paddle = GameObject.FindObjectOfType<Paddle>(); audioSource = GetComponent<AudioSource>(); offset = transform.position - paddle.transform.position; print(offset.y); }
void Start() { paddle = FindObjectOfType<Paddle>(); rigidbody2D = GetComponent<Rigidbody2D>(); audioSource = GetComponent<AudioSource>(); paddleToBallVector = this.transform.position - paddle.transform.position; }
void Start() { FutileParams fParams = new FutileParams(true, true, true, true); fParams.AddResolutionLevel(1366, 1, 1, ""); fParams.origin = new Vector2(0.5f, 0.5f); Futile.instance.Init(fParams); Futile.atlasManager.LoadAtlas("Atlases/Breakout"); BreakoutBackground bg = new BreakoutBackground(1.4f, 1); _player = new Paddle(); bricks = new List<Brick>(); Brick b1 = new Brick(); b1.x = -Futile.screen.halfWidth/2; b1.y = -Futile.screen.halfHeight/2; Brick b2 = new Brick(); b2.x = Futile.screen.halfWidth/2; b2.y = -Futile.screen.halfHeight/2; Brick b3 = new Brick(); b3.x = -Futile.screen.halfWidth / 2; b3.y = Futile.screen.halfHeight / 2; Brick b4 = new Brick(); b4.x = Futile.screen.halfWidth / 2; b4.y = Futile.screen.halfHeight / 2; bricks.Add(b1); bricks.Add(b2); bricks.Add(b3); bricks.Add(b4); _ball = new Ball(); }
private void AssertPaddleMovesLeftCorrectly(Paddle paddle) { Assert.AreEqual(0.5f, paddle.Position.X); AdvanceTimeAndUpdateEntities(0.1f); Assert.Less(paddle.Position.X, 0.5f); Assert.Greater(paddle.Position.Y, 0.75f); }
void Start() { levelManager = GameObject.FindObjectOfType<LevelManager>(); ball = GameObject.FindObjectOfType<Ball>(); textLife = GameObject.FindObjectOfType<Text>(); paddle = GameObject.FindObjectOfType<Paddle>(); }
// game-related init tasks public void InitGameObjects() { // create an instance of our ball m_ball = new Ball(); // set the size of the ball m_ball.Width = 15.0f; m_ball.Height = 15.0f; // create 2 instances of our paddle m_paddle1 = new Paddle(); m_paddle2 = new Paddle(); // set the size of the paddles m_paddle1.Width = 15.0f; m_paddle1.Height = 100.0f; m_paddle2.Width = 15.0f; m_paddle2.Height = 100.0f; // map the digits in the image to actual numbers m_ScoreRect = new Rectangle[10]; for (int i = 0; i < 10; i++) { m_ScoreRect[i] = new Rectangle( i * 45, // X 0, // Y 45, // Width 75); // Height } ResetGame(); }
// Use this for initialization void Start() { paddle = GameObject.FindObjectOfType<Paddle>(); paddleToBallVector = (this.transform.position) - (paddle.transform.position); print (paddleToBallVector); }
//private Brick isBreakable; // Use this for initialization void Start () { //game object allows me to find objects of type Paddle without setting Paddle as public. //this prevents me from needing to drag the paddle script in as a component, they are now linked programatically paddle= GameObject.FindObjectOfType<Paddle>(); paddleToBallVector = this.transform.position - paddle.transform.position; }
public override bool getPowerup(BCBlockGameState gstate,Paddle onPaddle, GamePowerUp gpower) { if(onPaddle==null) return false; //don't accept it. //reject it with great prejudice. //move the location temporarily. PointF oldposition = gpower.Location; SizeF oldsize = gpower.Size; gpower.Location = PointF.Empty; //draw to a temporary bitmap. Bitmap drawtothis = new Bitmap(16, 16); Graphics useg = Graphics.FromImage(drawtothis); useg.Clear(Color.Transparent); gpower.Draw(useg); //reset position. gpower.Location = oldposition; gpower.Size = oldsize; //get average. var averagedpixel = Color.FromArgb((int)((from p in drawtothis.getPixels() select p.ToArgb()).Average())); ExplosionEffect ee = new ExplosionEffect(gpower.Location, 72); ee.ExplosionColor = averagedpixel; ee.DamageBlocks = false; ee.DamagePaddle = false; gstate.Defer(() => gstate.GameObjects.AddLast(ee)); //move gpower to above the paddle, and invert the Y speed. gpower.Location = new PointF(gpower.Location.X, onPaddle.BlockRectangle.Top - gpower.getRectangle().Height - 1); gpower.Velocity = new PointF(gpower.Velocity.X, -Math.Abs(gpower.Velocity.Y)*1.1f); return true; }
