コード例 #1
0
ファイル: Ball.cs プロジェクト: wcardozo/TinyTennis
        public Ball(Control control, float minX, float maxX, float minY, float maxY, Bat player1, Bat player2, GameState gameState)
            : base(control)
        {
            //Keep a reference to the gamestate around for updating the scores
            _gameState = gameState;

            //Limits for the ball to bounce
            _minX = minX;
            _maxX = maxX;
            _minY = minY;
            _maxY = maxY;

            reset(); //Must be called after the limits are set since it uses them!

            //The bats to check for collisions with
            _player1 = player1;
            _player2 = player2;

            //Look & feel
            control.BackColor = _color;
            control.Width = _radius;
            control.Height = _radius;
            setHeightWidth();

            // Create SoundPlayer Object
            _beep = new SoundPlayer("beep.wav");

            //Preload the sound file
            _beep.Load();
        }
コード例 #2
0
ファイル: TinyTennis.cs プロジェクト: wcardozo/TinyTennis
        public TinyTennis()
        {
            InitializeComponent();
            SetStyle(ControlStyles.AllPaintingInWmPaint | ControlStyles.UserPaint | ControlStyles.OptimizedDoubleBuffer, true);

            gameState = new GameState();

            //Create the bat Sprites - they need the keyboard controls and the gameplay area limits
            _player1 = new Bat(player1Bat, 30, Keys.Q, Keys.A, 0, ClientSize.Height);

            //use this line for a second human player
            //_player2 = new Bat(player2Bat, ClientSize.Width - 30 - Bat.Width, Keys.P, Keys.L, 0, ClientSize.Height);

            //use this line for a computer player
            _player2 = new Bat(player2Bat, ClientSize.Width - 30 - Bat.Width, 0, ClientSize.Height);

            //Create the ball sprite. It needs the gameplay area limits and references to the bats to be able to check for collisions
            _ball = new Ball(ballControl, 0, ClientSize.Width, 0, ClientSize.Height, _player1, _player2, gameState);

            //Connect the AI player with the ball
            _player2.Ball = _ball;

            //Initialise and start the timer
            _lastTime = 0.0;
            _timer.Start();
        }