private Microsoft.VisualBasic.PowerPacks.ShapeContainer newRectangleShape(int x, int y, int sh, int sw, string name, int borderWidth) { Microsoft.VisualBasic.PowerPacks.ShapeContainer shapeContainervs = new Microsoft.VisualBasic.PowerPacks.ShapeContainer(); Microsoft.VisualBasic.PowerPacks.RectangleShape rectangleShapevs = new Microsoft.VisualBasic.PowerPacks.RectangleShape(); shapeContainervs.Location = new System.Drawing.Point(0, 0); shapeContainervs.Margin = new System.Windows.Forms.Padding(0); shapeContainervs.Name = "shapeContainer1"; shapeContainervs.Shapes.AddRange(new Microsoft.VisualBasic.PowerPacks.Shape[] { rectangleShapevs }); shapeContainervs.Size = new Size(645, 614); shapeContainervs.TabIndex = 0; shapeContainervs.TabStop = false; rectangleShapevs.Location = new Point(x, y); rectangleShapevs.Name = name; rectangleShapevs.Size = new Size(sh, sw); rectangleShapevs.BorderWidth = borderWidth; return(shapeContainervs); }
public ping(string p) { InitializeComponent(); nickname_p = p; this.shapeContainer1 = new Microsoft.VisualBasic.PowerPacks.ShapeContainer(); timer1.Enabled = true; Cursor.Hide(); this.FormBorderStyle = FormBorderStyle.None; this.TopMost = true; this.Bounds = Screen.PrimaryScreen.Bounds; racket.Top = playground.Bottom - (playground.Bottom / 10); game_over_lbl.Left = (playground.Width / 2) - (game_over_lbl.Width / 2); game_over_lbl.Top = (playground.Height / 2) - (game_over_lbl.Height / 2); game_over_lbl.Visible = false; //This is the code of the bricks //This algorithm is the model of create Rectangle Shapes to instance bricks and Rectangles for test collisions (go to line 229 ) rectPlayer = new Rectangle(ball.Location.X, ball.Location.Y, ball.Width, ball.Height); // modelling rectangles for player to test collision for (int row = playground.Height / 30; row < playground.Height / 3; row += playground.Height / 20) //For each "row" of bricks { for (double platform = (playground.Width / 100); platform < playground.Width; platform += playground.Width / 9) //For each "platform/collumns" of bricks { int widthRect = Convert.ToInt32(playground.Width / 10); //width of each brick int predictable = Convert.ToInt32(platform) + (playground.Width / 10); // the next platform if (predictable < playground.Width) //test to no instance a brick out of your monitor :p { //Configure the possition of the bricks, and the collor. vectRectShape[j] = new Microsoft.VisualBasic.PowerPacks.RectangleShape(Convert.ToInt32(platform), 70 + row, widthRect, 30); vectRectShape[j].FillStyle = Microsoft.VisualBasic.PowerPacks.FillStyle.Solid; vectRectShape[j].FillColor = Color.Red;; } j++; } } // // shapeContainer1 // this.shapeContainer1.Location = new System.Drawing.Point(0, 0); this.shapeContainer1.Margin = new System.Windows.Forms.Padding(0); this.shapeContainer1.Name = "shapeContainer2"; for (int k = j; k > 0; k--) { this.shapeContainer1.Shapes.Add(vectRectShape[k - 1]); //Instance of the bricks } this.shapeContainer1.Size = new System.Drawing.Size(663, 329); this.shapeContainer1.TabIndex = 13; this.shapeContainer1.TabStop = false; this.playground.Controls.Add(this.shapeContainer1); }