ผลต่างระหว่างรุ่นของ "418383/418587 ภาคปลาย 2553/คะแนนการบ้าน 2"

จาก Theory Wiki
ไปยังการนำทาง ไปยังการค้นหา
แถว 180: แถว 180:
 
<td align="center">5210450147</td>
 
<td align="center">5210450147</td>
 
<td align="center">5210450597</td>
 
<td align="center">5210450597</td>
<td align="center">5210450562</td>
 
 
</tr>
 
</tr>
 
<tr>
 
<tr>
แถว 819: แถว 818:
 
                 return false;
 
                 return false;
 
              
 
              
            return true;
 
        }
 
    }   
 
}
 
</geshi>
 
</td>
 
<td>
 
<geshi lang="csharp">
 
using System;
 
using System.Collections.Generic;
 
using System.Linq;
 
using System.Text;
 
using GameLib.Animation;
 
using Microsoft.Xna.Framework;
 
using Microsoft.Xna.Framework.Content;
 
 
namespace BreakoutLib
 
{
 
    public class Bullet : GameObject
 
    {
 
        private static Animation bulletAnimation;
 
 
        public static void LoadContent(ContentManager content)
 
        {
 
            bulletAnimation = Animation.Load("bullet.anim", content);
 
        }
 
 
        private TranslationAnimation animation;
 
        public override GameLib.Animation.Animation Animation
 
        {
 
            get { return animation; }
 
        }
 
 
        public Vector2 Position
 
        {
 
            set { animation.Displacement = value; }
 
            get { return animation.Displacement; }
 
        }
 
       
 
     
 
        public Rectangle CollisionRect
 
        {
 
            get
 
            {
 
                return new Rectangle(
 
                    (int)(Position.X),
 
                    (int)(Position.Y),
 
                    (int)5,
 
                    (int)10);
 
            }
 
        }
 
 
        private Vector2 velocity;
 
        public Vector2 Velocity
 
        {
 
            get { return velocity; }
 
            set { velocity = value; }
 
        }
 
 
        private int attackPower;
 
        public int AttackPower
 
        {
 
            get { return attackPower; }
 
        }
 
       
 
        private float xPositionFromBarCenter;
 
        public float XPositionFromBarCenter
 
        {
 
            get { return xPositionFromBarCenter; }
 
            set { xPositionFromBarCenter = value; }
 
        }
 
 
        public Bullet()
 
        {
 
            velocity = new Vector2(0, -0.5f);
 
            animation = new TranslationAnimation(bulletAnimation);
 
           
 
            attackPower = 1;
 
           
 
        }
 
 
        public void UpdatePosition(GameTime gameTime)
 
        {
 
            Position = Position + velocity * (float)(gameTime.ElapsedGameTime.TotalMilliseconds);
 
        }
 
 
        public void CollideWithBrick(Brick brick)
 
        {
 
            //this.attackPower = 0;
 
        }
 
 
        private bool CollidedOnTopSurface(Brick brick, Rectangle intersectingArea)
 
        {
 
            if (intersectingArea.Center.Y > brick.CollisionRect.Center.Y)
 
                return false;
 
            if (intersectingArea.Height > intersectingArea.Width)
 
                return false;
 
 
            return true;
 
        }
 
 
        private bool CollidedOnBottomSurface(Brick brick, Rectangle intersectingArea)
 
        {
 
            if (intersectingArea.Center.Y < brick.CollisionRect.Center.Y)
 
                return false;
 
            if (intersectingArea.Height > intersectingArea.Width)
 
                return false;
 
 
 
             return true;
 
             return true;
 
         }
 
         }

รุ่นแก้ไขเมื่อ 09:53, 21 มีนาคม 2554

คะแนน

คนที่ไม่ได้ 0 คะแนน

  • 47180278 ได้ 83 คะแนน
    • -5 for only adding one ball
    • -5 for not shooting the ball immediately
    • -5 for shooting only one bullet
    • -2 for having no music when the player clears a stage
  • 51180198 ได้ 100 คะแนน
  • 51180248 ได้ 100 คะแนน
  • 5210400425 ได้ 100 คะแนน
  • 5210400514 ได้ 93 คะแนน
    • -2 for no background music"
    • -5 for not changing the background image
  • 5210404889 ได้ 100 คะแนน
  • 5210404897 ได้ 98 คะแนน
    • -2 for not having music when player clears a stage
  • 5210405036 ได้ 98 คะแนน
    • -2 for not having music when player clears a stage
  • 5210450937 ได้ 94 คะแนน
    • -2 for no sound when bar hits wall
    • -2 for no sound when bar dies
    • -2 for not playing a song when the player clears a stage
  • 5210450562 ได้ 100 คะแนน

