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C# Paddle类代码示例

原作者: [db:作者] 来自: [db:来源] 收藏 邀请

本文整理汇总了C#中Paddle的典型用法代码示例。如果您正苦于以下问题:C# Paddle类的具体用法?C# Paddle怎么用?C# Paddle使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。



Paddle类属于命名空间,在下文中一共展示了Paddle类的20个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于我们的系统推荐出更棒的C#代码示例。

示例1: MoveBall

        public void MoveBall(Paddle playerOne, Paddle playerTwo)
        {
            Top += directionTop;
            Left += directionLeft;

            if (Top <= 1)
            {
                directionTop *= -1;
            }

            if (Left >= playerTwo.Left && Top >= playerTwo.Top && Top <= playerTwo.Top + playerTwo.Height)
            {
                directionLeft *= -1;
            }

            if (Top >= 399)
            {
                directionTop *= -1;
            }

            if (Left <= playerOne.Left + playerOne.Width && Top >= playerOne.Top && Top <= playerOne.Top + playerTwo.Height)
            {
                directionLeft *= -1;
            }

            if (Left == 499 || Left == 1)
            {
                directionLeft = 0;
                directionTop = 0;

                BallOutOfField = true;
            }
        }
开发者ID:deyantodorov,项目名称:TelerikAcademy,代码行数:33,代码来源:Ball.cs


示例2: Start

 void Start()
 {
     paddle = FindObjectOfType<Paddle>();
     rigidbody2D = GetComponent<Rigidbody2D>();
     audioSource = GetComponent<AudioSource>();
     paddleToBallVector = this.transform.position - paddle.transform.position;
 }
开发者ID:agalue,项目名称:BlockBreaker,代码行数:7,代码来源:Ball.cs


示例3: Start

 private void Start()
 {
     paddle = GameObject.FindObjectOfType<Paddle>();
     audioSource = GetComponent<AudioSource>();
     offset = transform.position - paddle.transform.position;
     print(offset.y);
 }
开发者ID:nateman42,项目名称:Block-Breaker,代码行数:7,代码来源:Ball.cs


示例4: Start

 void Start()
 {
     levelManager = GameObject.FindObjectOfType<LevelManager>();
     ball = GameObject.FindObjectOfType<Ball>();
     textLife = GameObject.FindObjectOfType<Text>();
     paddle = GameObject.FindObjectOfType<Paddle>();
 }
开发者ID:Qhoros,项目名称:Unity,代码行数:7,代码来源:LoseCollider.cs


示例5: Start

    void Start()
    {
        FutileParams fParams = new FutileParams(true, true, true, true);
        fParams.AddResolutionLevel(1366, 1, 1, "");
        fParams.origin = new Vector2(0.5f, 0.5f);

        Futile.instance.Init(fParams);
        Futile.atlasManager.LoadAtlas("Atlases/Breakout");

        BreakoutBackground bg = new BreakoutBackground(1.4f, 1);
        _player = new Paddle();

        bricks = new List<Brick>();
        Brick b1 = new Brick();
        b1.x = -Futile.screen.halfWidth/2;
        b1.y = -Futile.screen.halfHeight/2;
        Brick b2 = new Brick();
        b2.x = Futile.screen.halfWidth/2;
        b2.y = -Futile.screen.halfHeight/2;
        Brick b3 = new Brick();
        b3.x = -Futile.screen.halfWidth / 2;
        b3.y = Futile.screen.halfHeight / 2;
        Brick b4 = new Brick();
        b4.x = Futile.screen.halfWidth / 2;
        b4.y = Futile.screen.halfHeight / 2;
        bricks.Add(b1);
        bricks.Add(b2);
        bricks.Add(b3);
        bricks.Add(b4);

        _ball = new Ball();
    }
开发者ID:SurpriseTRex,项目名称:phreakout,代码行数:32,代码来源:BreakoutGame.cs


示例6: AssertPaddleMovesLeftCorrectly

		private void AssertPaddleMovesLeftCorrectly(Paddle paddle)
		{
			Assert.AreEqual(0.5f, paddle.Position.X);
			AdvanceTimeAndUpdateEntities(0.1f);
			Assert.Less(paddle.Position.X, 0.5f);
			Assert.Greater(paddle.Position.Y, 0.75f);
		}
开发者ID:whztt07,项目名称:DeltaEngine,代码行数:7,代码来源:PaddleTests.cs


示例7: InitGameObjects

        // game-related init tasks
        public void InitGameObjects()
        {
            // create an instance of our ball
            m_ball = new Ball();

            // set the size of the ball
            m_ball.Width = 15.0f;
            m_ball.Height = 15.0f;