// Use this for initialization void Start() { paddle = GameObject.FindObjectOfType<Paddle>(); paddleToBallVector = this.transform.position - paddle.transform.position; //print (paddleToBallVector.y); BallReset(); }
public void BallReset() { if (hasStarted){ hasStarted = false; paddle = GameObject.FindObjectOfType<Paddle>(); this.transform.position = paddle.transform.position + paddleToBallVector; } }
// Use this for initialization void Start() { //Filter load private resources paddle = GameObject.FindObjectOfType<Paddle> (); paddleToBallVector = this.transform.position - paddle.transform.position; Debug.Log ("P2B Vector: " + paddleToBallVector); }
void Start() { paddle = GameObject.FindObjectOfType<Paddle>(); paddleToBallVector = transform.position - paddle.transform.position; sounds = GetComponents<AudioSource>(); Hit = sounds[0]; Bounce = sounds[1]; }
// Use this for initialization void Start() { paddle = GameObject.FindObjectOfType<Paddle>(); paddleToBallVector = this.transform.position - paddle.transform.position; startGame = false; //print(paddleToBallVector); }
//private Vector2 tweak; // Use this for initialization void Start() { paddle = GameObject.FindObjectOfType<Paddle>(); paddleToBallVector = this.transform.position - paddle.transform.position; //tweak = new Vector2(Random.Range(0f, 0.2f), Random.Range(0f, 0.2f)); }
void Start() { rb = GetComponent<Rigidbody2D> (); boingSound = GetComponent<AudioSource> (); paddle = GameObject.FindObjectOfType<Paddle> (); paddleToBallVector = transform.position - paddle.transform.position; }
// Use this for initialization void Start() { paddle = GameObject.FindObjectOfType<Paddle>(); bonus = GameObject.FindObjectOfType<Bonus>(); paddleToBallVector = this.transform.position - paddle.transform.position; booingAudio = GetComponent<AudioSource>(); SetNormalTail(); swapMaterial = gameObject.GetComponent<TrailRenderer>().materials[0]; }
void Start() { TouchMonitor.Register(onTouch); if (mode == Modes.Master) { playerPaddle = rightPaddle; remotePaddle = leftPaddle; } else { playerPaddle = leftPaddle; remotePaddle = rightPaddle; } }
public override void OnEnter() { m_ball = Game.GetInstance().GetBall(); m_paddle = Game.GetInstance().GetPaddleLeft(); // make ball as child of paddle var ballTransform = m_ball.GetComponent<Transform>(); var paddleTransform = m_paddle.GetComponent<Transform>(); m_ballOriTransParent = ballTransform.parent; ballTransform.parent = paddleTransform; }
void Awake() { if (paddle == null) { paddle = this; } else if (paddle != this) { Destroy(gameObject); } rb2d = GetComponent<Rigidbody2D>(); }
public override void Draw(Paddle onPaddle, Graphics g) { Rectangle rct = new Rectangle(Point.Empty, onPaddle.Getrect().Size); using (TextureBrush tb = new TextureBrush(drawimage, WrapMode.Tile,rct)) { //calculate length to translate. int translateamount = (int) (((float)drawimage.Width / 1000f) * DateTime.Now.Millisecond); tb.TranslateTransform(translateamount, 0); g.FillRectangle(tb, onPaddle.Getrect()); } }
