コード例 #1
0
        private static void SetupInput(InputManager inputManager)
        {
            var exitAction = new KeyboardInput(Keys.Escape);

            inputManager.AddAction(exitAction, "Exit");

            var up   = new KeyboardInput(Keys.Up);
            var down = new KeyboardInput(Keys.Down, -1);

            inputManager.AddAxis(up, "Up");
            inputManager.AddAxis(down, "Up");
        }
コード例 #2
0
        public Paddle(Texture2D texture, ESide side, int screenWidth, int screenHeight,
                      KeyboardInput keyboardInput = null, GamePadInput gamePadInput = null)
        {
            _screenWidth  = screenWidth;
            _screenHeight = screenHeight;

            Vector2 position = new Vector2();

            if (side == ESide.Left)
            {
                position.X = 0 + texture.Width;
                position.Y = screenHeight / 2;
            }
            else if (side == ESide.Right)
            {
                position.X = screenWidth - (texture.Width * 2);
                position.Y = screenHeight / 2;
            }

            _sprite = new Sprite("", texture, position, keyboardInput, gamePadInput);
        }
コード例 #3
0
ファイル: Game1.cs プロジェクト: Dante3085/Pong
        /// <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);

            // TODO: use this.Content to load your game content here
            Contents.LoadAll(Content, graphics.GraphicsDevice);

            paddleOne = new Paddle(Contents.paddle, ESide.Left, screenWidth, screenHeight,
                                   KeyboardInput.Default());

            paddleTwo = new Paddle(Contents.paddle, ESide.Right, screenWidth, screenHeight,
                                   gamePadInput: GamePadInput.Default());

            ball = new Ball(Contents.ball,
                            new Vector2(screenWidth / 2, screenHeight / 2),
                            screenWidth, screenHeight);

            ball.Sprite.CollisionHandler = partner => { ball.Forward = !ball.Forward; };

            collisionManager = new CollisionManager(paddleOne.Sprite,
                                                    paddleTwo.Sprite, ball.Sprite);
        }