示例#1
0
        public override void NewGame()
        {
            _playerPos = new Point(0.5f, GamesParams.MarginY1).Clamp(GamesParams.Margin0.Add(_padSize.Half()),
                                                                     GamesParams.Margin1.Sub(_padSize.Half()));

            _ballPos = _playerPos.Sub(new Point(0, 0.1f));

            _blockPos = new Point[BlocksCountX, BlocksCountY];
            for (var y = 0; y < BlocksCountY; ++y)
            {
                for (var x = 0; x < BlocksCountX; x++)
                {
                    var xx = GamesParams.MarginX0 + (GamesParams.MarginX1 - GamesParams.MarginX0) / (BlocksCountX + 1) * (x + 1);
                    var yy = GamesParams.MarginY0 + (GamesParams.MarginY1 - BottomLinesOfBlocks ) / (BlocksCountY + 1) * (y + 1);

                    _blockPos[x, y] = new Point(xx, yy).Clamp(GamesParams.Margin0.Add(_blockSize.Half()),
                                                              GamesParams.Margin1.Sub(_blockSize.Half()));
                }
            }

            _playerSpd = 0.8f;
            _ballSpd = 0.3f;

            _playerDir = new Point(0.0f, 0.0f);
            _ballDir = new Point(0.0f, -1.0f).AddNoise().Normalise();

            base.NewGame();
        }
示例#2
0
文件: Pong.cs 项目: Maskl/MetroRetro
        public override void Update(DeviceContext context, TargetBase target, DeviceManager deviceManager, Point screenSize, float dt, float elapsedTime)
        {
            if (AfterStartFreeze)
            {
                // Player moving
                _playerPos =
                    _playerPos.Add(_playerDir.Mul(_playerSpd).Mul(dt)).Clamp(GamesParams.Margin0.Add(_padSize.Half()),
                                                                             GamesParams.Margin1.Sub(_padSize.Half()));

                // Ball moving
                _ballPos = _ballPos.Add(_ballDir.Mul(_ballSpd).Mul(dt));

                // Ball collision with borders
                if (!_ballPos.IsInside(GamesParams.Margin0.Add(_ballSize.Half()),
                                       GamesParams.Margin1.Sub(_ballSize.Half())))
                {
                    _ballDir.Y = -_ballDir.Y;

                    if (_ballPos.X < GamesParams.MarginX0 + 0.001f)
                    {
                        NewGame();
                        _gameManager.Die();
                        return;
                    }

                    if (_ballPos.X > GamesParams.MarginX1 - 0.001f)
                    {
                        _gameManager.Win(500);
                        _ballPos = new Point(0.5f, 0.5f);
                        _ballDir = new Point(1.0f, 0.0f).AddNoise().Normalise();
                        return;
                    }
                }

                _ballPos = _ballPos.Clamp(GamesParams.Margin0.Add(_ballSize.Half()),
                                          GamesParams.Margin1.Sub(_ballSize.Half()));

                // Ball collision with player pad
                if (_ballPos.IsInside(_playerPos.Sub(_padSize.Half()).Sub(_ballSize.Half()),
                                      _playerPos.Add(_padSize.Half()).Add(_ballSize.Half())))
                {
                    _ballDir.X = 1;
                    _ballDir.Y = _ballPos.Sub(_playerPos).Y/_padSize.Half().Y;
                    _ballDir = _ballDir.Normalise();

                    _ballSpd += _ballSpdInc;

                    _gameManager.AddPoints(75);
                }

                // Ball collision with enemy pad
                if (_ballPos.IsInside(_enemyPos.Sub(_padSize.Half()).Sub(_ballSize.Half()),
                                      _enemyPos.Add(_padSize.Half()).Add(_ballSize.Half())))
                {
                    _ballDir.X = -1;
                    _ballDir.Y = _ballPos.Sub(_enemyPos).Y/_padSize.Half().Y;
                    _ballDir = _ballDir.Normalise();

                    _ballSpd += _ballSpdInc;
                }

                // Enemy moving
                if (Math.Abs(_ballPos.Y - _enemyPos.Y) < _padSize.Div(3).Y)
                {
                    _enemyDir.Y = 0;
                }
                else
                {
                    if (_ballPos.Y > _enemyPos.Y)
                        _enemyDir.Y = 1;
                    else
                        _enemyDir.Y = -1;

                    _enemyPos =
                        _enemyPos.Add(_enemyDir.Mul(_enemySpd).Mul(dt)).Clamp(GamesParams.Margin0.Add(_padSize.Half()),
                                                                              GamesParams.Margin1.Sub(_padSize.Half()));
                }
            }