/// <summary> /// Perform non-graphical initialization. /// </summary> protected override void Initialize() { // Initialize helper variables _ScreenBounds = _Graphics.GraphicsDevice.Viewport.Bounds; _PongBall = new Ball(_ScreenBounds.Center.ToVector2(), Ball.RandomDirection()); // Create the paddle in the center bottom _PongPaddleLeft = new Paddle(new Vector2(_ScreenBounds.Left + _OffsetSoft, _ScreenBounds.Center.Y)); _PongPaddleRight = new Paddle(new Vector2(_ScreenBounds.Right - _OffsetSoft, _ScreenBounds.Center.Y)); base.Initialize(); }
public void HitGoal(GameObject ball, Paddle paddle) { if (activeBalls.Count > 2) { activeBalls.Remove(ball); Destroy(ball); ball.GetComponent<BallController>().hasHit = false; } else { paddle.Attach(ball.GetComponent<BallController>()); } }
public override void BehaviourAdded(Paddle toPaddle, BCBlockGameState gamestate) { ownerpaddle = toPaddle; //remove any existing terminator behaviour. foreach (var loopbeh in toPaddle.Behaviours) { if (loopbeh is TerminatorBehaviour) gstate.GameObjects.AddLast(new BehaviourRemoverProxy(toPaddle, loopbeh)); } base.BehaviourAdded(toPaddle, gamestate); }
public GameWorld(Point screenresolution, ContentManager c) { Asset.Initialise(c); screenResolution = screenresolution; topPaddle = new Paddle(new Vector2(20, screenResolution.Y / 2), Microsoft.Xna.Framework.Input.Keys.W, Microsoft.Xna.Framework.Input.Keys.S); bottomPaddle = new Paddle(new Vector2(screenResolution.X - 20, screenResolution.Y / 2), Microsoft.Xna.Framework.Input.Keys.Up, Microsoft.Xna.Framework.Input.Keys.Down); square = new Ball(); background = Asset.LoadTexture2D("Background"); this.font = Asset.LoadFont("Font"); }
public override void PerformFrame(BCBlockGameState gamestate, Paddle pPaddle) { var rg = BCBlockGameState.rgen; base.PerformFrame(gamestate, pPaddle); useoverlaybrush = new SolidBrush(new HSLColor(rg.NextDouble()*240, 240f, 120f)); //spawn a sparkle. var paddlerect = pPaddle.Getrect(); PointF randompoint = new PointF(paddlerect.Left + (float) (paddlerect.Width*rg.NextDouble()), paddlerect.Top + (float) (paddlerect.Height*rg.NextDouble())); Sparkle s = new Sparkle(randompoint, BCBlockGameState.GetRandomVelocity(0, 2), new HSLColor(rg.NextDouble()*240, 240, 120)); gamestate.NextFrameCalls.Enqueue(new BCBlockGameState.NextFrameStartup(() => gamestate.Particles.Add(s))); }
/// <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); // Load our ball & paddles. ball = new Ball(Content.Load<Texture2D>("ball"), new Vector2(400, 0)); paddle1 = new Paddle(Content.Load<Texture2D>("paddle1"), new Vector2(30, 190)); paddle2 = new Paddle(Content.Load<Texture2D>("paddle2"), new Vector2(760, 190)); stripe = new Entity(Content.Load<Texture2D>("stripe"), new Vector2(395, 0)); // Load our font for displaying the scoreboard. font = Content.Load<SpriteFont>("SpriteFont1"); }
public override void BehaviourAdded(Paddle toPaddle, BCBlockGameState gamestate) { base.BehaviourAdded(toPaddle, gamestate); gamestate.Defer(()=>{ addedobject = new ProxyObject((po, gs) => { PerformFrame(toPaddle, gamestate); return false; }, null); gamestate.GameObjects.AddLast(addedobject); }); }
// Use this for initialization void Start() { paddle = GameObject.FindObjectOfType <Paddle>(); paddle_to_ball_distance = this.transform.position - paddle.transform.position; b_Rigidbody2D = GetComponent <Rigidbody2D>(); }
public void Run() { paddle = PaddleManager.Instance.Paddle; AudioManager.Instance.Play("changeWidth"); startScale = true; }
