Bounding ball
<UserControl x:Class='SilverlightApplication3.MainPage'
xmlns='http://schemas.microsoft.com/winfx/2006/xaml/presentation'
xmlns:x='http://schemas.microsoft.com/winfx/2006/xaml'
xmlns:d='http://schemas.microsoft.com/expression/blend/2008'
xmlns:mc='http://schemas.openxmlformats.org/markup-compatibility/2006'
mc:Ignorable='d'
d:DesignWidth='640'
d:DesignHeight='480'>
<UserControl.Resources>
<Storyboard x:Name="storyBoard1" BeginTime="0:00:00" Duration="0:00:00" />
</UserControl.Resources>
<Grid x:Name="LayoutRoot" Background="LightBlue">
<Canvas x:Name="Arena" Width="400" Height="300">
<Ellipse x:Name="Ball" Fill="DarkBlue" Width="50" Height="50" Canvas.Left="175" Canvas.Top="125" />
</Canvas>
</Grid>
</UserControl>
//File: Page.xaml.cs
using System;
using System.Collections.Generic;
using System.Linq;
using System.Windows;
using System.Windows.Controls;
using System.Windows.Documents;
using System.Windows.Input;
using System.Windows.Media;
using System.Windows.Media.Animation;
using System.Windows.Shapes;
namespace SilverlightApplication3
{
public partial class MainPage : UserControl
{
private Vector v;
private double Velocity;
public MainPage()
{
InitializeComponent();
this.Loaded += new RoutedEventHandler(Page_Loaded);
}
void Page_Loaded(object sender, RoutedEventArgs e)
{
Velocity = 5;
Random r = new Random(DateTime.Now.Second);
v = new Vector();
v.X = r.NextDouble();
v.Y = r.NextDouble();
v.Velocity = Velocity;
CompositionTarget.Rendering += new EventHandler(CompositionTarget_Rendering);
}
void CompositionTarget_Rendering(object sender, EventArgs e)
{
double currentX = Convert.ToDouble(Ball.GetValue(Canvas.LeftProperty));
double currentY = Convert.ToDouble(Ball.GetValue(Canvas.TopProperty));
if (v.Velocity < 10)
{
v.Velocity++;
}
if ((currentX + Ball.Width) >= Arena.Width)
{
v.X = -1;
v.Velocity = 5;
}
if (currentX < 0)
{
v.X = 1;
v.Velocity = 5;
}
if ((currentY + Ball.Height) >= Arena.Height)
{
v.Y = -1;
v.Velocity = 5;
}
if (currentY < 0)
{
v.Y = 1;
v.Velocity = 5;
}
Ball.SetValue(Canvas.LeftProperty, currentX + (v.X * v.Velocity));
Ball.SetValue(Canvas.TopProperty, currentY + (v.Y * v.Velocity));
}
}
public class Vector
{
public double X { get; set; }
public double Y { get; set; }
public double Velocity { get; set; }
}
}
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