+ KillZone & Ball Movements (bases)
This commit is contained in:
+76
-15
@@ -1,6 +1,7 @@
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using MonoGame.Extended;
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using MonoGame.Extended.Timers;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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@@ -11,29 +12,36 @@ namespace client
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{
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internal class Ball
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{
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private Vector2 Position { get; set; }
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private int Radius { get; set; }
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private float InitialSpeed { get; set; }
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private float Acceleration { get; set; }
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private int Delta { get; set; } // Delta time = milliseconds
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public Vector2 Position = new Vector2(0, 0);
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public Vector2 DefaultPosition = new Vector2(0,0);
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public int Radius = 5;
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public bool CanMove = false;
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// Movement
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private float MoveX = 0f;
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private float MoveY = 0f;
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private float Speed = 100f;
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Random random = new Random();
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// Constructors
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public Ball(GraphicsDevice graphicsDevice)
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public Ball(GraphicsDevice graphicsDevice, GameTime gameTime)
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{
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this.Position = new Vector2(0,0);
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this.Radius = 5;
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this.InitialSpeed = 0.5f;
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this.Acceleration = 0.1f;
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this.Delta = 100;
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}
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public Ball(Vector2 position, int radius, float initialSpeed, float acceleration, int delta)
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public Ball(Vector2 position, int radius, float speed)
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{
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this.Position = position;
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this.DefaultPosition = position;
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this.Radius = radius;
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this.InitialSpeed = initialSpeed;
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this.Acceleration = acceleration;
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this.Delta = delta;
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this.Speed = speed;
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}
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// Default Position
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public Ball GetBackToDefaultPos()
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{
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this.Position = this.DefaultPosition;
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return this;
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}
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// Draw ball
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@@ -53,11 +61,64 @@ namespace client
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// Start | Stop ball moving
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public Ball StartMoving()
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{
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this.MoveX = random.Next((int)-this.Speed, (int)this.Speed);
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this.MoveY = random.Next((int)-this.Speed, (int)this.Speed);
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this.CanMove = true;
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return this;
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}
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public Ball Move(GameTime gameTime, float screenHeight, float screenWidth, Player p1, Player p2)
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{
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if (this.CanMove)
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{
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// X
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if (this.Position.X < 0)
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{
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this.MoveX -= this.Speed;
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}
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else
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{
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this.MoveX += this.Speed;
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}
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// Y
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if (this.Position.Y < 0)
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{
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this.MoveY -= this.Speed;
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}
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else
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{
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this.MoveY += this.Speed;
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}
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this.Position.X += this.MoveX;
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this.Position.Y += this.MoveY;
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// Collisions
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if (this.Position.Y < this.Radius*2 && this.MoveY < 0)
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{
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this.MoveY = Math.Abs(this.MoveY);
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}
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if (this.Position.Y > screenHeight - this.Radius*2 && this.MoveY > 0)
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{
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this.MoveY = -this.MoveY;
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}
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if (
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(this.Position.X < p1.Position.X + p1.width && this.Position.X > p1.Position.X && this.Position.Y > p1.Position.Y && this.Position.Y < p1.Position.Y + p1.height) ||
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(this.Position.X+ this.Radius*2 > p2.Position.X && this.Position.X + this.Radius*2 < p2.Position.X + p2.width && this.Position.Y > p2.Position.Y && this.Position.Y < p2.Position.Y + p2.height)
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)
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{
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this.MoveX = -this.MoveX;
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}
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}
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return this;
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}
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public Ball StopMoving()
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{
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this.CanMove = false;
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return this;
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}
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}
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+32
-7
@@ -9,6 +9,8 @@ namespace client
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private Player pl1;
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private Player pl2;
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private Ball ball;
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private KillZone killZone1;
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private KillZone killZone2;
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private GraphicsDeviceManager _graphics;
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private SpriteBatch _spriteBatch;
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@@ -28,7 +30,7 @@ namespace client
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15,
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100,
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100f
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);
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).SetControllable(true);
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pl2 = new Player(
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new Vector2(_graphics.PreferredBackBufferWidth - 30, _graphics.PreferredBackBufferHeight / 2 - 50),
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@@ -41,11 +43,27 @@ namespace client
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ball = new Ball(
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new Vector2(_graphics.PreferredBackBufferWidth / 2 - 5, _graphics.PreferredBackBufferHeight / 2 - 5),
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10,
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0.5f,
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0.1f,
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100
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0.2f
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);
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// KILLZONE
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killZone1 = new KillZone(
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new Vector2(0, 0),
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15,
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_graphics.PreferredBackBufferHeight
