/// <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 (Keyboard.GetState().IsKeyDown(Keys.Escape))
            {
                Exit();
            }

            if (Keyboard.GetState().IsKeyDown(Keys.R))
            {
                ballsim = new BallSimulation();
                //explosionview = new Applicationview(Content, camera, spriteBatch);
                startview = new Startview(Content, camera, spriteBatch, ballsim, graphics);
            }
            var currentmouse = Mouse.GetState();

            if (lastmouseclick.LeftButton == ButtonState.Released && currentmouse.LeftButton == ButtonState.Pressed)
            {
                startview.CreateExplosion(currentmouse.X, currentmouse.Y, spriteBatch);
            }
            lastmouseclick = currentmouse;
            ballsim.UpdateBall((float)gameTime.ElapsedGameTime.TotalSeconds);


            base.Update(gameTime);
        }
        public Startview(ContentManager _content, Camera _camera, SpriteBatch _spritebatch, BallSimulation _ballsim, Playersimulation _playersim, Drawmap _drawmap, GraphicsDeviceManager _graphics)
        {
            content     = _content; //Camera etc..
            camera      = _camera;
            spritebatch = _spritebatch;
            ballsim     = _ballsim;
            playersim   = _playersim;
            drawmap     = _drawmap;
            graphics    = _graphics;

            balltexture = content.Load <Texture2D>("BALL");                           //Balltexture
            ballcenter  = new Vector2(balltexture.Width / 2, balltexture.Height / 2); //Ballcenter

            playersprite = content.Load <Texture2D>("Player");
            playercenter = new Vector2(playersprite.Width / 2, playersprite.Height / 2);

            ballbackgroundtexture   = content.Load <Texture2D>("Ballground"); //Sprites
            playerbackgroundtexture = content.Load <Texture2D>("Playergroundtile");
            playercreatestexture    = content.Load <Texture2D>("Playercreatingground");

            maptextures.Add(ballbackgroundtexture); //Sprites added to list
            maptextures.Add(playerbackgroundtexture);
            maptextures.Add(playercreatestexture);

            map        = lvlone.getmap();    //Gets the map
            totalballs = ballsim.getballs(); //Gets the amount of balls
            player     = playersim.getplayer();
        }
        public Startview(ContentManager _content, Camera _camera, SpriteBatch _spritebatch, BallSimulation _ballsim, GraphicsDeviceManager _graphics)
        {
            content     = _content;
            camera      = _camera;
            spritebatch = _spritebatch;
            ballsim     = _ballsim;
            graphics    = _graphics;

            fieldsize  = camera.ReturnFieldsize();
            bordersize = camera.ReturnBorder();

            rect = new Rectangle(bordersize, bordersize, fieldsize, fieldsize);

            splittertexture  = content.Load <Texture2D>("spark");
            smoketexture     = content.Load <Texture2D>("smoke");
            explosiontexture = content.Load <Texture2D>("explosion");
            shockwavetexture = content.Load <Texture2D>("Shockwave");
            balltexture      = content.Load <Texture2D>("BALL");
            deadball         = content.Load <Texture2D>("Deadball");
            crosshair        = content.Load <Texture2D>("Crosshair");
            firesound        = content.Load <SoundEffect>("fire");
            ballcenter       = new Vector2(balltexture.Width / 2, balltexture.Height / 2);

            background = new Texture2D(graphics.GraphicsDevice, 1, 1);
            background.SetData(new Color[] { Color.Black });
        }
Exemplo n.º 4
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        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            // TODO: Add your initialization logic here
            ballSimulation = new BallSimulation();

            base.Initialize();
        }
Exemplo n.º 5
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 public BallView(BallSimulation Ballsimulation, Camera Camera, GraphicsDevice Graphics, Texture2D BallTexture)
 {
     ballSimulation    = Ballsimulation;
     camera            = Camera;
     ballTexture       = BallTexture;
     backGroundTexture = new Texture2D(Graphics, 1, 1);
     backGroundTexture.SetData(new[] { Color.White });
 }
Exemplo n.º 6
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 /// <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);
     ballTexture    = Content.Load <Texture2D>("aqua-ball.png");
     ballSimulation = new BallSimulation();
     ballView       = new BallView(graphics, ballSimulation, ballTexture);
 }
Exemplo n.º 7
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        /// <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
            Texture2D ball = Content.Load <Texture2D>("ball4");

