示例#1
0
        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);
            //Load the SoundEffect resources

            // Load the SoundEffect resource
            ballhit     = Content.Load <SoundEffect>("ballhit");
            killshothit = Content.Load <SoundEffect>("killshot");
            paddlemiss  = Content.Load <SoundEffect>("miss");
            Font1       = Content.Load <SpriteFont>("Courier New");

            //Drawing Right Paddle
            computer_paddle = new Paddle(Content.Load <Texture2D>("right_paddle"), new Vector2(444f, 268f), new Vector2(24f, 64f),
                                         graphics.PreferredBackBufferWidth, graphics.PreferredBackBufferHeight);

            //Border Line
            Border = new Border_Line(Content.Load <Texture2D>("Center"), new Vector2(467f, -87f), new Vector2(32f, 32f), graphics.PreferredBackBufferWidth, graphics.PreferredBackBufferHeight);

            //Drawing Left Paddle
            player_paddle = new Paddle(Content.Load <Texture2D>("left_paddle"), new Vector2(505f, 268f), new Vector2(24f, 64f),
                                       graphics.PreferredBackBufferWidth, graphics.PreferredBackBufferHeight);

            //Ball
            ball = new Ball(Content.Load <Texture2D>("small_ball"), new Vector2(600f, 100f), new Vector2(32f, 32f),
                            graphics.PreferredBackBufferWidth, graphics.PreferredBackBufferHeight);
            //  set the speed the objects will move
            // the ball always starts in the middle and moves toward the player
            ball.Reset();
            computer_paddle.velocity = new Vector2(0, 3);

            //Block Class
            blockUp = new Block(Content.Load <Texture2D>("Up Arrow125"), new Vector2(503f, 0f), new Vector2(24f, 64f),
                                graphics.PreferredBackBufferWidth, graphics.PreferredBackBufferHeight);
        }
示例#2
0
文件: Ball.cs 项目: brummetj/PongGame
        public bool Border_Collision_Player(Border_Line Border)
        {
            if ((this.position.X >= Border.size.X + Border.position.X))
            {
                return(true);
            }

            return(false);
        }
示例#3
0
文件: Ball.cs 项目: brummetj/PongGame
        public bool Border_Collision_Computer(Border_Line Border)
        {
            if ((this.position.X <= Border.size.X + Border.position.X) &&  // left side
                (this.position.Y + this.size.Y >= Border.position.Y) &&    // top boundary
                (this.position.Y <= Border.position.Y + Border.size.Y))
            {
                return(true);
            }

            return(false);
        }
示例#4
0
文件: Ball.cs 项目: brummetj/PongGame
        public void Move(Paddle player, Paddle computer, Border_Line Border)
        {
            //  Balls have more complex movement than paddles.  If they hit top or bottom, invert Y velocity.
            //  If they hit a paddle, change velocity depending upon where on the paddle we hit
            //  If we the ball misses the paddle and falls off the right or left edge, increase the score of
            //  the other side, decrease this side's number of lives (if implemented), wait a second or two,
            //  put the ball back in the center, and give a random direction.
            //  We might also want (someday) to gradually increase velocity when the player hits the ball back.

            // reset collision_occured when we cross centerline
            // this avoids the odd case where we collide with the paddle while we are leaving the scene
            if ((this.position.X > 420) && (this.position.X < 520))
            {
                this.collision_occured = false;
            }

            // check to see if we hit a paddle
            if (Player_Collision(player) && this.collision_occured == false)
            {
                collision_occured = true;
                playit            = true;
                // We hit a paddle; where did we hit?
                // If normal, just invert velocity as appropriate, and leave with departure angle equal to attack angle
                // If corner, hit a kill shot
                if (Corner_Collision(player))
                {
                    // kill shot
                    velocity = new Vector2((-this.velocity.X * 1 + 1), this.velocity.Y + rnd.Next(-2, 2));
                }
                else
                {
                    // normal ball return; just invert X velocity; play with velocity just a bit

                    velocity = new Vector2(-this.velocity.X, rnd.Next(((int)this.velocity.Y + 1), ((int)this.velocity.Y + 2)));
                }
            }

            else if (Computer_Collision(computer) && this.collision_occured == false)
            {
                collision_occured = true;// We hit a paddle; where did we hit?
                playit            = true;
                // If normal, just invert velocity as appropriate, and leave with departure angle equal to attack angle
                // If corner, hit a kill shot
                if (Corner_Collision(computer))
                {
                    // kill shot
                    velocity = new Vector2((-this.velocity.X * 2), this.velocity.Y);
                }
                else
                {
                    // normal ball return; just invert X velocity
                    velocity = new Vector2(-this.velocity.X, rnd.Next(((int)this.velocity.Y - 1), ((int)this.velocity.Y + 2)));
                }
            }

            //we might be at an edge, do the right thing if needed



            //  Check right boundary to see if we missed the paddle
            else if (this.position.X + this.size.X >= Border.position.X && this.position.X < Border.position.X + Border.size.X && this.velocity.X > 0)
            {
                // Give the other guy a point
                scorePlayer += 1;
                // Play the paddle miss sound
                //TODO
                // Go again
                Reset();
                //
            }

            //  Check left boundary to see if we missed the paddle
            else if (this.position.X < Border.position.X + Border.size.X && this.position.X > Border.position.X && this.velocity.X < 0)
            {
                // Give the other guy a point
                scoreComputer += 1;
                // Play the paddle miss sound
                //TODO
                // Go again
                Reset();
            }

            //  Check bottom boundary
            else if (this.position.Y + this.size.Y + this.velocity.Y > this.screenSize.Y)
            {
                this.velocity = new Vector2(this.velocity.X, -this.velocity.Y);
            }

            // Check top boundary
            else if (this.position.Y + this.velocity.Y < 0)
            {
                this.velocity = new Vector2(this.velocity.X, -this.velocity.Y);
            }

            //  Check bottom boundary
            else if (this.position.Y + this.size.Y + this.velocity.Y > this.screenSize.Y)
            {
                this.position = new Vector2(position.X, 0f);
            }

            // Check top boundary
            else if (this.position.Y + this.velocity.Y < 0)
            {
                this.position = new Vector2(position.X, screenSize.Y - this.size.Y);
            }

            //check right boundary
            else if (this.position.X + this.size.X + this.velocity.X > this.screenSize.X)
            {
                this.position = new Vector2(0f, position.Y);
            }

            //check left boundary

            else if (this.position.X + this.velocity.X < 0)
            {
                this.position = new Vector2(screenSize.X - this.size.X, position.Y);
            }
        }