/// <summary> /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Update(GameTime gameTime) { if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape)) { Exit(); } var touchState = Keyboard.GetState(); if (touchState.IsKeyDown(Keys.Left)) { PaddleBottom.X = PaddleBottom.X - (float)(PaddleBottom.Speed * gameTime.ElapsedGameTime.TotalMilliseconds); } if (touchState.IsKeyDown(Keys.Right)) { PaddleBottom.X = PaddleBottom.X + (float)(PaddleBottom.Speed * gameTime.ElapsedGameTime.TotalMilliseconds); } if (touchState.IsKeyDown(Keys.A)) { PaddleTop.X = PaddleTop.X - (float)(PaddleTop.Speed * gameTime.ElapsedGameTime.TotalMilliseconds); } if (touchState.IsKeyDown(Keys.D)) { PaddleTop.X = PaddleTop.X + (float)(PaddleTop.Speed * gameTime.ElapsedGameTime.TotalMilliseconds); } PaddleBottom.X = MathHelper.Clamp(PaddleBottom.X, 0, graphics.PreferredBackBufferWidth - PaddleBottom.Width); var ballPositionChange = Ball.Direction * (float)(gameTime.ElapsedGameTime.TotalMilliseconds * Ball.Speed); Ball.X += ballPositionChange.X; Ball.Y += ballPositionChange.Y; // Ball - side walls if (Walls.Any(w => CollisionDetector.Overlaps(Ball, w))) { Ball.Direction = new Vector2(-Ball.Direction.X, Ball.Direction.Y); Ball.Speed = Ball.Speed * Ball.BumpSpeedIncreaseFactor; } // Ball - winning walls if (Goals.Any(w => CollisionDetector.Overlaps(Ball, w))) { Ball.X = GraphicsDevice.Viewport.Bounds.Center.X; Ball.Y = GraphicsDevice.Viewport.Bounds.Center.Y; Ball.Speed = GameConstants.DefaultInitialBallSpeed; HitSound.Play(); } // Paddle - ball collision if (CollisionDetector.Overlaps(Ball, PaddleTop) && Ball.Direction.Y < 0 || (CollisionDetector.Overlaps(Ball, PaddleBottom) && Ball.Direction.Y > 0)) { Ball.Direction = new Vector2(Ball.Direction.X, -Ball.Direction.Y); Ball.Speed *= Ball.BumpSpeedIncreaseFactor; } base.Update(gameTime); }
/// <summary> /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Update(GameTime gameTime) { if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape)) { Exit(); } // TODO: Add your update logic here var touchState = Keyboard.GetState(); var bounds = GraphicsDevice.Viewport.Bounds; if (touchState.IsKeyDown(Keys.Left)) { PaddleBottom.X = PaddleBottom.X - (float)(PaddleBottom.Speed * gameTime.ElapsedGameTime.TotalMilliseconds); PaddleBottom.X = MathHelper.Clamp(PaddleBottom.X, bounds.Left, bounds.Right - PaddleBottom.Width); } if (touchState.IsKeyDown(Keys.Right)) { PaddleBottom.X = PaddleBottom.X + (float)(PaddleBottom.Speed * gameTime.ElapsedGameTime.TotalMilliseconds); PaddleBottom.X = MathHelper.Clamp(PaddleBottom.X, bounds.Left, bounds.Right - PaddleBottom.Width); } if (touchState.IsKeyDown(Keys.A)) { PaddleTop.X = PaddleTop.X - (float)(PaddleTop.Speed * gameTime.ElapsedGameTime.TotalMilliseconds); PaddleTop.X = MathHelper.Clamp(PaddleTop.X, bounds.Left, bounds.Right - PaddleTop.Width); } if (touchState.IsKeyDown(Keys.D)) { PaddleTop.X = PaddleTop.X + (float)(PaddleTop.Speed * gameTime.ElapsedGameTime.TotalMilliseconds); PaddleTop.X = MathHelper.Clamp(PaddleTop.X, bounds.Left, bounds.Right - PaddleTop.Width); } var ballPositionChange = ball.Direction * (float)(gameTime.ElapsedGameTime.TotalMilliseconds * ball.Speed); ball.X += ballPositionChange.X; ball.Y += ballPositionChange.Y; // Ball - side walls if (Walls.Any(w => CollisionDetector.Overlaps(ball, w))) { ball.BounceX(); ball.Acceleration(); } // Ball - winning walls if (Goals.Any(w => CollisionDetector.Overlaps(ball, w))) { ball.X = 225; ball.Y = 460; ball.Speed = GameConstants.DefaultInitialBallSpeed; HitSound.Play(); } // Paddle - ball collision if (CollisionDetector.Overlaps(ball, PaddleTop) && ball.Direction.Y < 0 || (CollisionDetector.Overlaps(ball, PaddleBottom) && ball.Direction.Y > 0)) { ball.BounceY(); ball.Acceleration(); } base.Update(gameTime); }
