連結~
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using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;
using Microsoft.Xna.Framework.Net;
using Microsoft.Xna.Framework.Storage;
namespace WindowsGame6
{
/// <summary>
/// This is the main type for your game
/// </summary>
public class Game1 : Microsoft.Xna.Framework.Game
{
GraphicsDeviceManager graphics;
SpriteBatch spriteBatch;
GameObject topWall;
GameObject bottomWall;
GameObject playerOne;
GameObject playerTwo;
GameObject ball;
KeyboardState keyboardState;
GameObject ufo;//加入飛碟
GameObject ufo2;//加入飛碟
GameObject ufo3;//加入飛碟
GameObject ufo4;//加入飛碟
GameObject ufo5;//加入飛碟
GameObject ufo6;//加入飛碟
GameObject rightWall;//右邊的牆
GameObject wlr;//右擋牆
public Game1()
{
graphics = new GraphicsDeviceManager(this);
Content.RootDirectory = "Content";
}
/// <summary>
/// Allows the game to perform any initialization it needs to before starting to run.
/// This is where it can query for any required services and load any non-graphic
/// related content. Calling base.Initialize will enumerate through any components
/// and initialize them as well.
/// </summary>
protected override void Initialize()
{
// TODO: Add your initialization logic here
base.Initialize();
}
/// <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);
Texture2D wallTexture = Content.Load<Texture2D>("wall");
topWall = new GameObject(
wallTexture,
Vector2.Zero);
bottomWall = new GameObject(
wallTexture,
new Vector2(0, Window.ClientBounds.Height - wallTexture.Height));
Texture2D paddleTexture = Content.Load<Texture2D>("paddle");
Vector2 position;
position = new Vector2(
0,
(Window.ClientBounds.Height - paddleTexture.Height) / 2);
playerOne = new GameObject(paddleTexture, position);
position = new Vector2(
(Window.ClientBounds.Width - paddleTexture.Width),
(Window.ClientBounds.Height - paddleTexture.Height) / 2);
playerTwo = new GameObject(paddleTexture, position);
/*
Texture2D ballTexture = Content.Load<Texture2D>("ball");
position = new Vector2(
(Window.ClientBounds.Width / 2 - 2 * wallTexture.Height),
Window.ClientBounds.Height - wallTexture.Height);
ball = new GameObject(
ballTexture,
position,
new Vector2(6f, -6f));
*/
Texture2D ballTexture = Content.Load<Texture2D>("ball");
position = new Vector2(
playerOne.BoundingBox.Right + 1,
(Window.ClientBounds.Height - ballTexture.Height) / 2);
ball = new GameObject(
ballTexture,
position,
new Vector2(10f, 1f));//new Vector2(8f, -8f));本來是
Texture2D ufoTexture = Content.Load<Texture2D>("enemy");//加入飛碟
ufo = new GameObject(ufoTexture, new Vector2(350, (Window.ClientBounds.Height - wallTexture.Height) / 2));//加入飛碟
ufo2 = new GameObject(ufoTexture, new Vector2(150, (Window.ClientBounds.Height - wallTexture.Height) / 2));//加入飛碟
ufo3 = new GameObject(ufoTexture, new Vector2(550, (Window.ClientBounds.Height - wallTexture.Height) / 2));//加入飛碟
ufo4 = new GameObject(ufoTexture, new Vector2(350, (Window.ClientBounds.Height - wallTexture.Height) / 3));//加入飛碟
ufo5 = new GameObject(ufoTexture, new Vector2(150, (Window.ClientBounds.Height - wallTexture.Height) / 3));//加入飛碟
ufo6 = new GameObject(ufoTexture, new Vector2(550, (Window.ClientBounds.Height - wallTexture.Height) / 3));//加入飛碟
rightWall = new GameObject(wallTexture,
new Vector2(-300, 400));//右牆
Texture2D wlrTexture = Content.Load<Texture2D>("wlr");//右擋牆
wlr = new GameObject(
wlrTexture,
new Vector2((Window.ClientBounds.Width - wlrTexture.Width),
(Window.ClientBounds.Height - wlrTexture.Height)));//右擋牆
}
/// <summary>
/// UnloadContent will be called once per game and is the place to unload
/// all content.
/// </summary>
protected override void UnloadContent()
{
// TODO: Unload any non ContentManager content here
}
/// <summary>
/// Allows the game to run logic such as updating the world,
/// checking for collisions, gathering input, and playing audio.
