public BreakoutPaddle(Game game, string spriteName, PlayerController controller, BreakoutBall ball, float speed = 0f, float acceleration = 0f, float friction = 0f) : base(game, spriteName, controller, speed, acceleration, friction) { this.lockedY = true; this.ball = ball; this.disabled = false; }
public void Spawn() { Vector2 paddleStartPos = new Vector2(Game.GraphicsDevice.Viewport.Width / 2f, Game.GraphicsDevice.Viewport.Height - 20); this.ball = new BreakoutBall(Game, "Sprites/Ball/ballSmall", new BallController(Game), 220f); PlayerController paddleController = new PlayerController(Game, 0); this.paddle = new BreakoutPaddle(Game, "Sprites/Player/paddleBig", paddleController, ball, 270f, 0f, 0f); upperSpawner = new BlockRegion(Game, new Rectangle(20, 20 + HUDHeight, Game.GraphicsDevice.Viewport.Width - 40, 200), Game.GraphicsDevice); lowerSpawner = new BlockRegion(Game, new Rectangle(20, 120 + HUDHeight, Game.GraphicsDevice.Viewport.Width - 40, 200), Game.GraphicsDevice); Game.Components.Add(paddleController); Game.Components.Add(paddle); Game.Components.Add(ball); Game.Components.Add(upperSpawner); Game.Components.Add(lowerSpawner); this.paddle.Transform.position = paddleStartPos; LevelOne(); }