Пример #1
0
        //Constructors
        public Score(string key, IntPtr render) : base()
        {
            color = new SDL_Color
            {
                r = 255,
                g = 255,
                b = 255,
                a = 0
            };

            SpriteEntity  scoreSprite;
            TextureStruct textTexture = TextGenerator.GenerateTexture(render, TextGenerator.lazyFont, "void", color);

            if (!SpriteEntity.TextureExists(key))
            {
                scoreSprite = new SpriteEntity("scorePlayer1", textTexture);
            }
            else
            {
                // If it already exists, simply use existing one
                scoreSprite = AllSprites["scorePlayer1"];
            }

            name = key;

            AddSprite(key, scoreSprite);
            ResetPoint(render);
        }
Пример #2
0
        //Constructors
        public Ball(string key, IntPtr render) : base() //TODO: key not needed. Remove it
        {
            SpriteEntity ballSprite;

            if (!SpriteEntity.TextureExists("ball"))
            {
                ballSprite = new SpriteEntity("ball", render, "assets/images/ball.bmp", 0, 255, 0);
            }
            else
            {
                ballSprite = new SpriteEntity("ball");
            }
            ballSprite.Pos.h     = 25;
            ballSprite.Pos.w     = 25;
            ballSprite.SubRect.h = 100;
            ballSprite.SubRect.w = 100;
            AddSprite("ball", ballSprite);
            ResetBall();
        }
Пример #3
0
        //Constructors
        public Paddle(string key, IntPtr render, int offset) : base()
        {
            SpriteEntity paddleSprite;

            if (!SpriteEntity.TextureExists("paddle"))
            {
                paddleSprite = new SpriteEntity("paddle", render, "assets/images/paddle.bmp", 0, 255, 0);
            }
            else
            {
                paddleSprite = new SpriteEntity("paddle");
            }
            paddleSprite.Pos.h     = 100;
            paddleSprite.Pos.w     = 2;
            paddleSprite.SubRect.h = 100;
            paddleSprite.SubRect.w = 20;
            paddleSprite.Pos.x     = offset;
            paddleSprite.Pos.y     = GameConstants.PONG_TABLE_Y / 2 - paddleSprite.Pos.h / 2;
            AddSprite("paddle", paddleSprite);
        }