            // Drawing
            var playerBox = _playerPos.ToBox(_padSize);
            var enemyBox = _enemyPos.ToBox(_padSize);
            var ballBox = _ballPos.ToBox(_ballSize);

            context.FillRectangle(screenSize.ApplyTo(playerBox), GamesParams.PlayerColor);
            context.FillRectangle(screenSize.ApplyTo(enemyBox), GamesParams.EnemyColor);

            context.FillRectangle(screenSize.ApplyTo(ballBox), GamesParams.AdditionalColor);

            base.Update(context, target, deviceManager, screenSize, dt, elapsedTime);
        }
示例#3
0
        public override void Update(DeviceContext context, TargetBase target, DeviceManager deviceManager, Point screenSize, float dt, float elapsedTime)
        {
            if (AfterStartFreeze)
            {
                // Player moving
                _playerPos =
                    _playerPos.Add(_playerDir.Mul(_playerSpd).Mul(dt)).Clamp(GamesParams.Margin0.Add(_padSize.Half()),
                                                                             GamesParams.Margin1.Sub(_padSize.Half()));

                // Ball moving
                var oldBallPos = _ballPos;
                _ballPos = _ballPos.Add(_ballDir.Mul(_ballSpd).Mul(dt));

                // Ball collision with borders
                if (!_ballPos.IsInside(GamesParams.Margin0.Add(_ballSize.Half()),
                                       GamesParams.Margin1.Sub(_ballSize.Half())))
                {
                    if (_ballPos.X - GamesParams.MarginX0 < _ballPos.Y - GamesParams.MarginY0 ||
                        GamesParams.MarginX1 - _ballPos.X < _ballPos.Y - GamesParams.MarginY0)
                        _ballDir.X = -_ballDir.X;
                    else
                        _ballDir.Y = -_ballDir.Y;

                    if (_ballPos.Y > GamesParams.MarginY1 - 0.01f)
                    {
                        _playerPos =
                            new Point(0.5f, GamesParams.MarginY1).Clamp(GamesParams.Margin0.Add(_padSize.Half()),
                                                                        GamesParams.Margin1.Sub(_padSize.Half()));
                        _ballPos = _playerPos.Sub(new Point(0, 0.1f));
                        _ballDir = new Point(0.0f, -1.0f).AddNoise().Normalise();
                        _gameManager.Die();
                        return;
                    }
                }

                _ballPos = _ballPos.Clamp(GamesParams.Margin0.Add(_ballSize.Half()),
                                          GamesParams.Margin1.Sub(_ballSize.Half()));

                // Ball collision with player pad
                if (_ballPos.IsInside(_playerPos.Sub(_padSize.Half()).Sub(_ballSize.Half()),
                                      _playerPos.Add(_padSize.Half()).Add(_ballSize.Half())))
                {
                    _ballDir.Y = -1;
                    _ballDir.X = _ballPos.Sub(_playerPos).X/_padSize.Half().X;
                    _ballDir = _ballDir.Normalise();

                    _ballSpd += _ballSpdInc;
                }

                // Ball collision with player pad
                foreach (var block in _blockPos)
                {
                    if (_ballPos.IsInside(block.Sub(_blockSize.Half()).Sub(_ballSize.Half()),
                                          block.Add(_blockSize.Half()).Add(_ballSize.Half())))
                    {
                        if (oldBallPos.X < block.Sub(_blockSize.Half()).Sub(_ballSize.Half()).X ||
                            oldBallPos.X > block.Add(_blockSize.Half()).Add(_ballSize.Half()).X)
                            _ballDir.X = -_ballDir.X;
                        else
                            _ballDir.Y = -_ballDir.Y;

                        block.X = -100;
                        block.Y = -100;

                        _gameManager.AddPoints(100);
                    }
                }
            }

