public class GameData
{
// declare variables of class scope here
Sprite playerBall;
Joystick joystick;
Sprite rightWall;
Sprite leftWall;
Sprite topWall;
Sprite bottomWall;
public void Initialize(GameForm form)
{
playerBall = sprMan.AddSprite("redball.bmp");
joystick = inpMan.joystickArray[0];
float wallScl = 2;
rightWall = sprMan.AddUntexturedSprite();
rightWall.colorOperation = Microsoft.DirectX.Direct3D.TextureOperation.SelectArg2;
rightWall.tintBlue = 255;
rightWall.sclX = wallScl;
rightWall.sclY = 20;
rightWall.x = camera.XEdgeAt(0) - wallScl;
topWall = sprMan.AddUntexturedSprite();
topWall.colorOperation = Microsoft.DirectX.Direct3D.TextureOperation.SelectArg2;
topWall.tintBlue = 255;
topWall.sclX = 30;
topWall.sclY = wallScl;
topWall.y = camera.YEdgeAt(0) - wallScl;
leftWall = rightWall.Clone();
sprMan.AddSprite(leftWall);
leftWall.x = -camera.XEdgeAt(0) + wallScl;
bottomWall = topWall.Clone();
sprMan.AddSprite(bottomWall);
bottomWall.y = -camera.YEdgeAt(0) + wallScl;
// uncomment this line and pass the qualified string name of the first
// Screen class that the game should show upon execution.
//screenManager.Start("NameSpace.Screens.ScreenClassName");
}
public void Activity()
{
// this can be left uncommented - won't do anything if there are no active Screens
screenManager.Activity();
playerBall.xAcceleration = joystick.x / 100;
playerBall.yAcceleration = joystick.y / 100;
// cap the velocity:
playerBall.xVelocity = Math.Min(10, playerBall.xVelocity);
playerBall.xVelocity = Math.Max(-10, playerBall.xVelocity);
playerBall.yVelocity = Math.Min(10, playerBall.yVelocity);
playerBall.yVelocity = Math.Max(-10, playerBall.yVelocity);
// perform Collisions here:
Collisions.circleBounceRect(playerBall, topWall);
Collisions.circleBounceRect(playerBall, bottomWall);
Collisions.circleBounceRect(playerBall, leftWall);
Collisions.circleBounceRect(playerBall, rightWall);
}
public void AfterFrameActivity()
{
// usually, the only code that goes here is text printing with the TextManager
// if drawing text, uncomment the following line:
// textMan.BeginDrawing();
}
}