คนที่ได้ 0 คะแนนเนื่องจากลอกเพื่อนหรือให้เพื่อนลอก

  • 51180537
  • 51180628
  • 51180727
  • 51180644
  • 5210400433
  • 5210404803
  • 5210450040
  • 5210450058
  • 5210450104
  • 5210450147
  • 5210450597

การลอกกันที่ผมจับได้

โค้ดเปลี่ยนด่านใน PlayScreen.cs

51180537 51180628 51180727

<geshi lang="csharp">

               else if (playScreen.gameState.BrickCount <= 0)
               {
                 
                   
                   if (lv == 3)
                   {
                       Constants.MAP_NAME = "map03";


                   }
                   else
                   {
                       Constants.MAP_NAME = "map02";
                       lv = 3;
                   }
                   playScreen.LoadContent();
                   if (lv2 != 3)
                   {
                       lv2 += 1;
                       MediaPlayer.Stop();
                       MediaPlayer.Play(song3);
                       playScreen.Game.SwitchScreen(Constants.NEXT_LV_SCREEN_NAME);
          
                   }
                   else
                   {
                       lv = 1;
                       lv2 = 1;
                       Constants.MAP_NAME = "map01.txt";
                       playScreen.LoadContent();
                       playScreen.Game.SwitchScreen(Constants.GAME_CLEARED_SCREEN_NAME);
                   }
               }
               else if (playScreen.keySensor.IsKeyTyped(KeyMapping.pauseKey))
                   playScreen.ChangeState(playScreen.pauseState);
           }

</geshi>

<geshi lang="csharp">

               else if (playScreen.gameState.BrickCount <= 0)
               {
                   if (lv == 3)
                   {
                       Constants.MAP_NAME = "map03";
                       MediaPlayer.Stop();
                   }
                   else
                   {
                       Constants.MAP_NAME = "map02";
                       MediaPlayer.Stop();
                       lv = 3;
                   }
                   playScreen.LoadContent();
                   if (lv2 != 3)
                   {
                       lv2 += 1;
                       MediaPlayer.Play(song4);
                       playScreen.Game.SwitchScreen(Constants.NEXT_LV_SCREEN_NAME);
                   }
                   else
                   {
                       lv = 1;
                       lv2 = 1;
                       Constants.MAP_NAME = "map01";
                       MediaPlayer.Play(song5);
                       Constants.ascore = 0;
                       playScreen.LoadContent();
                       playScreen.Game.SwitchScreen(Constants.GAME_CLEARED_SCREEN_NAME);
                   }
               }
               else if (playScreen.keySensor.IsKeyTyped(KeyMapping.pauseKey))
                   playScreen.ChangeState(playScreen.pauseState);
           }

</geshi>

<geshi lang="csharp">

               else if (playScreen.gameState.BrickCount <= 0)
               {
                   if (lv == 3)
                   {
                       Constants.MAP_NAME = "map03";


                   }
                   else
                   {
                       Constants.MAP_NAME = "map02";
                       lv = 3;
                   }
                   playScreen.LoadContent();
                   if (lv2 != 3)
                   {
                       lv2 += 1;
                       playScreen.Game.SwitchScreen(Constants.NEXT_LV_SCREEN_NAME);
                   }
                   else
                   {
                       lv = 1;
                       lv2 = 1;
                       Constants.MAP_NAME = "map01.txt";
                       playScreen.Game.SwitchScreen(Constants.GAME_CLEARED_SCREEN_NAME);
                   }
               }
               else if (playScreen.keySensor.IsKeyTyped(KeyMapping.pauseKey))
                   playScreen.ChangeState(playScreen.pauseState);

</geshi>

  • 51180537 และ 51180644

Breakout-playscreen-51180537-51180644.JPG

Bullet.cs (Pattern 1)

นิสิตหลายคนทำการคัดลอก Ball.cs มาเป็น Bullet.cs (47180278, 51180248, 5210404889, 5210404897, 5210400425, และ 5210405036) นี่ไม่นับเป็นการลอกเนื่องจากเป็นการใช้โค้ดเก่าของอาจารย์ อย่างไรก็ดีโค้ดของนิสิต 7 คนข้างล่างนี้มีลักษณะเด่นเหมือนๆ กัน ดังต่อไปนี้ คือ