            // Drawing
            var anyBlock = false;
            foreach (var block in _blockPos)
            {
                if (block.X < 0)
                    continue;

                anyBlock = true;
                var box = block.ToBox(_blockSize);
                context.FillRectangle(screenSize.ApplyTo(box), GamesParams.EnemyColor);
            }

            if (!anyBlock)
            {
                NewGame();
                _gameManager.Win(3000);
                return;
            }

            var playerBox = _playerPos.ToBox(_padSize);
            var ballBox = _ballPos.ToBox(_ballSize);
            context.FillRectangle(screenSize.ApplyTo(playerBox), GamesParams.PlayerColor);
            context.FillRectangle(screenSize.ApplyTo(ballBox), GamesParams.AdditionalColor);

            base.Update(context, target, deviceManager, screenSize, dt, elapsedTime);
        }
示例#4
0
        public override void Update(DeviceContext context, TargetBase target, DeviceManager deviceManager, Point screenSize, float dt, float elapsedTime)
        {
            if (AfterStartFreeze)
            {
                _timeToNextPossibleShoot -= dt;
                if (_isShootButtonPressed && _timeToNextPossibleShoot <= 0)
                {
                    var p = _playerPos.Sub(new Point(0, 0.01f));
                    _bulletPos.Add(p);

                    _timeToNextPossibleShoot = ShootInterval;
                }

                // Player moving
                _playerPos =
                    _playerPos.Add(_playerDir.Mul(PlayerSpd).Mul(dt)).Clamp(GamesParams.Margin0.Add(_playerSize.Half()),
                                                                            GamesParams.Margin1.Sub(_playerSize.Half()));

                // Enemies
                for (var e = 0; e < _enemyPos.Count; ++e)
                {
                    var enemyPos = _enemyPos[e];

                    // Enemy reach bottom line
                    _enemyPos[e] = enemyPos.Add(_enemyDir.Mul(EnemySpd).Mul(dt));
                    enemyPos = _enemyPos[e];

                    if (enemyPos.IsInside(GamesParams.Margin0.Sub(_enemySize.Half()).Add(new Point(0, 1)),
                                          GamesParams.Margin1.Add(_enemySize.Half()).Add(new Point(0, 1))))
                    {
                        AddEnemy(e);
                        AddEnemy();
                        AddEnemy();
                    }

                    // Enemy collision with player
                    if (enemyPos.IsInside(_playerPos.Sub(_playerSize.Half()).Sub(_playerSize.Half()),
                                          _playerPos.Add(_playerSize.Half()).Add(_playerSize.Half())))
                    {
                        NewGame();
                        _gameManager.Die();
                        return;
                    }
                }

                // Bullet moving
                for (var i = 0; i < _bulletPos.Count; ++i)
                {
                    var bulletPos = _bulletPos[i];
                    _bulletPos[i] = bulletPos.Add(_bulletDir.Mul(BulletSpd).Mul(dt));
                    bulletPos = _bulletPos[i];

                    // Bullet collision with borders
                    if (!bulletPos.IsInside(GamesParams.Margin0.Sub(_bulletSize.Half()),
                                            GamesParams.Margin1.Add(_bulletSize.Half())))
                    {
                        _bulletPos.RemoveAt(i);
                    }

                    // Bullet collision with enemies
                    for (var e = 0; e < _enemyPos.Count; ++e)
                    {
                        var enemyPos = _enemyPos[e];
                        if (bulletPos.IsInside(enemyPos.Sub(_enemySize.Half()).Sub(_bulletSize.Half()),
                                               enemyPos.Add(_enemySize.Half()).Add(_bulletSize.Half())))
                        {
                            _bulletPos.RemoveAt(i);
                            AddEnemy(e);
                            AddEnemy();
                            _gameManager.AddPoints(50);
                            break;
                        }
                    }
                }
            }

            // Drawing
            foreach (var bullet in _bulletPos)
            {
                var ballBox = bullet.ToBox(_bulletSize);
                context.FillRectangle(screenSize.ApplyTo(ballBox), GamesParams.AdditionalColor);
            }

            foreach (var enemy in _enemyPos)
            {
                var box = enemy.ToBox(_enemySize);
                if (box.Left > GamesParams.MarginX1 || box.Right < GamesParams.MarginX0 || box.Bottom < GamesParams.MarginY0 || box.Top > GamesParams.MarginY1)
                    continue;

                if (box.Left < GamesParams.MarginX0)
                    box.Left = GamesParams.MarginX0;
                if (box.Right > GamesParams.MarginX1)
                    box.Right = GamesParams.MarginX1;
                if (box.Top < GamesParams.MarginY0)
                    box.Top = GamesParams.MarginY0;
                if (box.Bottom > GamesParams.MarginY1)
                    box.Bottom = GamesParams.MarginY1;

                context.FillRectangle(screenSize.ApplyTo(box), GamesParams.EnemyColor);
            }

            var playerBox = _playerPos.ToBox(_playerSize);
            context.FillRectangle(screenSize.ApplyTo(playerBox), GamesParams.PlayerColor);

            base.Update(context, target, deviceManager, screenSize, dt, elapsedTime);
        }