            // create 2 instances of our paddle
            m_paddle1 = new Paddle();
            m_paddle2 = new Paddle();

            // set the size of the paddles
            m_paddle1.Width = 15.0f;
            m_paddle1.Height = 100.0f;
            m_paddle2.Width = 15.0f;
            m_paddle2.Height = 100.0f;

            // map the digits in the image to actual numbers
            m_ScoreRect = new Rectangle[10];
            for (int i = 0; i < 10; i++)
            {
                m_ScoreRect[i] = new Rectangle(
                    i * 45, // X
                    0,      // Y
                    45,     // Width
                    75);    // Height
            }

            ResetGame();
        }
开发者ID:CodetopiaLLC,项目名称:ExamplesXNA4x,代码行数:33,代码来源:Game1.cs


示例8: Start

    // Use this for initialization
    void Start()
    {
        paddle = GameObject.FindObjectOfType<Paddle>();

        paddleToBallVector = (this.transform.position) - (paddle.transform.position);
        print (paddleToBallVector);
    }
开发者ID:IMACH,项目名称:BlockBreaker,代码行数:8,代码来源:Ball.cs


示例9: BehaviourAdded

        /// <summary>
        /// sealed override, responsible for most of the bulk of the work of the TimedBehaviour.
        /// </summary>
        /// <param name="toPaddle"></param>
        /// <param name="gamestate"></param>
        public override sealed void BehaviourAdded(Paddle toPaddle, BCBlockGameState gamestate)
        {
            //call base implementation
            base.BehaviourAdded(toPaddle, gamestate);
            //check if we are SingleInstance. If so, that means that there can only be one instance at a time, which may not be surprising given the name.
            if (SingleInstance())
            {
                //check for existing instances of our class. If found, add our delay time to them.
                foreach (var iterate in (from p in toPaddle.Behaviours where p != this select p))
                {
                    if (iterate.GetType() == GetType())
                    {
                        //if same type, change delay, and break from routine.
                        (iterate as TimedPaddleBehaviour).ChangeDelayTime(gamestate, _BehaviourTime, true);
                        //make sure this instance get's removed, too! we are redundant now.
                        gamestate.NextFrameCalls.Enqueue
                            (new BCBlockGameState.NextFrameStartup(() => toPaddle.Behaviours.Remove(this)));

                        return;
                    }
                }
            }

            //if we are either not singleinstance or we are single instance but there are no existing  behaviours of our type attached,
            //do the stuff to add us.
            DelayIdentifier = gamestate.DelayInvoke(_BehaviourTime, TimeDelayRoutine, new object[] {gamestate});
            //if we have ability music, we play it now. Use the SoundManager's capacity to handle temporary music, which works rather well.
            if (_AbilityMusic != "") BCBlockGameState.Soundman.PlayTemporaryMusic(_AbilityMusic, 1.0f, true);
            //hook Death function. If the paddle dies, obviously the time delay will break out early, so we will need to stop the temporary music ourself.
            toPaddle.OnDeath += new Func<Paddle, bool>(toPaddle_OnDeath);
            //call abstract method for initialization.
            TimedBehaviourInitialize(toPaddle, gamestate);
        }
开发者ID:BCProgramming,项目名称:BASeBlock,代码行数:38,代码来源:TimedPaddleBehaviour.cs


示例10: Start

	//private Brick isBreakable;
	
	// Use this for initialization
	void Start () {
		//game object allows me to find objects of type Paddle without setting Paddle as public.
		//this prevents me from needing to drag the paddle script in as a component, they are now linked programatically
		paddle= GameObject.FindObjectOfType<Paddle>();
		paddleToBallVector = this.transform.position - paddle.transform.position;
		
