... the following: float[] paddleLoc = new float[] { 300 .0f, 300 .0f }; Vector2 ballLoc = new Vector2( 400 .0f, 300 .0f); Vector2 ballTraj = new Vector2(); bool playing = false; Because we have two paddles, ... (paddleLoc[i] < 100 .0f) paddleLoc[i] = 100 .0f; if (paddleLoc[i] > 500 .0f) paddleLoc[i] = 500 .0f; if (!playing) { if (state.Buttons.A == ButtonState.Pressed) { playing = true; ballLoc.X = 400 .0f; ballLoc.Y ... Both paddles will start at location 300 .0f, which is vertically centered on our 800 × 600 screen BallLoc, the ball location, is initialized as 400 .0f, 300 .0f, or dead center, and ballTraj, the...
... the following: float[] paddleLoc = new float[] { 300 .0f, 300 .0f }; Vector2 ballLoc = new Vector2( 400 .0f, 300 .0f); Vector2 ballTraj = new Vector2(); bool playing = false; Because we have two paddles, ... (paddleLoc[i] < 100 .0f) paddleLoc[i] = 100 .0f; if (paddleLoc[i] > 500 .0f) paddleLoc[i] = 500 .0f; if (!playing) { if (state.Buttons.A == ButtonState.Pressed) { playing = true; ballLoc.X = 400 .0f; ballLoc.Y ... Both paddles will start at location 300 .0f, which is vertically centered on our 800 × 600 screen BallLoc, the ball location, is initialized as 400 .0f, 300 .0f, or dead center, and ballTraj, the...
... text.Size = 0. 8f; spriteBatch.Begin(SpriteBlendMode.AlphaBlend); spriteBatch.Draw(nullTex, new Rectangle( 500 , 20 , 28 0, 5 50) , new Color (0, 0, 0, 100 )); spriteBatch.End(); for (int i = 0; i < 9; ... spriteBatch.Begin(SpriteBlendMode.AlphaBlend); spriteBatch.Draw(iconsTex, new Vector2(mosX, mosY), new Rectangle (0, 0, 32, 32) , Color.White, 0. 0f, new Vector2 (0, 0) , 1.0f, SpriteEffects.None, 0. 0f); spriteBatch.End(); } Put a call to Game1.DrawCursor() ... strings at it text.Size = 3.0f; text.Color = new Color (0, 0, 0, 125 ); for (int i = 0; i < 3; i++) { if (i == 2) text.Color = Color.White; text.DrawText (25 - i * 2, 25 0 - i * 2, "Zombie Smashers XNA...
... to, 25 0 25 1 adding to ZombieSmashers game, 199 20 4 bringing into ZombieSmashers game, 20 2 20 4 in CharacterEditor, 199 20 1 making killable, 24 9 26 7 putting wrench to use for smashing, 20 9 21 6 shooting, ... added to, 4 02 process of creating, 399– 400 wrench triggers adding new to appropriate frames of animation, 21 0 defining, 20 9 21 0 XNA Game Studio 2.0 installing, 19 networking with, 361–3 62 working ... adding audio to, 22 9 23 9 adding music to, 23 6 23 9 bringing audio functionality into, 23 3 sounds used for, 22 2 22 3 ZombieSmashersXNA.Particles namespace creating BloodDust class in, 25 5 25 6 Zombie-Smashing...