예제 #1
0
        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);
        }
예제 #2
0
        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);
        }
예제 #3
0
        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape))
            {
                Exit();
            }

            // TODO: Add your update logic here

            UpdatePlayer(gameTime);
            ball.Update(gameTime);
            UpdateBlocks(gameTime);
            UpdateCollision();

            base.Update(gameTime);
        }