  • เหลือเมธอด CollideOnTopSurface และ ColildeOnButtomSurface ไว้ ไม่คง CollideOnLeftSurface และ CollideOnRightSurface ของ Ball.cs เดิมไว้
  • กำหนดให้ Bullet มีขนาด 5 x 5 ช่องเหมือนๆ กัน

นอกจากนี้ไฟล์ของนิสิตบางคู่ัยังเหมือนกันทุกไบต์ จึงสันนิษฐานเอาไว้ว่าลอกกัน

5210450058 5210450147 5210450597

<geshi lang="csharp"> using System; using System.Collections.Generic; using System.Linq; using System.Text; using GameLib.Animation; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Content;

namespace BreakoutLib {

   public class Bullet : GameObject
   {
       private static Animation bulletAnimation;
       public static void LoadContent(ContentManager content)
       {
           bulletAnimation = Animation.Load("bullet.anim", content);
       }
       private TranslationAnimation animation;
       public override GameLib.Animation.Animation Animation
       {
           get { return animation; }
       }
       public Vector2 Position
       {
           set { animation.Displacement = value; }
           get { return animation.Displacement; }
       }
       private Vector2 velocity;
       public Vector2 Velocity
       {
           get { return velocity; }
           set { velocity = value; }
       }
       private int attackPower;
       public int AttackPower
       {
           get { return attackPower; }
       }
       
       private float xPositionFromBarCenter;
       public float XPositionFromBarCenter
       {
           get { return xPositionFromBarCenter; }
           set { xPositionFromBarCenter = value; }
       }
       public Bullet()
       {
           velocity = new Vector2(0.0f, -0.2f);            
           animation = new TranslationAnimation(bulletAnimation);
           attackPower = 1;
       }
       public void UpdatePosition(GameTime gameTime)
       {
           Position = Position + velocity * (float)(gameTime.ElapsedGameTime.TotalMilliseconds);
       }


       public Rectangle CollisionRect
       {
           get
           {
               return new Rectangle(
                   (int)(Position.X),
                   (int)(Position.Y),
                   (int)5,
                   (int)5);
           }
       }


       private bool CollidedOnTopSurface(Brick brick, Rectangle intersectingArea)
       {
           if (intersectingArea.Center.Y > brick.CollisionRect.Center.Y)
               return false;
           if (intersectingArea.Height > intersectingArea.Width)
               return false;
           return true;
       }
       public void CollideWithBrick(Brick brick)
       {
       }
       private bool CollidedOnBottomSurface(Brick brick, Rectangle intersectingArea)
       {
           if (intersectingArea.Center.Y < brick.CollisionRect.Center.Y)
               return false;
           if (intersectingArea.Height > intersectingArea.Width)
               return false;
           return true;
       }
   }    

} </geshi>

<geshi lang="csharp"> using System; using System.Collections.Generic; using System.Linq; using System.Text; using GameLib.Animation; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Content;

namespace BreakoutLib {

   public class Bullet : GameObject
   {
       private static Animation bulletAnimation;
       public static void LoadContent(ContentManager content)
       {
           bulletAnimation = Animation.Load("bullet.anim", content);
       }
       private TranslationAnimation animation;
       public override GameLib.Animation.Animation Animation
       {
           get { return animation; }
       }
       public Vector2 Position
       {
           set { animation.Displacement = value; }
           get { return animation.Displacement; }
       }
       private Vector2 velocity;
       public Vector2 Velocity
       {
           get { return velocity; }
           set { velocity = value; }
       }
       private int attackPower;
       public int AttackPower
       {
           get { return attackPower; }
       }
       
       private float xPositionFromBarCenter;
       public float XPositionFromBarCenter
       {
           get { return xPositionFromBarCenter; }
           set { xPositionFromBarCenter = value; }
       }
       public Bullet()
       {
           velocity = new Vector2(0.0f, -0.2f);            
           animation = new TranslationAnimation(bulletAnimation);
           attackPower = 1;
       }
       public void UpdatePosition(GameTime gameTime)
       {
           Position = Position + velocity * (float)(gameTime.ElapsedGameTime.TotalMilliseconds);
       }


       public Rectangle CollisionRect
       {
           get
           {
               return new Rectangle(
                   (int)(Position.X),
                   (int)(Position.Y),
                   (int)5,
                   (int)5);
           }
       }