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);
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killZone2 = new KillZone(
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new Vector2(_graphics.PreferredBackBufferWidth - 15, 0),
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15,
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_graphics.PreferredBackBufferHeight
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);
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killZone2.isLeft = false;
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// TEST
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ball.StartMoving();
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base.Initialize();
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}
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@@ -56,9 +74,13 @@ namespace client
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protected override void Update(GameTime gameTime)
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{
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/*if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape))
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Exit();*/
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pl1.InputsControls(gameTime, _graphics.PreferredBackBufferHeight);
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ball.Move(gameTime, _graphics.PreferredBackBufferHeight, _graphics.PreferredBackBufferWidth, pl1, pl2);
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killZone1.Collisions(ball);
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killZone2.Collisions(ball);
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base.Update(gameTime);
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}
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@@ -72,6 +94,9 @@ namespace client
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ball.Draw(_spriteBatch, GraphicsDevice);
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killZone1.Draw(_spriteBatch, GraphicsDevice);
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killZone2.Draw(_spriteBatch, GraphicsDevice);
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_spriteBatch.End();
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base.Draw(gameTime);
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}
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@@ -0,0 +1,64 @@
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using System;
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using System.Collections.Generic;
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using System.Diagnostics;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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namespace client
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{
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internal class KillZone
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{
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private Vector2 Position;
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private int Width;
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private int Height;
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public bool isLeft = true;
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public bool Debug = false;
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public KillZone(Vector2 position, int width, int height)
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{
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Position = position;
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Width = width;
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Height = height;
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}
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public void Draw(SpriteBatch spriteBatch, GraphicsDevice graphicsDevice)
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{
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Texture2D texture = new Texture2D(graphicsDevice, this.Width, this.Height);
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Color[] data = new Color[this.Width * this.Height];
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for (int i = 0; i < data.Length; ++i)
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{
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if (Debug)
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{
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data[i] = Color.Red;
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} else
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{
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data[i] = Color.Transparent;
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}
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}
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texture.SetData(data);
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spriteBatch.Draw(texture, this.Position, Color.White);
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}
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public void Collisions(Ball ball)
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{
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if (this.isLeft)
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{
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if (ball.Position.X < this.Position.X + this.Width && ball.CanMove)
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{
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ball.StopMoving();
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}
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}
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else
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{
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if (ball.Position.X > this.Position.X && ball.CanMove)
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{
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ball.StopMoving();
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}
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}
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}
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}
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}
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+37
-1
@@ -1,5 +1,6 @@
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using Microsoft.Xna.Framework.Input;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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@@ -11,7 +12,7 @@ namespace client
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{
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internal class Player
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{
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private Vector2 Position { get; set; }
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public Vector2 Position { get; set; }
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private Vector2 DefaultPosition { get; set; }
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public int width;
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public int height;
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@@ -62,6 +63,13 @@ namespace client
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return this;
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}
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// Set controllable by input
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public Player SetControllable(bool state)
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{
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this.canMove = state;
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return this;
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}
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// Draw player on screen
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public Player DrawPlayer(SpriteBatch spriteBatch, GraphicsDevice _graphicsDevice)
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{
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@@ -76,5 +84,33 @@ namespace client
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spriteBatch.Draw(texture, this.Position, Color.White);
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return this;
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}
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// Inputs controls
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public Player InputsControls(GameTime gameTime, float screenHeight)
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{
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if (this.canMove)
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{
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if (Keyboard.GetState().IsKeyDown(Keys.Up))
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{
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Vector2 asked = new Vector2(this.Position.X, this.Position.Y - this.speed * (float)gameTime.ElapsedGameTime.TotalSeconds);
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if (asked.Y <= 0)
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{
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asked.Y = 0f;
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}
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this.Position = asked;
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}
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if (Keyboard.GetState().IsKeyDown(Keys.Down))
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{
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Vector2 asked = new Vector2(this.Position.X, this.Position.Y + this.speed * (float)gameTime.ElapsedGameTime.TotalSeconds);
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if (asked.Y >= screenHeight - this.height)
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{
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asked.Y = screenHeight - this.height;
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}
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this.Position = asked;
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}
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}
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return this;
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}
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}
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}
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