            model = new BallSimulation();
            view  = new BallView(GraphicsDevice, ball);
        }
Exemplo n.º 8
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 public BallController(GraphicsDeviceManager graphics, ContentManager content, BallSimulation ballSimulation)
 {
     box = new Texture2D(graphics.GraphicsDevice, 1, 1);
     box.SetData <Color>(new Color[]
     {
         Color.White
     });
     camera           = new Camera(graphics.GraphicsDevice.Viewport);
     globe            = content.Load <Texture2D>("globe.png");
     m_ballSimulation = ballSimulation;
 }
Exemplo n.º 9
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        /// <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

            ballSimulation = new BallSimulation();
            ballController = new BallController(graphics, Content, ballSimulation);
        }
Exemplo n.º 10
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        public MasterController()
            : base()
        {
            graphics = new GraphicsDeviceManager(this);
            Content.RootDirectory = "Content";

            graphics.PreferredBackBufferWidth  = 700;
            graphics.PreferredBackBufferHeight = 700;

            m_bs = new BallSimulation();
        }
Exemplo n.º 11
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        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            // TODO: Add your initialization logic here
            m_camera  = new Camera(GraphicsDevice.Viewport);
            m_bv      = new BallView();
            m_bs      = new BallSimulation();
            m_gameCon = new GameController(Content);

            this.IsMouseVisible = true;

            base.Initialize();
        }
        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            camera.SetFieldSize(graphics.GraphicsDevice.Viewport);
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);
            ballsim     = new BallSimulation();
            //explosionview = new Applicationview(Content, camera, spriteBatch);
            startview = new Startview(Content, camera, spriteBatch, ballsim, graphics);


            // TODO: use this.Content to load your game content here
        }
Exemplo n.º 13
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        /// <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
            ballSimulation = new BallSimulation();
            ballTexture    = Content.Load <Texture2D>("Ball.png");
            Camera camera = new Camera(GraphicsDevice.Viewport);

            ballView = new BallView(ballSimulation, camera, GraphicsDevice, ballTexture);
        }
Exemplo n.º 14
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    private void Init()
    {
        serviceInitializer = new ServiceInitializerIK(sliders);
        serviceInitializer.InitializeSliders();

        serviceRotation = ScriptableObject.CreateInstance <ServiceRotationIK>();
        serviceRotation.Init(topLegs, bottomLegs);

        inverseKinematics = ScriptableObject.CreateInstance <InverseKinematics>();
        ballSimulation    = new BallSimulation(sliders);
        panelDrawing      = new PanelDrawing(panels);
    }
Exemplo n.º 15
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        public BallView(GraphicsDeviceManager graphics, BallSimulation BallSimulation, Texture2D ball)
        {
            _camera         = new Camera(graphics);
            _ballSimulation = BallSimulation;
            _ball           = ball;
            _ballCenter     = new Vector2(_ball.Width / 2, _ball.Height / 2);

            _camera.setSizeOfField();
            _rect       = _camera.getRect();
            _background = new Texture2D(graphics.GraphicsDevice, 1, 1);
            _background.SetData(new Color[] { Color.Tomato });
        }
        public BallView(GraphicsDeviceManager graphics, BallSimulation BallSimulation, ContentManager Content, Texture2D Ball, Texture2D deadBall) /// en konstruktor som laddar in först i klassen!
        {
            ballTexture   = Ball;                                                                                                                  ///laddar in bollen //detta görs bara en gång!
            this.deadBall = deadBall;
            box           = new Texture2D(graphics.GraphicsDevice, 1, 1);                                                                          ///denna skapar en box
            box.SetData(new Color[]
            {
                Color.Black
            });                                                            /// denna sätter vilken färg!

            camera         = new Camera(graphics.GraphicsDevice.Viewport); /// skapar en ny camera instans
            ballSimulation = BallSimulation;
        }
        public void LoadContent(SpriteBatch _spritebatch, ContentManager _content, Camera _camera)
        {
            spriteBatch = _spritebatch;
            Content     = _content;
            camera      = _camera;

            ballsim   = new BallSimulation();
            playersim = new Playersimulation();

            drawmap = new Drawmap();
            lvlone  = new LevelOne();

            startview = new Startview(Content, camera, spriteBatch, ballsim, playersim, drawmap, graphics);

            //Loads the map once when the application starts. Will use update function to call a function in drawmap that allows me to place new tiles..
            map      = lvlone.getmap();
            textures = startview.ReturnedTextures();
            drawmap.Drawlevel(map, textures, spriteBatch, camera);
        }
Exemplo n.º 18
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        //Metod som ritar ut bollen
        internal void DrawBall(BallSimulation ballSimulation)
        {
            //int size = windowWidth / 10;