/// </summary>
/// <param name="gameTime">Provides a snapshot of timing values.</param>
protected override void Update(GameTime gameTime)
{
// Allows the game to exit
if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
this.Exit();
ball.Position += ball.Velocity;
keyboardState = Keyboard.GetState();
if (keyboardState.IsKeyDown(Keys.W))
playerOne.Position.Y -= 10f;
if (keyboardState.IsKeyDown(Keys.S))
playerOne.Position.Y += 10f;
if (keyboardState.IsKeyDown(Keys.Up))
playerTwo.Position.Y -= 10f;
if (keyboardState.IsKeyDown(Keys.Down))
playerTwo.Position.Y += 10f;
CheckPaddleWallCollision();
CheckBallCollision();
base.Update(gameTime);
}
private void CheckBallCollision()
{
if (ball.BoundingBox.Intersects(topWall.BoundingBox))
{
ball.Velocity.Y *= -1;
ball.Position += ball.Velocity;
}
if (ball.BoundingBox.Intersects(bottomWall.BoundingBox))
{
ball.Velocity.Y *= -1;
ball.Position += ball.Velocity;
}
if (ball.BoundingBox.Intersects(playerOne.BoundingBox))
{
ball.Velocity.X *= -1;
ball.Position += ball.Velocity;
}
if (ball.BoundingBox.Intersects(playerTwo.BoundingBox))
{
ball.Velocity.X *= -1;
ball.Position += ball.Velocity;
}
if ((ball.Position.X < -ball.BoundingBox.Width)
|| (ball.Position.X > Window.ClientBounds.Width))
SetInStartPostion();
//飛碟反彈
if (ball.BoundingBox.Intersects(ufo.BoundingBox))
{
ball.Velocity.X *= -1;
ball.Position += ball.Velocity;
}
if (ball.BoundingBox.Intersects(ufo.BoundingBox))
{
ball.Velocity.X *= -1;
ball.Position += ball.Velocity;
}
//飛碟反彈
//飛碟反彈
if (ball.BoundingBox.Intersects(ufo2.BoundingBox))
{
ball.Velocity.X *= -1;
ball.Position += ball.Velocity;
}
if (ball.BoundingBox.Intersects(ufo2.BoundingBox))
{
ball.Velocity.X *= -1;
ball.Position += ball.Velocity;
}
//飛碟反彈
//飛碟反彈
if (ball.BoundingBox.Intersects(ufo3.BoundingBox))
{
ball.Velocity.X *= -1;
ball.Position += ball.Velocity;
}
if (ball.BoundingBox.Intersects(ufo3.BoundingBox))
{
ball.Velocity.X *= -1;
ball.Position += ball.Velocity;
}
//飛碟反彈
//飛碟反彈
if (ball.BoundingBox.Intersects(ufo4.BoundingBox))
{
ball.Velocity.X *= -1;
ball.Position += ball.Velocity;
}
if (ball.BoundingBox.Intersects(ufo4.BoundingBox))
{
ball.Velocity.X *= -1;
ball.Position += ball.Velocity;
}
//飛碟反彈
//飛碟反彈
if (ball.BoundingBox.Intersects(ufo5.BoundingBox))
{
ball.Velocity.X *= -1;
ball.Position += ball.Velocity;
}
if (ball.BoundingBox.Intersects(ufo5.BoundingBox))
{
ball.Velocity.X *= -1;
ball.Position += ball.Velocity;
}
//飛碟反彈
//飛碟反彈
if (ball.BoundingBox.Intersects(ufo6.BoundingBox))
{
ball.Velocity.X *= -1;
ball.Position += ball.Velocity;
}
if (ball.BoundingBox.Intersects(ufo6.BoundingBox))
{
ball.Velocity.X *= -1;
ball.Position += ball.Velocity;
}
//飛碟反彈
//右擋牆
if (ball.BoundingBox.Intersects(wlr.BoundingBox))
{
ball.Velocity.X *= -1;
}
//右擋牆
//右牆
if (ball.BoundingBox.Intersects(rightWall.BoundingBox))
{
ball.Velocity.X *= -1;
ball.Velocity.Y *= -1;
ball.Position += ball.Velocity;
}
//右牆
}
private void SetInStartPostion()
{
playerOne.Position.X = -10;
playerOne.Position.Y = 520;
/*
playerOne.Position.Y = (
Window.ClientBounds.Height -
playerOne.BoundingBox.Height) / 2;*/
playerTwo.Position.Y = (
Window.ClientBounds.Height -
playerTwo.BoundingBox.Height) / 2;
ball.Position.X = 0;
ball.Position.Y = 520;
/*
ball.Position.X = playerOne.BoundingBox.Right + 1;
ball.Position.Y = (
Window.ClientBounds.Height -
ball.BoundingBox.Height) / 2;
*/
ball.Velocity = new Vector2(10f, 1f);//ball.Velocity = new Vector2(8f, -8f);
}
void CheckPaddleWallCollision()
{
if (playerOne.BoundingBox.Intersects(topWall.BoundingBox))
playerOne.Position.Y = topWall.BoundingBox.Bottom;
if (playerOne.BoundingBox.Intersects(bottomWall.BoundingBox))
playerOne.Position.Y = bottomWall.BoundingBox.Y
- playerOne.BoundingBox.Height;
if (playerTwo.BoundingBox.Intersects(topWall.BoundingBox))
playerTwo.Position.Y = topWall.BoundingBox.Bottom;
if (playerTwo.BoundingBox.Intersects(bottomWall.BoundingBox))
playerTwo.Position.Y = bottomWall.BoundingBox.Y
- playerTwo.BoundingBox.Height;
//右擋牆
if (playerOne.BoundingBox.Intersects(wlr.BoundingBox))
playerOne.Position.Y = wlr.BoundingBox.Bottom;
//右擋牆
if (playerTwo.BoundingBox.Intersects(wlr.BoundingBox))
playerTwo.Position.Y = wlr.BoundingBox.Bottom;
}
/// <summary>
/// This is called when the game should draw itself.
/// </summary>
/// <param name="gameTime">Provides a snapshot of timing values.</param>
protected override void Draw(GameTime gameTime)
{
GraphicsDevice.Clear(Color.CornflowerBlue);
spriteBatch.Begin();
topWall.Draw(spriteBatch);
bottomWall.Draw(spriteBatch);
playerOne.Draw(spriteBatch);
playerTwo.Draw(spriteBatch);
ball.Draw(spriteBatch);
ufo.Draw(spriteBatch);//加入飛碟
ufo2.Draw(spriteBatch);//加入飛碟
ufo3.Draw(spriteBatch);//加入飛碟
ufo4.Draw(spriteBatch);//加入飛碟
ufo5.Draw(spriteBatch);//加入飛碟
ufo6.Draw(spriteBatch);//加入飛碟
rightWall.Draw(spriteBatch);//右牆
wlr.Draw(spriteBatch);//右擋牆
spriteBatch.End();
base.Draw(gameTime);
}
}
}
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