Exemplo n.º 1
0
        /// <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);

            GraphicsDeviceManager.PreferMultiSampling = true;
            GraphicsDeviceManager.ApplyChanges();

            DefaultUIFont = Content.Load<SpriteFont>("DefaultUIFont");
            _oneByOneTexture = Content.Load<Texture2D>("OneByOne");

            _ball = new Ball(this);
            _ball.Start();
            _ball.OnDie += new Ball.OnDieEvent(OnBallDie);

            Components.Add(_ball);

            _pad = new Pad(this);
            Components.Add(_pad);

            _entities.Add(_ball);
            _entities.Add(_pad);

            var levelBricks = _level.Load(IncreaseScore);

            _entities.AddRange(levelBricks);
        }
Exemplo n.º 2
0
        protected override void Initialize()
        {
            _spriteBatch = new SpriteBatch(GraphicsDevice);
            Window.Title = Config.Game.Title;

            Width = _deviceManager.PreferredBackBufferWidth = Config.Game.Width;
            Height = _deviceManager.PreferredBackBufferHeight = Config.Game.Height;
            _deviceManager.ApplyChanges();

            _totalScore = _levelScore = 0;
            _currentLevel = 1;
            _lives = Config.Game.InitialLives;

            _livesFormat = Config.UI.LivesFormat;
            _scoreFormat = Config.UI.ScoreFormat;
            _levelFormat = Config.UI.LevelFormat;

            Balls = new Collection<Ball>();

            var aBall = new Ball(this);
            Components.Add(aBall);
            Balls.Add(aBall);
            aBall = null;

            Level = new Level(this);
            Components.Add(Level);
            Level.OnBrickDie = IncreaseScore;

            Pad = new Pad(this);
            Components.Add(Pad);

            _previousKeyboardState = Keyboard.GetState();

            base.Initialize();
        }