//We will need references to the paddles for collision detection, and //our Game1 contains these references, our ball should have the //reference to the Game1 public Ball(Game1 g, String texture) { //set the game1 object game1 = g; //set the texture of the ball this.texture = game1.Content.Load<Texture2D>(texture); //we use a random object when randomly setting the balls direction rand = new Random(); //Init fireTokenManager = new FireTokenManager(g); //the ball should start near at the center of the screen //use a size of 20x20 ball = new Rectangle( game1.GraphicsDevice.Viewport.Bounds.Width / 2 - ball.Width / 2, game1.GraphicsDevice.Viewport.Bounds.Height / 2 - ball.Height / 2, 15, 15); reset(); //font = game1.Content.Load<SpriteFont>(@"ScoreFont"); }
/// <summary> /// The main entry point for the application. /// </summary> static void Main(string[] args) { using (Game1 game = new Game1()) { game.Run(); } }
public FireTokenManager(Game1 game) { this.game = game; rand = new Random(); fireTokens = new List<FireToken>(); }
public Cursor(Game1 game, MouseState ms, String image) { posX = ms.X; posY = ms.Y; this.image = game.Content.Load<Texture2D>(image); }
public FireToken(Game1 game, String image, int x, int y, bool isUp) { this.image = game.Content.Load<Texture2D>(image); position = new Rectangle(x, y, 20, 20); if (isUp) { velocity = -1 * speed; } else { velocity = speed; } }
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(); }
//update is called every frame public void Update(Game1 game) { //get the most recent snapshot of the keyboard. //a KeyboardState object is basically a collection of states for each of //the keys. a key's state is either up or down KeyboardState keyboardState = Keyboard.GetState(); //check if the paddles upKey is being pressed //move the paddle up as long as the paddle stays on screen if (keyboardState.IsKeyDown(leftKey) && bounds.X > 0) { bounds.X -= 5; } //check if the paddles upKey is being pressed //move the paddle down as long as the paddle stays on screen if (keyboardState.IsKeyDown(rightKey) && bounds.X + bounds.Width < game.GraphicsDevice.Viewport.Bounds.Width) { bounds.X += 5; } }
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 FireBallBar(Game1 game, String image, Rectangle position, MouseState ms) { this.image = game.Content.Load<Texture2D>(image); imageSrc = new Rectangle(0, 0, imageWidth, imageHeight); this.position = position; this.ms = ms; fireballs = new List<FireBall>(); }