	}
开发者ID:TylerDevers,项目名称:Block_Breaker,代码行数:10,代码来源:Ball.cs


示例11: getPowerup

 public override bool getPowerup(BCBlockGameState gstate,Paddle onPaddle, GamePowerUp gpower)
 {
     if(onPaddle==null) return false;
     //don't accept it.
     //reject it with great prejudice.
     //move the location temporarily.
     PointF oldposition = gpower.Location;
     SizeF oldsize = gpower.Size;
     gpower.Location = PointF.Empty;
     //draw to a temporary bitmap.
     Bitmap drawtothis = new Bitmap(16, 16);
     Graphics useg = Graphics.FromImage(drawtothis);
     useg.Clear(Color.Transparent);
     gpower.Draw(useg);
     //reset position.
     gpower.Location = oldposition;
     gpower.Size = oldsize;
     //get average.
     var averagedpixel = Color.FromArgb((int)((from p in drawtothis.getPixels() select p.ToArgb()).Average()));
     ExplosionEffect ee = new ExplosionEffect(gpower.Location, 72);
     ee.ExplosionColor = averagedpixel;
     ee.DamageBlocks = false;
     ee.DamagePaddle = false;
     gstate.Defer(() => gstate.GameObjects.AddLast(ee));
     //move  gpower to above the paddle, and invert the Y speed.
     gpower.Location = new PointF(gpower.Location.X, onPaddle.BlockRectangle.Top - gpower.getRectangle().Height - 1);
     gpower.Velocity = new PointF(gpower.Velocity.X, -Math.Abs(gpower.Velocity.Y)*1.1f);
     return true;
 }
开发者ID:BCProgramming,项目名称:BASeBlock,代码行数:29,代码来源:DeflectorBehaviour.cs


示例12: Start

    // Use this for initialization
    void Start()
    {
        paddle = GameObject.FindObjectOfType<Paddle>();
        paddleToBallVector = this.transform.position - paddle.transform.position;
        //print (paddleToBallVector.y);

        BallReset();
    }
开发者ID:finian826,项目名称:Block-Buster,代码行数:9,代码来源:Ball.cs


示例13: BallReset

 public void BallReset()
 {
     if (hasStarted){
         hasStarted = false;
         paddle = GameObject.FindObjectOfType<Paddle>();
         this.transform.position = paddle.transform.position + paddleToBallVector;
     }
 }
开发者ID:finian826,项目名称:Block-Buster,代码行数:8,代码来源:Ball.cs


示例14: Start

    // Use this for initialization
    void Start()
    {
        //Filter load private resources
        paddle = GameObject.FindObjectOfType<Paddle> ();

        paddleToBallVector = this.transform.position - paddle.transform.position;
        Debug.Log ("P2B Vector: " + paddleToBallVector);
    }
开发者ID:onyxhat,项目名称:Unity_Course,代码行数:9,代码来源:Ball.cs


示例15: Start

    // Use this for initialization
    void Start()
    {
        paddle = GameObject.FindObjectOfType<Paddle>();
        paddleToBallVector = this.transform.position - paddle.transform.position;
        startGame = false;

        //print(paddleToBallVector);
    }
开发者ID:NachyoChez,项目名称:BookWork,代码行数:9,代码来源:Ball.cs


示例16: Start

 void Start()
 {
     paddle = GameObject.FindObjectOfType<Paddle>();
     paddleToBallVector = transform.position - paddle.transform.position;
     sounds = GetComponents<AudioSource>();
     Hit = sounds[0];
     Bounce = sounds[1];
 }
开发者ID:schan1992,项目名称:box,代码行数:8,代码来源:Ball.cs


示例17: Start

    //private Vector2 tweak;
    // Use this for initialization
    void Start()
    {
        paddle = GameObject.FindObjectOfType<Paddle>();

        paddleToBallVector = this.transform.position - paddle.transform.position;

        //tweak = new Vector2(Random.Range(0f, 0.2f), Random.Range(0f, 0.2f));
    }
开发者ID:Undead2k,项目名称:udemy_blockbreaker,代码行数:10,代码来源:ball.cs


示例18: Start

    void Start()
    {
        rb = GetComponent<Rigidbody2D> ();
        boingSound = GetComponent<AudioSource> ();

        paddle = GameObject.FindObjectOfType<Paddle> ();
        paddleToBallVector = transform.position - paddle.transform.position;
    }
开发者ID:Punie,项目名称:BlockBreaker,代码行数:8,代码来源:Ball.cs


示例19: Start

 // Use this for initialization
 void Start()
 {
     paddle = GameObject.FindObjectOfType<Paddle>();
     bonus = GameObject.FindObjectOfType<Bonus>();
     paddleToBallVector = this.transform.position - paddle.transform.position;
     booingAudio = GetComponent<AudioSource>();
     SetNormalTail();
     swapMaterial = gameObject.GetComponent<TrailRenderer>().materials[0];
 }
开发者ID:Qhoros,项目名称:Unity,代码行数:10,代码来源:Ball.cs


示例20: Start

 void Start()
 {
     TouchMonitor.Register(onTouch);
     if (mode == Modes.Master) {
         playerPaddle = rightPaddle;
         remotePaddle = leftPaddle;
     } else {
         playerPaddle = leftPaddle;
         remotePaddle = rightPaddle;
     }
 }
开发者ID:pyrobot,项目名称:plong,代码行数:11,代码来源:Controller.cs



注:本文中的Paddle类示例整理自Github/MSDocs等源码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。


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