/// <summary> /// Create a set of paddles lined up in y, that either ract to left or right trigger /// </summary> /// <param name="num">number of paddels in a row</param> /// <param name="xPosition">xLocation of the paddles</param> /// <param name="initYPosition">First yPosition of the paddles</param> /// <param name="yDistance">How far are the paddles away from each other</param> public PaddleSet(PaddleSetType type, int num, float xPosition, float initYPosition, float yDistance) { mPaddles = new Paddle[num]; float y = initYPosition; for (int i = 0; i < num; i++) { if (PaddleSetType.eLeftSet == type) { mPaddles[i] = new LeftPaddle(new Vector2(xPosition, y)); } else { mPaddles[i] = new RightPaddle(new Vector2(xPosition, y)); } y += yDistance; } }
protected override void InitializeWorld() { World.SetWorldCoordinate(new Vector2(0, 0), kWorldWidth); mHit = mMissed = 0; mLeftPaddles = new Paddle[kNumPaddlesPerSide]; mRightPaddles = new Paddle[kNumPaddlesPerSide]; float y = kYDist; int i = 0; while (i < kNumPaddlesPerSide) { // allocate the left/right paddles mLeftPaddles[i] = new LeftPaddle(new Vector2(kLeftPosition, y)); mRightPaddles[i] = new RightPaddle(new Vector2(kRightPosition, y)); i++; y += kYDist; } mBall = new MyBall(); }