示例#1
0
        public void Update(KeyboardState kstate, GameTime gameTime, Level level, Paddle paddle)
        {
            if (kstate.IsKeyDown(Keys.Space))
            {
                Launc    = true;
                vector.Y = -1;
                vector.Normalize();
            }
            Move(vector.X * speed * (float)gameTime.ElapsedGameTime.TotalSeconds, vector.Y * speed * (float)gameTime.ElapsedGameTime.TotalSeconds);
            if (Launc)
            {
                if ((GetPosition().Y) <= 32)
                {
                    vector.Y = -vector.Y;
                    Move(vector.X * speed * (float)gameTime.ElapsedGameTime.TotalSeconds, vector.Y * speed * (float)gameTime.ElapsedGameTime.TotalSeconds);
                }

                if (((GetPosition().X + Width) >= (game.Width + game.X0)) || (GetPosition().X <= game.X0))
                {
                    vector.X = -vector.X;
                    Move(vector.X * speed * (float)gameTime.ElapsedGameTime.TotalSeconds, vector.Y * speed * (float)gameTime.ElapsedGameTime.TotalSeconds);
                }

                if (GetPosition().Y >= game.GraphicsDevice.DisplayMode.Height)
                {
                    vector.X = 0;
                    vector.Y = 0;
                    Launc    = false;
                    game.gameProcess.helth--;
                    if (game.gameProcess.helth <= 0)
                    {
                        game.gameProcess.Reset();
                    }
                }

                if (CheckCollided(paddle))
                {
                    MoveTo(GetPosition().X, paddle.GetPosition().Y - Height);
                    float racketCenter       = paddle.GetPosition().X + (paddle.Width / 2);
                    float ballCenter         = GetPosition().X + (Width / 2);
                    float normalizedDistance = Math.Abs(ballCenter - racketCenter) / (paddle.Width / 2);

                    if (vector.X < 0)
                    {
                        vector.X = -normalizedDistance;
                    }
                    else
                    {
                        vector.X = normalizedDistance;
                    }

                    vector.Y = -1 * vector.Y;
                    vector.Normalize();
                    Move(vector.X * speed * (float)gameTime.ElapsedGameTime.TotalSeconds, vector.Y * speed * (float)gameTime.ElapsedGameTime.TotalSeconds);
                }
                foreach (Block block in level)
                {
                    if (CheckCollided(block))
                    {
                        if (((block.GetPosition().X + block.Width) >= (GetPosition().X + Width)) &&
                            (block.GetPosition().X <= GetPosition().X))
                        {
                            vector.Y = -vector.Y;
                        }
                        else
                        if (((block.GetPosition().Y + block.Height) >= (GetPosition().Y + Height)) &&
                            ((block.GetPosition().Y) <= (GetPosition().Y)))
                        {
                            vector.X = -vector.X;
                        }
                        else
                        {
                            vector.X = -vector.X;
                            vector.Y = -vector.Y;
                        }
                        block.Hit();
                        vector.Normalize();
                        Move(vector.X * speed * (float)gameTime.ElapsedGameTime.TotalSeconds, vector.Y * speed * (float)gameTime.ElapsedGameTime.TotalSeconds);
                    }
                }
            }
        }