       private bool CollidedOnTopSurface(Brick brick, Rectangle intersectingArea)
       {
           if (intersectingArea.Center.Y > brick.CollisionRect.Center.Y)
               return false;
           if (intersectingArea.Height > intersectingArea.Width)
               return false;
           return true;
       }
       public void CollideWithBrick(Brick brick)
       {
       }
       private bool CollidedOnBottomSurface(Brick brick, Rectangle intersectingArea)
       {
           if (intersectingArea.Center.Y < brick.CollisionRect.Center.Y)
               return false;
           if (intersectingArea.Height > intersectingArea.Width)
               return false;
           return true;
       }
   }    

} </geshi>

<geshi lang="csharp"> using System; using System.Collections.Generic; using System.Linq; using System.Text; using GameLib.Animation; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Content;

namespace BreakoutLib {

   public class Bullet : GameObject
   {
       private static Animation bulletAnimation;
       public static void LoadContent(ContentManager content)
       {
           bulletAnimation = Animation.Load("bullet.anim", content);
       }
       private TranslationAnimation animation;
       public override GameLib.Animation.Animation Animation
       {
           get { return animation; }
       }
       public Vector2 Position
       {
           set { animation.Displacement = value; }
           get { return animation.Displacement; }
       }
       private Vector2 velocity;
       public Vector2 Velocity
       {
           get { return velocity; }
           set { velocity = value; }
       }
       private int attackPower;
       public int AttackPower
       {
           get { return attackPower; }
       }
       
       private float xPositionFromBarCenter;
       public float XPositionFromBarCenter
       {
           get { return xPositionFromBarCenter; }
           set { xPositionFromBarCenter = value; }
       }
       public Bullet()
       {
           velocity = new Vector2(0.0f, -0.2f);            
           animation = new TranslationAnimation(bulletAnimation);
           attackPower = 1;
       }
       public void UpdatePosition(GameTime gameTime)
       {
           Position = Position + velocity * (float)(gameTime.ElapsedGameTime.TotalMilliseconds);
       }


       public Rectangle CollisionRect
       {
           get
           {
               return new Rectangle(
                   (int)(Position.X),
                   (int)(Position.Y),
                   (int)5,
                   (int)5);
           }
       }


       private bool CollidedOnTopSurface(Brick brick, Rectangle intersectingArea)
       {
           if (intersectingArea.Center.Y > brick.CollisionRect.Center.Y)
               return false;
           if (intersectingArea.Height > intersectingArea.Width)
               return false;
           return true;
       }
       public void CollideWithBrick(Brick brick)
       {
       }
       private bool CollidedOnBottomSurface(Brick brick, Rectangle intersectingArea)
       {
           if (intersectingArea.Center.Y < brick.CollisionRect.Center.Y)
               return false;
           if (intersectingArea.Height > intersectingArea.Width)
               return false;
           return true;
       }
   }    

} </geshi>

<geshi lang="csharp"> using System; using System.Collections.Generic; using System.Linq; using System.Text; using GameLib.Animation; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Content;

namespace BreakoutLib {

   public class Bullet : GameObject
   {
       private static Animation bulletAnimation;
       public static void LoadContent(ContentManager content)
       {
           bulletAnimation = Animation.Load("bullet.anim", content);
       }
       private TranslationAnimation animation;
       public override GameLib.Animation.Animation Animation
       {
           get { return animation; }
       }
       public Vector2 Position
       {
           set { animation.Displacement = value; }
           get { return animation.Displacement; }
       }
       
      
       public Rectangle CollisionRect
       {
           get
           {
               return new Rectangle(
                   (int)(Position.X),
                   (int)(Position.Y),
                   (int)5,
                   (int)10);
           }
       }
       private Vector2 velocity;
       public Vector2 Velocity
       {
           get { return velocity; }
           set { velocity = value; }
       }
       private int attackPower;
       public int AttackPower
       {
           get { return attackPower; }
       }
       
       private float xPositionFromBarCenter;
       public float XPositionFromBarCenter
       {
           get { return xPositionFromBarCenter; }
           set { xPositionFromBarCenter = value; }
       }
       public Bullet()
       {
           velocity = new Vector2(0, -0.5f);
           animation = new TranslationAnimation(bulletAnimation);
           
           attackPower = 1;
           
