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c#monogamepong

How to move the ball in different directions?


Now when I hit spacebar it will go left or right, I want the ball to go straight first time.Then when the ball hit a wall, block or line after that I want the ball to go random directions with "-1" somehow. This is my first school game project, it's a one line pong game.

Edit: Edit I've added "boll_speed.X = random.Next(-1, 1);", and that works perfectly!

  • linje = line
  • liv = lives
  • boll = ball
  • poang = points
  • I don't use "blockröd = blockred" right now
  • blockgrön = blockgreen

    public class Game1 : Game
    {
    GraphicsDeviceManager graphics;
    SpriteBatch spriteBatch;
    SpriteFont spritefont;
    Texture2D linje_texture;
    Texture2D boll_texture;
    Texture2D blockröd_texture;
    Texture2D blockgrön_texture;
    Texture2D gameover_texture;
    Rectangle linje_rect;
    Rectangle boll_rect;
    Rectangle blockröd_rect;
    Rectangle blockgrön_rect;
    Rectangle gameover_rect;
    
    Vector2 linje_speed;
    Vector2 boll_speed;
    
    Random random;
    
    int liv;
    int poang;
    int highscore;
    
    List<Rectangle> block = new List<Rectangle>();
    
    bool Start = false;
    
    public Game1()
    {
        graphics = new GraphicsDeviceManager(this);
        Content.RootDirectory = "Content";
    
        graphics.PreferredBackBufferWidth = 760; 
        graphics.PreferredBackBufferHeight = 620;
    }
    
    protected override void Initialize()
    {
        linje_speed.X = 5f;
        boll_speed.X = boll_speed.X = random.Next(-1, 1);
        boll_speed.Y = 6f;
        liv = 3;
        poang = 0;
    
        random = new Random();
    
        base.Initialize();
    }
    
    protected override void LoadContent()
    {
        spriteBatch = new SpriteBatch(GraphicsDevice);
        spritefont = Content.Load<SpriteFont>("Fonts/Myfont");
        linje_texture = Content.Load<Texture2D>("Pics/linje-lång");
        boll_texture = Content.Load<Texture2D>("Pics/boll");
        blockgrön_texture = Content.Load<Texture2D>("Pics/block-grön");
        blockröd_texture = Content.Load<Texture2D>("Pics/block-röd");
        gameover_texture = Content.Load<Texture2D>("Pics/GameOver");
        linje_rect = new Rectangle((Window.ClientBounds.Width - linje_texture.Width) / 2, 580, linje_texture.Width, linje_texture.Height);
        boll_rect = new Rectangle((Window.ClientBounds.Width - boll_texture.Width) / 2, 556, boll_texture.Width, boll_texture.Height);
        gameover_rect = new Rectangle((Window.ClientBounds.Width / 2) - (gameover_texture.Width / 2), (Window.ClientBounds.Height / 2) - gameover_texture.Height / 2, gameover_texture.Width, gameover_texture.Height);
    
        block.Add(blockgrön_rect);
        block.Add(blockröd_rect);
        for (int i = 1; i < 5; i++)
        {
            for (int g = 1; g < 13; g++)
            {
                block.Add(new Rectangle((g * 63) - 60, (i * 40), blockgrön_texture.Width, blockgrön_texture.Height));
            }
        }
    }
    
    protected override void UnloadContent()
    {
        // TODO: Unload any non ContentManager content here
    }
    
    protected override void Update(GameTime gameTime)
    {
        if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape))
            Exit();
        if (Start == true) 
        {
            boll_rect.X += (int)boll_speed.X;
            boll_rect.Y += (int)boll_speed.Y;
        }
    
        if(Start == false)
        {
            boll_rect.X = linje_rect.X + ((linje_texture.Width / 2) - (boll_texture.Width / 2));
        }
        if (boll_rect.X > Window.ClientBounds.Width - boll_texture.Width || boll_rect.X < 0) 
            boll_speed.X *= -1;
    
        if (boll_rect.Y > Window.ClientBounds.Height - boll_texture.Height || boll_rect.Y < 0) 
            boll_speed.Y *= -1;
    
        if (boll_rect.Y > Window.ClientBounds.Height - boll_texture.Height) 
        {
            liv -= 1;
            Start = false;
            boll_rect.X = (Window.ClientBounds.Width - boll_texture.Width) / 2; 
            boll_rect.Y = 556; 
            linje_rect.X = (Window.ClientBounds.Width - linje_texture.Width) / 2;
            linje_rect.Y = 580; 
        }
    
        KeyboardState ks = Keyboard.GetState();
        if (ks.IsKeyDown(Keys.Left)) 
        {
            linje_rect.X -= (int)linje_speed.X;
        }
        else if (ks.IsKeyDown(Keys.Right)) 
        {
            linje_rect.X += (int)linje_speed.X;
        }
        else if (ks.IsKeyDown(Keys.Space)) 
        {
            Start = true;
        }
    
        if (linje_rect.X > Window.ClientBounds.Width - linje_texture.Width) 
            linje_rect.X = (Window.ClientBounds.Width - linje_texture.Width);
    
        if (linje_rect.X < 0) 
            linje_rect.X = 0;
    
        if (linje_rect.Intersects(boll_rect)) 
        {
            boll_speed.Y *= -1;
        }
    
        base.Update(gameTime);
    }
    
    protected override void Draw(GameTime gameTime)
    {
        GraphicsDevice.Clear(Color.Black);
    
        spriteBatch.Begin();
        if (liv > 0)
        {
            spriteBatch.Draw(linje_texture, linje_rect, Color.White);
            spriteBatch.Draw(boll_texture, boll_rect, Color.White);
            spriteBatch.DrawString(spritefont, "Liv kvar: " + liv, Vector2.Zero, Color.White);
            spriteBatch.DrawString(spritefont, "Points: " + poang, new Vector2(350, 0), Color.White);
            spriteBatch.DrawString(spritefont, "Highscore: " + highscore, new Vector2(660, 0), Color.White);
            foreach (Rectangle g in block) 
            {
                spriteBatch.Draw(blockgrön_texture, g, Color.White);
            }
        }
        if (liv == 0)
        {
            spriteBatch.Draw(gameover_texture, gameover_rect, Color.White);
        }
        spriteBatch.End();
    
        base.Draw(gameTime);
    }
    }
    

Having trouble with these parts:

        if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape))
            Exit();
        if (Start == true) 
        {
            boll_rect.X += (int)boll_speed.X;
            boll_rect.Y += (int)boll_speed.Y;
        }

        if (boll_rect.X > Window.ClientBounds.Width - boll_texture.Width || boll_rect.X < 0) 
            boll_speed.X *= -1;

        if (boll_rect.Y > Window.ClientBounds.Height - boll_texture.Height || boll_rect.Y < 0) 
            boll_speed.Y *= -1;

        else if (ks.IsKeyDown(Keys.Space)) 
        {
            Start = true;
        }

        if (linje_rect.Intersects(boll_rect)) 
        {
            boll_speed.Y *= -1;
            boll_speed.Y += random.Next(-100, 101) / 100.0f;
            boll_speed.X *= -1;
            boll_speed.X += random.Next(-100, 101) / 100.0f;
        }

Solution

  • I'm thinking you mean you want the ball to change directions randomly when it hits the window boundaries or line. If so:

    You're using constant values for your direction changes. Add a randomizer to multiply your boll_speed by.

    For example, in pseudocode, instead of -1, do random(-1).