示例#1
0
        // controlling the ball bounch direction after collide with the bar
        public void ballBounceDirection(ref BallSprite ball, ref UserControlSprite player, Game game )
        {
            // if the ball hit the left side of the screen
            if (ball.position.X < 0)
            {
                //If the X == 0 && Y == 0
                if (ball.getSignOfBallX() == 0 && ball.getSignOfBallY() == 0)
                {
                    // Set ball X && Y to 0
                    ball.resetSignOfBall();

                    // Set X == 1 && Y == -1
                    ball.setSignOfBall(1, -1);
                }
                else
                {
                    ball.resetSignOfBall();
                    ball.setSignOfBall(1,1);
                }
                // reverse the X direction of the ball
                ball.speed.X *= -1;
            }
            // if the ball hit the right side of the screen
            else if (ball.position.X > game.Window.ClientBounds.Width - ball.frameSize.X)
            {
                //If the X == 0 && Y == 0
                if ( ball.getSignOfBallX() == 0 &&  ball.getSignOfBallY() == 0)
                {
                     ball.resetSignOfBall();
                     ball.setSignOfBall(1,-1);
                }
                else
                {
                     ball.resetSignOfBall();
                     ball.setSignOfBall(-1,1);
                }
                // reverse the X direction of the ball
                ball.speed.X *= -1;
            }
            // if the y position of the ball hit the top of the screen
            else if (ball.position.Y < 0)
            {

                //If the X == -1 && Y == -1
                if ( ball.getSignOfBallX() < 0 &&  ball.getSignOfBallY() < 0)
                {
                     ball.resetSignOfBall();
                     ball.setSignOfBall(-1,1);
                }
                //If the X == 1 && Y == -1
                else if (ball.getSignOfBallX() > 0 &&  ball.getSignOfBallY() < 0)
                {
                     ball.resetSignOfBall();
                     ball.setSignOfBall(1,1);
                }
                // reverse the Y direction of the ball
                ball.speed.Y *= -1;
            }

            // if the ball collide with bar
            if (ball.collisionRect.Intersects(player.collisionRect))
            {
                // if the bar is stationary
                // reverse the Y direction of the ball
                if (player.getSignOfBarSpeed() == 0)
                    ball.speed.Y *= -1;

                // if the bar is comning to the right
                else if (player.getSignOfBarSpeed() > 0)
                {
                    // If the X == 1 && Y == 1
                    if (ball.getSignOfBallX() > 0 && ball.getSignOfBallY() > 0)
                    {
                        // reverse the Y direction of the ball
                        ball.speed.Y *= -1;
                    }
                    // if the sign of the ball, x and y, are both 0
                    else if (ball.getSignOfBallX() == 0 && ball.getSignOfBallY() == 0)
                    {
                        // reverse the Y direction of the ball
                        ball.speed.Y *= -1;
                    }
                    else
                    {
                        // reverse the direction of the ball
                        ball.speed *= -1;
                    }
                    ball.resetSignOfBall();
                }

                // if the bar is comning to the from the left, bounce the ball back to the left
                else if (player.getSignOfBarSpeed() < 0)
                {
                    //If the X == -1 && Y == 1
                    if (ball.getSignOfBallX() < 0 && ball.getSignOfBallY() > 0)
                        // reverse the Y direction of the ball
                        ball.speed.Y *= -1;
                    else if (ball.getSignOfBallX() == 0 && ball.getSignOfBallY() == 0)
                        // reverse the Y direction of the ball
                        ball.speed.Y *= -1;
                    else
                        // reverse the direction of the ball
                        ball.speed *= -1;
                }

                ball.resetSignOfBall();
            }
        }
        protected override void LoadContent()
        {
            spriteBatch = new SpriteBatch(Game.GraphicsDevice);

            // instantiate Util class
            util = new Util();

            front = Game.Content.Load<SpriteFont>("Front");

            explosionImage = Game.Content.Load<Texture2D>(@"Images/explosion");

            // Set Bar at middile of the screen
            putBarAtMiddleX = (float)(( Game.Window.ClientBounds.Width - playerFrameSizeX ) >> 1);

            // Set Bar at the Bottom
            putBarAtBottomY = (float)( Game.Window.ClientBounds.Height - (playerFrameSizeY << 1));

            // Set ball at the middle of the screen
            putBallAtMiddleX = (float)(( Game.Window.ClientBounds.Width - ballFrameSizeX ) >> 1);
            // Set ball on top of the bar
            putBallOnTopBarY = putBarAtBottomY - (float)ballFramSizeY;

            // Create the fireball
            ball = new BallSprite(
                Game.Content.Load<Texture2D>( @"Images/FlameBall" ),
                new Vector2( putBallAtMiddleX, putBallOnTopBarY ),
                new Point( ballFrameSizeX, ballFramSizeY ),
                0,
                new Point(0,0),
                new Point(6,8),
                Vector2.Zero);

            // Create the bar
            player = new UserControlSprite(
                Game.Content.Load<Texture2D>( @"Images/bar" ),
                new Vector2( putBarAtMiddleX, putBarAtBottomY ),
                new Point( playerFrameSizeX, playerFrameSizeY ),
                10,
                new Point(0, 0),
                new Point(1,1),
                new Vector2(7,0));

            // load the bricks
            util.LoadBricks(Game, ref spriteBricksList,
                Game.Window.ClientBounds.Width, Game.Window.ClientBounds.Height,
                brickLength,brickWidth, ref numOfBricks);

            base.LoadContent();
        }
示例#3
0
 // Reset the bar to the middle of the screen
 public void resetBarPositionMiddle(ref UserControlSprite player, float putBarAtMiddleX, float putBarAtBottomY)
 {
     player.position = new Vector2(putBarAtMiddleX, putBarAtBottomY);
 }