       }
       public void UpdatePosition(GameTime gameTime)
       {
           Position = Position + velocity * (float)(gameTime.ElapsedGameTime.TotalMilliseconds);
       }
       public void CollideWithBrick(Brick brick)
       {
           //this.attackPower = 0;
       }
       private bool CollidedOnTopSurface(Brick brick, Rectangle intersectingArea)
       {
           if (intersectingArea.Center.Y > brick.CollisionRect.Center.Y)
               return false;
           if (intersectingArea.Height > intersectingArea.Width)
               return false;
           return true;
       }
       private bool CollidedOnBottomSurface(Brick brick, Rectangle intersectingArea)
       {
           if (intersectingArea.Center.Y < brick.CollisionRect.Center.Y)
               return false;
           if (intersectingArea.Height > intersectingArea.Width)
               return false;
           return true;
       }
   }    

} </geshi>

อีกรูปแบบหนึ่งที่คล้ายๆ กัน

5210450040 5210450104 5210450562

<geshi lang="csharp"> using System; using System.Collections.Generic; using System.Linq; using System.Text; using GameLib.Animation; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Content;


namespace BreakoutLib {

   public class Bullet : GameObject
   {
       private static Animation bulletAnimation;
       public static void LoadContent(ContentManager content)
       {
           bulletAnimation = Animation.Load("bullet.anim", content);
       }
       private TranslationAnimation animation;
       public override GameLib.Animation.Animation Animation
       {
           get { return animation; }
       }
       public Vector2 Position
       {
           set { animation.Displacement = value; }
           get { return animation.Displacement; }
       }
       public Rectangle CollisionRect
       {
           get
           {
               return new Rectangle(
                   (int)(Position.X),
                   (int)(Position.Y),
                   (int)5,
                   (int)5);
           }
       }
       private Vector2 velocity;
       public Vector2 Velocity
       {
           get { return velocity; }
           set { velocity = value; }
       }
       private int attackPower;
       public int AttackPower
       {
           get { return attackPower; }
       }
       private float xPositionFromBarCenter;
       public float XPositionFromBarCenter
       {
           get { return xPositionFromBarCenter; }
           set { xPositionFromBarCenter = value; }
       }       
       public Bullet()
       {
           velocity = new Vector2(0, -0.2f);            
           animation = new TranslationAnimation(bulletAnimation);
           attackPower = 1;
       }
       public void UpdatePosition(GameTime gameTime)
       {
           Position = Position + velocity * (float)(gameTime.ElapsedGameTime.TotalMilliseconds);
       }
       private bool CollidedOnTopSurface(Brick brick, Rectangle intersectingArea)
       {
           if (intersectingArea.Center.Y > brick.CollisionRect.Center.Y)
               return false;
           if (intersectingArea.Height > intersectingArea.Width)
               return false;
           return true;
       }
       private bool CollidedOnBottomSurface(Brick brick, Rectangle intersectingArea)
       {
           if (intersectingArea.Center.Y < brick.CollisionRect.Center.Y)
               return false;
           if (intersectingArea.Height > intersectingArea.Width)
               return false;
           return true;
       }
   }

} </geshi>

<geshi lang="csharp"> using System; using System.Collections.Generic; using System.Linq; using System.Text; using GameLib.Animation; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Content;

namespace BreakoutLib {

   public class Bullet : GameObject
       {
       private static Animation bulletAnimation;
       public static void LoadContent(ContentManager content)
       {
           bulletAnimation = Animation.Load("bullet.anim", content);
       }
       private TranslationAnimation animation;
       public override GameLib.Animation.Animation Animation
       {
           get { return animation; }
       }
       public Vector2 Position
       {
           set { animation.Displacement = value; }
           get { return animation.Displacement; }
       }
       public Rectangle CollisionRect
       {
           get
           {
               return new Rectangle(
                   (int)(Position.X),
                   (int)(Position.Y),
                   (int)5,
                   (int)5);
           }
       }
       private Vector2 velocity;
       public Vector2 Velocity
       {
           get { return velocity; }
           set { velocity = value; }
       }
       private int attackPower;
       public int AttackPower
       {
           get { return attackPower; }
       }
       
