示例#1
0
 public PlayerInput(GameState state, Paddle target, PlayerInputType key, float distance)
     : base(state)
 {
     Target = target;
       Request = key;
       Distance = Math.Abs(distance);
 }
示例#2
0
        public PaddleHit(GameState state, Paddle target, float[] velocity, float[] position)
            : base(state)
        {
            Target = target;
              Velocity[0] = velocity[0];
              Velocity[1] = velocity[1];
              Position[0] = position[0];
              Position[1] = position[1];

              if (target == state.AiPaddle)
            Type = SparkleType.SPARKLE_AI;
              else if (target == state.PlayerPaddle)
            Type = SparkleType.SPARKLE_PLAYER;
              else
            Type = SparkleType.SPARKLE_WALL;
        }
示例#3
0
        public void Update(Ball b, Paddle p)
        {
            float target = 0f;
              if (b.Velocity [1] > 0)
            target = b.Position [0];

              float distance_to_target = Math.Abs(target - p.Position [0]);
              if (distance_to_target < p.Speed) {
            distance_to_target = distance_to_target / 10f;
            if (distance_to_target < 1f)
              distance_to_target = 0f;
              }

              if (target > p.Position[0])
            p.MoveRight(distance_to_target);
              if (target < p.Position[0])
            p.MoveLeft(distance_to_target);
        }
示例#4
0
        public void Update(Ball b, Paddle p)
        {
            var target = b.Position [0];

              float distance_to_target = Math.Abs(target - p.Position [0]);
              if (distance_to_target < 1f)
            return;

              /* Don't jerk */
              if ((distance_to_target > 2f) && (distance_to_target < 2.5f)) {
            distance_to_target = 0.3f;
              }

              if (target > p.Position[0])
            p.MoveRight(distance_to_target);

              if (target < p.Position[0])
            p.MoveLeft(distance_to_target);
        }
示例#5
0
        /** Reset the ball position and start again */
        public void NewGame()
        {
            PlayerPaddle = new Paddle(this);
              AiPaddle = new Paddle(this);
              Ball = new Ball(this);
              Field =  new Field(this, Camera());
              Sparkle = new Sparkle(this);
              RainbowTrail = new RainbowTrail(this);
              Flare = new Ps.Model.Object.Flare(this);
              Collectables = new Collectables(this);

              /* actions */
              SetupActions();
              _input = new GameInput(this);
              Game.SoundReset(); // reload

              /* Set initial paddle positions */
              PlayerPaddle.Position[0] = 0f;
              PlayerPaddle.Position[1] = Field.Bounds[1] + nLayout.DistanceInWorld(14f, nAxis.Y, _camera);;
              AiPaddle.Position[0] = 0f;
              AiPaddle.Position[1] = Field.Bounds[3] - AiPaddle.Size[1] - nLayout.DistanceInWorld(7f, nAxis.Y, _camera);

              var direction = new nGLine() {
            P1 = new float[2] { 0, 0 },
            P2 = new float[2] { nRand.Float(0f, 1f), nRand.Float(1f, 0.3f) }
              };
              var unit = direction.Unit;
              Ball.Position[0] = 0;
              Ball.Position[1] = 0;
              Ball.Velocity[0] = unit[0] * 35f;
              Ball.Velocity[1] = unit[1] * 35f;

              /* reset paddles */
              AiPaddle.Ai = new EasyAiProfile();
              AiPaddle.Speed = AiPaddle.Ai.Speed;
              PlayerPaddle.Speed = Config.PlayerSpeed;
              AiPaddle.Position[0] = 0;
              PlayerPaddle.Position[0] = 0;

              /* ai */
              Activated = false;
              Camera().Pipe.Drawables.Clear();
              Camera().Pipe.Render();
        }
示例#6
0
        private void HandlePaddleHit(Paddle p)
        {
            var magic_number = 0.6f;
              var xdelta = (p.Position[0] - Position[0]) / (p.Size[0]);
              var factor = xdelta / magic_number;
              if (factor > 1f)
            factor = 1f;
              else if (factor < -1f)
            factor = -1f;

              Velocity[1] = -Velocity [1];
              Velocity[0] = Velocity[0] - 20f * factor;

              Velocity[0] += 0.6f * Math.Sign(Velocity[0]);
              Velocity[1] += 0.6f * Math.Sign(Velocity[1]);
        }
示例#7
0
 public void Update(Ball b, Paddle p)
 {
     p.Position[0] = b.Position[0];
 }