/// <summary> /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Update(GameTime gameTime) { if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape)) { Exit(); } var touchState = Keyboard.GetState(); if (touchState.IsKeyDown(Keys.Left)) { PaddleBottom.X = PaddleBottom.X - (float)(PaddleBottom.Speed * gameTime.ElapsedGameTime.TotalMilliseconds); } if (touchState.IsKeyDown(Keys.Right)) { PaddleBottom.X = PaddleBottom.X + (float)(PaddleBottom.Speed * gameTime.ElapsedGameTime.TotalMilliseconds); } if (touchState.IsKeyDown(Keys.A)) { PaddleTop.X = PaddleTop.X - (float)(PaddleTop.Speed * gameTime.ElapsedGameTime.TotalMilliseconds); } if (touchState.IsKeyDown(Keys.D)) { PaddleTop.X = PaddleTop.X + (float)(PaddleTop.Speed * gameTime.ElapsedGameTime.TotalMilliseconds); } PaddleBottom.X = MathHelper.Clamp(PaddleBottom.X, 0, 500 - PaddleBottom.Width); PaddleTop.X = MathHelper.Clamp(PaddleTop.X, 0, 500 - PaddleTop.Width); var ballPositionChange = Ball.Direction * (float)(gameTime.ElapsedGameTime.TotalMilliseconds * Ball.Speed); Ball.X += ballPositionChange.X; Ball.Y += ballPositionChange.Y; // return true if overlaps , false otherwise ... // Ball - side walls // If ball has collision with any of the side wall // Reverse X direction of the ball // Increase the ball speed by bump speed increase factor if (CollisionDetector.Overlaps(Ball, Walls[0]) || CollisionDetector.Overlaps(Ball, Walls[1])) { Ball.Direction = -Ball.Direction * new Vector2(-1, 1); Ball.Speed *= Ball.BumpSpeedIncreaseFactor; } // If ball has collision with winning walls ( goals ) // Move ball to the center // Reset ball speed // Play hit sound with : HitSound . Play (); else if (CollisionDetector.Overlaps(Ball, Goals[0]) || CollisionDetector.Overlaps(Ball, Goals[1])) { Ball.X = 250; Ball.Y = 450; Ball.Speed = GameConstants.DefaultInitialBallSpeed; HitSound.Play(); } // If ball has collision with paddles ( with appropriate movement direction !!) // Reverse Y direction of the ball // Increase the ball speed by bump speed increase factor else if (CollisionDetector.Overlaps(Ball, PaddleBottom) || CollisionDetector.Overlaps(Ball, PaddleTop)) { Ball.Direction = Ball.Direction * new Vector2(1, -1); Ball.Speed *= Ball.BumpSpeedIncreaseFactor; } base.Update(gameTime); }
/// <summary> /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Update(GameTime gameTime) { if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape)) { Exit(); } var touchState = Keyboard.GetState(); var screenBounds = GraphicsDevice.Viewport.Bounds; if (touchState.IsKeyDown(Keys.Left)) { PaddleBottom.X = PaddleBottom.X - (float)(PaddleBottom.Speed * gameTime.ElapsedGameTime.TotalMilliseconds); } if (touchState.IsKeyDown(Keys.Right)) { PaddleBottom.X = PaddleBottom.X + (float)(PaddleBottom.Speed * gameTime.ElapsedGameTime.TotalMilliseconds); } if (touchState.IsKeyDown(Keys.A)) { PaddleTop.X = PaddleTop.X - (float)(PaddleTop.Speed * gameTime.ElapsedGameTime.TotalMilliseconds); } if (touchState.IsKeyDown(Keys.D)) { PaddleTop.X = PaddleTop.X + (float)(PaddleTop.Speed * gameTime.ElapsedGameTime.TotalMilliseconds); } PaddleBottom.X = MathHelper.Clamp(PaddleBottom.X, 0, screenBounds.Width - PaddleBottom.Width); PaddleTop.X = MathHelper.Clamp(PaddleTop.X, 0, screenBounds.Width - PaddleBottom.Width); var ballPositionChange = Ball.Direction * (float)(gameTime.ElapsedGameTime.TotalMilliseconds * Ball.Speed); Ball.X += ballPositionChange.X; Ball.Y += ballPositionChange.Y; foreach (var wall in