public void Update(paddle p, FireBallBar fbb) { position.Y += velocity; if (position.Intersects(p.bounds)) { fbb.numOfBalls++; } }
/// <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 ms = new MouseState(); myGrid = new Grid(new Rectangle(0, 0, graphics.PreferredBackBufferWidth, graphics.PreferredBackBufferHeight), 20, 40); myBall = new Ball(this, "Ball"); myPaddle = new paddle(1); myCursor = new Cursor(this, ms, "Cursor"); myFireBar = new FireBallBar(this, "FireBallBar", new Rectangle(0, 550, 100, 50), ms); base.Initialize(); }
public FireBall(Game1 game, String image, paddle Paddle, int MouseX, int MouseY) { //Get the image this.image = game.Content.Load<Texture2D>(image); this.MouseX = MouseX - this.image.Bounds.Width / 2; this.MouseY = MouseY - this.image.Bounds.Height / 2; curX = Paddle.bounds.X + Paddle.bounds.Width / 2 - this.image.Bounds.Width / 2; curY = Paddle.bounds.Y - this.image.Bounds.Height / 2; //calc current triangle width triangleWidth = MouseX - curX; //calc current triangle height triangleHeight = curY - MouseY; //calc current hypotenmoose triangleHyp = (int)Math.Sqrt(triangleWidth * triangleWidth + triangleHeight * triangleHeight); Update(); }
public void Fire(Game1 game, String image, paddle p) { //if (numOfBalls >= 0) //{ fireballs.Add(new FireBall(game, image, p, ms.X, ms.Y)); //numOfBalls--; //} }
public void Update(paddle p, FireBallBar fbb) { for (int i = 0; i < fireTokens.Count; i++) { FireToken temp = fireTokens[i]; temp.Update(p, fbb); } }