#region Constants
/// Rectangles for our graphics, tested with the unit tests below.
static readonly Rectangle
GamePaddleRect = new Rectangle(39, 1, 93, 23),
GameBallRect = new Rectangle(1, 1, 36, 36),
GameBlockRect = new Rectangle(136, 1, 62, 27),
GameYouWonRect = new Rectangle(2, 39, 92, 21),
GameYouLostRect = new Rectangle(105, 39, 94, 21);
/// Ball speed multiplicator, this is how much screen space the ball will travel each sec.
const float BallSpeedMultiplicator = 0.85f; //1;//0.75f;//0.5f;1 //공의 속도
/// How many block columns and rows are displayed?
const int NumOfColumns = 14, NumOfRows = 12;
#endregion
//변수초기화>
#region Variables
/// Texture
Texture2D backgroundTexture, gameTexture; //2D texture로 배경텍스쳐와 게임텍스쳐(공과 패들, You won.. png를 가져오기 위해)를 선언
/// Resolution of our game.
int width, height; //윈도우의 가로세로크기
/// Current paddle positions, 0 means left, 1 means right.
float paddlePosition = 0.5f; //패들의 위치(y움직임이 없으므로 x위치만 선언)
/// Current ball position.
Vector2 ballPosition = new Vector2(0.5f, 0.95f - 0.035f); //공의위치
/// Ball speed vector.
Vector2 ballSpeedVector = new Vector2(0, 0); //공의속도,방향
/// Paddle, ball, block, etc. as sprite helpers.
SpriteHelper paddle, ball, block, youWon, youLost, background; /*보조클래서 Spritehelper선언 (보조클래스를 사용한다는 using XnaBreakout.Helpers; 를 위에 선언해 주어야함 */
/// Level we are in and the current score.
/// Just updated in the windows title because we don't have font support yet.
int level = 0, score = -1;
/// Wait until user presses space or A to start a level.
bool pressSpaceToStart = true, //Spacebar나 A 키를 누르면 게임 시작
lostGame = false;
/// All blocks of the current play field. If they are all cleared, we advance to the next /// level.
bool[,] blocks = new bool[NumOfColumns, NumOfRows]; /*블럭의 현재상태(있는지 없는지) 2차원array (충돌해서 없거나 상태가 아예 없거나를 보여주기위해 1,아니면 0 이런식으로~ 하기위해 bool로 선언해주었다.*/
/// Block positions for each block we have, initialized in Initialize().
Vector2[,] blockPositions = new Vector2[NumOfColumns, NumOfRows]; //2차원array
/// Bounding boxes for each of the blocks, also precalculated and checked
/// each frame if the ball collides with one of the blocks.
BoundingBox[,] blockBoxes = new BoundingBox[NumOfColumns, NumOfRows]; /*블럭마다 바운딩박스이용(공이 모든 박스와 충돌을 해야되므로) 2차원array */
#endregion
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