Walls) { if (CollisionDetector.Overlaps(Ball, wall)) { Ball.Direction = Ball.Direction * new Vector2(-1, 1); Ball.Speed = Ball.Speed * GameConstants.DefaultBallBumpSpeedIncreaseFactor; continue; } } foreach (var goal in Goals) { if (CollisionDetector.Overlaps(Ball, goal)) { HitSound.Play(); Ball.X = screenBounds.Width / 2f - GameConstants.DefaultBallSize / 2f; Ball.Y = screenBounds.Height / 2f - GameConstants.DefaultBallSize / 2f; Ball.Speed = GameConstants.DefaultInitialBallSpeed; } } if (CollisionDetector.Overlaps(Ball, PaddleBottom) || CollisionDetector.Overlaps(Ball, PaddleTop)) { Ball.Direction = Ball.Direction * new Vector2(1, -1); Ball.Speed = Ball.Speed * GameConstants.DefaultBallBumpSpeedIncreaseFactor; } base.Update(gameTime); }
/// <summary> /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Update(GameTime gameTime) { if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape)) { Exit(); } var touchState = Keyboard.GetState(); if (touchState.IsKeyDown(Keys.Left)) { PaddleBottom.X = PaddleBottom.X - (float)(PaddleBottom.Speed * gameTime.ElapsedGameTime.TotalMilliseconds); } if (touchState.IsKeyDown(Keys.Right)) { PaddleBottom.X = PaddleBottom.X + (float)(PaddleBottom.Speed * gameTime.ElapsedGameTime.TotalMilliseconds); } if (touchState.IsKeyDown(Keys.A)) { PaddleTop.X = PaddleTop.X - (float)(PaddleTop.Speed * gameTime.ElapsedGameTime.TotalMilliseconds); } if (touchState.IsKeyDown(Keys.D)) { PaddleTop.X = PaddleTop.X + (float)(PaddleTop.Speed * gameTime.ElapsedGameTime.TotalMilliseconds); } PaddleBottom.X = MathHelper.Clamp(PaddleBottom.X, GraphicsDevice.Viewport.Bounds.Left, GraphicsDevice.Viewport.Bounds.Right - PaddleBottom.Width); PaddleTop.X = MathHelper.Clamp(PaddleTop.X, GraphicsDevice.Viewport.Bounds.Left, GraphicsDevice.Viewport.Bounds.Right - PaddleTop.Width); var ballPositionChange = Ball.Direction * (float)(gameTime.ElapsedGameTime.TotalMilliseconds * Ball.Speed); Ball.X += ballPositionChange.X; Ball.Y += ballPositionChange.Y; foreach (Wall wall in Walls) { if (CollisionDetector.Overlaps(Ball, PaddleTop)) { switch (Ball.Direction.BallDirection) { case GameVector.Direction.UpLeft: Ball.Direction = new GameVector(GameVector.Direction.DownLeft); break; case GameVector.Direction.UpRight: Ball.Direction = new GameVector(GameVector.Direction.DownRight); break; } Ball.Speed *= Ball.BumpSpeedIncreaseFactor; } if (CollisionDetector.Overlaps(Ball, PaddleBottom)) { switch (Ball.Direction.BallDirection) { case GameVector.Direction.DownLeft: Ball.Direction = new GameVector(GameVector.Direction.UpLeft); break; case GameVector.Direction.DownRight: Ball.Direction = new GameVector(GameVector.Direction.UpRight); break; } Ball.Speed *= Ball.BumpSpeedIncreaseFactor; } if (CollisionDetector.Overlaps(wall, Ball)) { switch (Ball.Direction.BallDirection) { case GameVector.Direction.DownLeft: Ball.Direction = new GameVector(GameVector.Direction.DownRight); break; case GameVector.Direction.UpLeft: Ball.Direction = new GameVector(GameVector.Direction.UpRight); break; case GameVector.Direction.DownRight: Ball.Direction = new GameVector(GameVector.Direction.DownLeft); break; case GameVector.Direction.UpRight: Ball.Direction = new GameVector(GameVector.Direction.UpLeft); break; } Ball.Speed *= Ball.BumpSpeedIncreaseFactor; } } foreach (Wall wall in Goals) { if (CollisionDetector.Overlaps(wall, Ball)) { Ball.X = GraphicsDevice.Viewport.Bounds.Width / 2f - GameConstants.DefaultBallSize / 2f; Ball.Y = GraphicsDevice.Viewport.Bounds.Height / 2f - GameConstants.DefaultBallSize / 2; Ball.Speed = GameConstants.DefaultInitialBallSpeed; HitSound.Play(); } } base.Update(gameTime); }