// Use this for initialization void Start() { paddle = FindObjectOfType <Paddle> (); bs = FindObjectOfType <BallScript> (); }
public DecreaseLivesBonus(GameController gc, Position blockCenter, Paddle paddle) : base(gc, blockCenter, paddle) { }
public EasyAI(Ball ball, Paddle paddle) : base(ball, paddle) { }
public HardAI(Ball ball, Paddle paddle) : base(ball, paddle) { }
// Use this for initialization void Start() { audio = GetComponent <AudioSource> (); paddle = GameObject.FindObjectOfType <Paddle> (); paddleToBallVector = this.transform.position - paddle.transform.position; }
private void Start() { paddle = GameController.Instance.paddle; }
// Use this for initialization private void Start() { paddle = FindObjectOfType <Paddle>(); ballPaddleDiff = transform.position - paddle.transform.position; }
public InputHandler(Paddle paddle) { _paddle = paddle; }
// Start is called before the first frame update void Start() { _paddle1 = FindObjectOfType <Paddle>(); _PaddleToBall = transform.position - _paddle1.transform.position; }
private void Start() { paddle = player.Paddle; }
// Use this for initialization void Start() { paddle = GameObject.FindObjectOfType <Paddle>(); paddleToBallVector = this.transform.position - paddle.transform.position; myRigidBody = GetComponent <Rigidbody2D>(); }
public void Activate() { paddle1 = FindObjectOfType <Paddle>(); paddle1.ExtendPaddle(); }
// Use this for initialization void Start() { paddle = GameObject.FindObjectOfType <Paddle>(); ballToPaddleDistance = this.transform.position - paddle.transform.position; }
// Use this for initialization void Start() { paddle = GameObject.FindObjectOfType <Paddle>(); }
/*********************************** * Private Functions ***********************************/ private void findPaddle() { paddle = GameObject.FindObjectOfType <Paddle> (); }
// Use this for initialization void Start() { paddle = GameObject.FindObjectOfType <Paddle>(); // Setting the ball position on the paddle as soon as the game starts // paddleToBallVector = this.transform.position - paddle.transform.position; }
public AI(Ball ball, Paddle paddle) { this.paddle = paddle; this.Ball = ball; }
// Use this for initialization void Start() { paddle = FindObjectOfType <Paddle>(); p2bVector = this.transform.position - paddle.transform.position; }
public MediumAI(Ball ball, Paddle paddle) : base(ball, paddle) { }
protected override void ApplyPowerUp() { Paddle.EnableGun(); }
public void Initialize(Paddle pm) { material = GetComponent <MeshRenderer>().material; TurnLEDOn(); }
public ItemEffect(Paddle targetPaddle) { this.targetPaddle = targetPaddle; }
// Use this for initialization void Start() { paddle = GameObject.FindObjectOfType <Paddle>(); paddleToBallVector = this.transform.position - paddle.transform.position; }
// Use this for initialization void Start() { m_rigidbody = gameObject.GetComponent <Rigidbody2D>(); paddle = GameObject.FindObjectOfType <Paddle>(); paddleToBallVector = transform.position - paddle.transform.position; }
void Start() { paddleScript = GameObject.FindObjectOfType <Paddle>(); kitKat = GameObject.FindObjectOfType <KitKatPaddle>(); }
void Awake() { paddle = FindObjectOfType <Paddle>(); }
// Update is called once per frame void Update() { self = this.GetComponent <Paddle>(); }
public Paddle Spawn(Paddle paddle, Vector3 position, int timespan) { spawnedPaddle = this.Spawn(paddle, position); paddleLifeSpan = DateTimeOffset.Now.AddSeconds(timespan).ToUnixTimeSeconds(); return(spawnedPaddle); }