Bricks

From TRCCompSci - AQA Computer Science
Revision as of 13:55, 25 October 2017 by Admin (talk | contribs) (Game1.cs Declarations)
Jump to: navigation, search

Original Tutorial

the original tutorial can be found on the link below:

Creating a 2d bricks game

Create a new project

Using the MonoGame templates, create a MonoGame Windows Project.

Resources Required

All of the resources for this tutorial can be downloaded here. Extract these files into the Content folder for your project.

In Visual Studio, double click the Content.mgcb file in the solution explorer panel. This will run the content pipeline tool. In the content pipeline tool, click the add existing item icon. Now browse for the Content folder of your project, and select all of the png & wav files downloaded above.

Now build the pipeline, you should see zero errors and each of the 9 items should be successful.

Getting Started

Game1.cs Using References

At the very start of the Game1.cs file, you will find some using declarations. make sure the following are included:

using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Content;

Game1.cs Declarations

Find the line of code which states 'SpriteBatch spriteBatch;', now press enter to go onto the next line.

This is where you can declare any variables within your game. We are going to declare some Texture2D for the sprites/graphics within this game and also some sound effects. The Vector2 variables are to control the position and movement of the paddle and ball. Add the following declarations:

public Texture2D imgBrick;
public Texture2D imgPaddle;
public Texture2D imgBall;
public Texture2D imgPixel;
public SoundEffect startSound;
public SoundEffect brickSound;
public SoundEffect paddleBounceSound;
public SoundEffect wallBounceSound;
public SoundEffect missSound;

public Vector2 paddlePosition;
public Vector2 ballMovement;
public Vector2 ballPosition;
public bool ballInMotion = false;
public int speed = 8;

Game1.cs Constructor

To set the size of your screen, enter the following commands in the constructor method. A constructor method is uses the name of the class, so look for 'public Game1()' This is run once when your game is created:

graphics.PreferredBackBufferHeight = 600;
graphics.PreferredBackBufferWidth = 400;

Game1.cs LoadContent

Now find the LoadContent method of Game1.cs. This is the method to load all of your game assets into your game. We will use this to load your built resources and to assign them to the variables we have declared above.

So add the following code to the LoadContent method:

//load images
imgBall = Content.Load<Texture2D>("Ball");
imgPixel = Content.Load<Texture2D>("Pixel");
imgPaddle = Content.Load<Texture2D>("Paddle");
imgBrick = Content.Load<Texture2D>("Brick");
 
//load sounds
startSound = Content.Load<SoundEffect>("StartSound");
brickSound = Content.Load<SoundEffect>("BrickSound");
paddleBounceSound = Content.Load<SoundEffect>("PaddleBounceSound");
wallBounceSound = Content.Load<SoundEffect>("WallBounceSound");
missSound = Content.Load<SoundEffect>("MissSound");

paddlePosition = new Vector2((graphics.PreferredBackBufferWidth / 2) - imgPaddle.Width, 550);

Game1.cs Update

The update method is essentially the game loop and is continuously run for your game, it will be run before the draw method is called.

This method will be used to read the user input and move any of the sprite characters. So to move the paddle we can add the following code:

if (Keyboard.GetState().IsKeyDown(Keys.Z)
{
    if (paddlePostion.X < 0)
        paddlePosition.X = 0;
    else
        paddlePosition.X -= 2;
}

if (Keyboard.GetState().IsKeyDown(Keys.X)
{
    if (paddlePostion.X > (graphics.PreferredBackBufferWidth - imgPaddle.Width))
        paddlePosition.X = graphics.PreferredBackBufferWidth - imgPaddle.Width;
    else
        paddlePosition.X += 2;
}

Game1.cs Draw Method

This will always be run after the update method. So add the following code into the Draw method:

spriteBatch.Begin();
spriteBatch.Draw(imgPaddle, paddlePostion);
spriteBatch.End();

If you test the game you should be able to control the paddle on the screen, test if it can go off the screen.

The Ball