private void Update_TwoBallGame(GameTime gameTime) { ball_1.Update(gameTime); Collisions.Check_Border_colision(graphics, ball_1); Collisions.upperWallHit_shrink(graphics, ball_1, paddle); Collisions.Check_Sprite_colision(ball_1, paddle, false); paddle.Rebound_from_Paddle(ball_1); theBrick_Manager.check_Collisions(ball_1, true); if (Collisions.ballCollided) { ball_2.Update(gameTime); Collisions.Check_Border_colision(graphics, ball_2); Collisions.upperWallHit_shrink(graphics, ball_2, paddle); Collisions.Check_Sprite_colision(ball_2, paddle, false); paddle.Rebound_from_Paddle(ball_2); theBrick_Manager.check_Collisions(ball_2, true); Collisions.Check_Sprite_colision(ball_1, ball_2, false); } paddle.Update(); Collisions.Check_Border_colision(graphics, paddle); }
public void check_Collisions(Ball ball, bool killable) { for (int r = 0; r < rows; r++) { for (int u = 0; u < bricks_per_row; u++) { Collisions.Check_Sprite_colision(ball, brick_layout[r, u], killable); } } } // END check_Colisions();
public void Update_OneBallGame(GameTime gameTime) { if (ball_1.Position.Y <= paddle.Position.Y) // Game stops is ball is beyond paddle Y coordinates { ball_1.Update(gameTime); Collisions.Check_Border_colision(graphics, ball_1); Collisions.upperWallHit_shrink(graphics, ball_1, paddle); } paddle.Update(); Collisions.Check_Border_colision(graphics, paddle); Collisions.Check_Sprite_colision(ball_1, paddle, false); paddle.Rebound_from_Paddle(ball_1); theBrick_Manager.check_Collisions(ball_1, true); }