            Ball ball = new Ball();
            int  vx   = (int)(ballSimulation.getXPosition() * camera.getScale() + camera.GetFrame());
            int  vy   = (int)(ballSimulation.getYPosition() * camera.getScale() + camera.GetFrame());

            int size = (int)(ball.diameter * camera.getScale());

            rotation += 0.01f;
            Rectangle destrect = new Rectangle(vx - size / 2, vy - size / 2, size, size);
            Rectangle srcRect  = new Rectangle(0, 0, ballTexture.Width, ballTexture.Height);

            Vector2 origin = new Vector2(187 / 2, 226 / 2);

            spriteBatch.Begin();
            spriteBatch.Draw(ballTexture, destrect, Color.White);
            //spriteBatch.Draw(ballTexture, destrect, srcRect, Color.White, rotation, origin, SpriteEffects.None, 0);
            //spriteBatch.Draw(ballTexture, new Vector2(vx, vy), srcRect, Color.White, rotation, origin, new Vector2(size / (float)ballTexture.Width, size / (float)ballTexture.Height), SpriteEffects.None, 0);
            spriteBatch.End();
        }
Exemplo n.º 19
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        //BallView ballview;


        public Explosion(SpriteBatch spritebatch, Texture2D Particle, Camera Camera, Texture2D Smoke, Texture2D BangExplosion, SoundEffect explosionSound, Texture2D CursorImage, BallSimulation bs)
        {
            timeElapsed = 0; //denna ska vara 0 när programmet startas
                             //ballview = Ballview;
            //this.masterBallDead = masterBallDead;
            cursorImage = CursorImage;
            //cursorPos = CursorPosition;

            camera      = Camera;//så jag kan använda kameran i klassen!
            spriteBatch = spritebatch;
            particle    = Particle;

            bangExplosion = BangExplosion;
            smoke         = Smoke;
            Width         = particle.Width;  // posFramesX; //delar explosionens bredd med positions framesen!
            Height        = particle.Height; // posFramesY;
            soundEffect   = explosionSound;

            particleSystem   = new ParticleSystem(startposition);
            smokeSystem      = new SmokeSystem(smoke, startposition, camera);//får inte denna att fungera
            explosionManager = new ExplosionManager(spriteBatch, BangExplosion, camera, startposition);
            ballSimulation   = bs;
        }
Exemplo n.º 20
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        /// <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);
            camera      = new Camera(graphics.GraphicsDevice.Viewport);

            Texture2D smokee         = Content.Load <Texture2D>("particlesmokee");
            Texture2D spark          = Content.Load <Texture2D>("spark");
            Texture2D bangExplosion  = Content.Load <Texture2D>("explosion");
            Texture2D masterBall     = Content.Load <Texture2D>("master_ball");
            Texture2D masterBallDead = Content.Load <Texture2D>("master_ball_dead2");

            cursorImage = Content.Load <Texture2D>("Pointer");
            SoundEffect explosionSound = Content.Load <SoundEffect>("firesound");

            Vector2 startPosition = new Vector2(0.5f, 0.5f);

            ballSimulation = new BallSimulation();
            explosion      = new Explosion(spriteBatch, spark, camera, smokee, bangExplosion, explosionSound, cursorImage, ballSimulation);
            smokeSystem    = new SmokeSystem(smokee, startPosition, camera);
            ballview       = new BallView(graphics, ballSimulation, Content, masterBall, masterBallDead);
            // TODO: use this.Content to load your game content here
        }
Exemplo n.º 21
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 void Awake()
 {
     _ballLogic            = new BallLogic();
     _ballSimulation       = new BallSimulation(this);
     _ballLogic.OnDestroy += DestroyBall;
 }
Exemplo n.º 22
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Arquivo: Ball.cs Projeto: carscan/Pong
 void Awake()
 {
     ballSimulation         = new BallSimulation(InitialVelocity);
     BallLogic              = new BallLogic(this, ballSimulation);
     BallLogic.OnDestroyed += () => Destroy(gameObject);
 }
Exemplo n.º 23
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 public BallLogic(ILocalPositionAdapter localPositionAdapter, BallSimulation ballSimulation)
 {
     this.localPositionAdapter = localPositionAdapter;
     this.ballSimulation       = ballSimulation;
 }