/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Set Some Variables float padX = 24; // Paddle Width float padY = 64; // Paddle Height float ballD = 32; // Ball Diameter Random rnd = new Random(); // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); // Load the SoundEffect resource walls = Content.Load<SoundEffect>("VOLTAGE"); miss = Content.Load<SoundEffect>("neat"); win = Content.Load<SoundEffect>("score"); lose = Content.Load<SoundEffect>("miss"); killshot = Content.Load<SoundEffect>("killshot"); // Load files built from XACT project audioEngine = new AudioEngine("Content\\Lab3Sounds.xgs"); waveBank = new WaveBank(audioEngine, "Content\\Wave Bank.xwb"); soundBank = new SoundBank(audioEngine, "Content\\Sound Bank.xsb"); // Load streaming wave bank streamingWaveBank = new WaveBank(audioEngine, "Content\\Music.xwb", 0, 4); // The audio engine must be updated before the streaming cue is ready audioEngine.Update(); // Get cue for streaming music musicCue = soundBank.GetCue("EricJordan_2012_30sec"); // Start the background music musicCue.Play(); // Load Font Font1 = Content.Load<SpriteFont>("Courier New"); // Load a 2D texture sprite ball = new clsSprite(Content.Load<Texture2D>("volt-ball-final"), new Vector2(winX/2, winY/2), new Vector2(ballD, ballD), winX, winY); opponent = new clsSprite(Content.Load<Texture2D>("vt_left_paddle"), new Vector2(10, winY/2 - padY), new Vector2(padX, padY), winX, winY); player = new clsSprite(Content.Load<Texture2D>("vt_right_paddle"), new Vector2(winX - (10+padX), winY / 2 - padY), new Vector2(padX, padY), winX, winY); // Create a SpriteBatch to render the sprite spriteBatch = new SpriteBatch(graphics.GraphicsDevice); // Set the velocity of the ball sprites will move ball.velocity = new Vector2(rnd.Next(3,6), rnd.Next(-5, 6)); }
public bool CircleCollides(clsSprite otherSprite) { // Check if two circle sprites collided return (Vector2.Distance(this.center, otherSprite.center) < this.radius + otherSprite.radius); }
public int Collides(clsSprite otherSprite) { int hit = 0; // check if two sprites intersect if (this.position.X + this.size.X > otherSprite.position.X && this.position.X < otherSprite.position.X + otherSprite.size.X && this.position.Y + this.size.Y > otherSprite.position.Y && this.position.Y < otherSprite.position.Y + otherSprite.size.Y) { if (this.position.Y < otherSprite.position.Y + 6 || this.position.Y > otherSprite.position.Y + otherSprite.size.Y - 6) hit = 2; else hit = 1; } return hit; }
public Vector2 Midpoint(clsSprite other) { return new Vector2((this.position.X + other.position.X) / 2, (this.position.Y + other.position.Y) / 2); }