       private float xPositionFromBarCenter;
       public float XPositionFromBarCenter
       {
           get { return xPositionFromBarCenter; }
           set { xPositionFromBarCenter = value; }
       }
       public Bullet()
       {
           velocity = new Vector2(0, -0.2f);            
           animation = new TranslationAnimation(bulletAnimation);
           attackPower = 1;
       }
       public void UpdatePosition(GameTime gameTime)
       {        
            Position = Position + velocity * (float)(gameTime.ElapsedGameTime.TotalMilliseconds);
       }
       private bool CollidedOnTopSurface(Brick brick, Rectangle intersectingArea)
       {
           if (intersectingArea.Center.Y > brick.CollisionRect.Center.Y)
               return false;
           if (intersectingArea.Height > intersectingArea.Width)
               return false;
           return true;
       }
       private bool CollidedOnBottomSurface(Brick brick, Rectangle intersectingArea)
       {
           if (intersectingArea.Center.Y < brick.CollisionRect.Center.Y)
               return false;
           if (intersectingArea.Height > intersectingArea.Width)
               return false;
            
           return true;
       }
   }    

} </geshi>

Bullet.cs (Pattern 2)

เหมือนทุกไบต์

5210400433 5210404803

<geshi lang="csharp"> using System; using System.Collections.Generic; using System.Linq; using System.Text; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Content; using GameLib; using GameLib.Animation;

namespace BreakoutLib {

   public class Bullet : GameObject
   {
       private static Animation bulletAnimation;
       public static void LoadContent(ContentManager content)
       {
           bulletAnimation = Animation.Load("bullet.anim", content);
       }
       private TranslationAnimation animation;
       public override GameLib.Animation.Animation Animation
       {
           get { return animation; }
       }
       public Vector2 Position
       {
           set { animation.Displacement = value; }
           get { return animation.Displacement; }
       }
       public int Radius
       {
           get { return (int)Constants.BALL_RADIUS; }
       }
       public int Diameter
       {
           get { return Radius * 2; }
       }
       public Rectangle CollisionRect
       {
           get
           {
               return new Rectangle(
                   (int)(Position.X - Radius),
                   (int)(Position.Y - Radius),
                   (int)Diameter,
                   (int)Diameter);
           }
       }


       private int attackPower;
       public int AttackPower
       {
           get { return attackPower; }
       }
       private float xPositionFromBarCenter;
       public float XPositionFromBarCenter
       {
           get { return xPositionFromBarCenter; }
           set { xPositionFromBarCenter = value; }
       }
       public Bullet()
       {
           animation = new TranslationAnimation(bulletAnimation);
           attackPower = 1;
           xPositionFromBarCenter = Radius;
       }
       public void UpdatePosition(GameTime gameTime)
       {
           Position = new Vector2(Position.X,
               Position.Y - Constants.BALL_VERTICAL_SPEED * (float)gameTime.ElapsedGameTime.TotalMilliseconds);
       }
   }

} </geshi>

<geshi lang="csharp"> using System; using System.Collections.Generic; using System.Linq; using System.Text; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Content; using GameLib; using GameLib.Animation;

namespace BreakoutLib {

   public class Bullet : GameObject
   {
       private static Animation bulletAnimation;
       public static void LoadContent(ContentManager content)
       {
           bulletAnimation = Animation.Load("bullet.anim", content);
       }
       private TranslationAnimation animation;
       public override GameLib.Animation.Animation Animation
       {
           get { return animation; }
       }
       public Vector2 Position
       {
           set { animation.Displacement = value; }
           get { return animation.Displacement; }
       }
       public int Radius
       {
           get { return (int)Constants.BALL_RADIUS; }
       }
       public int Diameter
       {
           get { return Radius * 2; }
       }
       public Rectangle CollisionRect
       {
           get
           {
               return new Rectangle(
                   (int)(Position.X - Radius),
                   (int)(Position.Y - Radius),
                   (int)Diameter,
                   (int)Diameter);
           }
       }


       private int attackPower;
       public int AttackPower
       {
           get { return attackPower; }
       }
       private float xPositionFromBarCenter;
       public float XPositionFromBarCenter
       {
           get { return xPositionFromBarCenter; }
           set { xPositionFromBarCenter = value; }
       }
       public Bullet()
       {
           animation = new TranslationAnimation(bulletAnimation);
           attackPower = 1;
           xPositionFromBarCenter = Radius;
       }
       public void UpdatePosition(GameTime gameTime)
       {
           Position = new Vector2(Position.X,
               Position.Y - Constants.BALL_VERTICAL_SPEED * (float)gameTime.ElapsedGameTime.TotalMilliseconds);
       }
   }

} </geshi>