c# print barcode s CREATING YOUR FIRST 2-D GAME in Font

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CHAPTER 3 s CREATING YOUR FIRST 2-D GAME
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Drawing the Background
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Start by putting a background in your game. For a space game, nothing is better than an image of a galaxy! Add the file SpaceBackground.dds to the Content folder. You can find this file in the Source Code/Download area of the Apress web site at http://www.apress.com. Now you should load this texture so that it fits the whole screen of the game. First define the texture in your code. Add this attribute to your Game1 class:
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// Background texture private Texture2D backgroundTexture;
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Now, as you saw in the previous chapter, you ll load this texture and initialize the
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spriteBatch object in the LoadContent method: // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); // Load all textures backgroundTexture = content.Load<Texture2D>(" SpaceBackground"); }
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You have to load the texture using the spriteBatch object, like you saw in the previous chapter. First declare it in the Game1 class:
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private SpriteBatch spriteBatch = null;
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Finally, you can draw the background. Add the following code in the Draw() method of the Game1 class:
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// Draw background texture in a separate pass. spriteBatch.Begin(); spriteBatch.Draw(backgroundTexture,new Rectangle(0, 0, graphics.GraphicsDevice.DisplayMode.Width, graphics.GraphicsDevice.DisplayMode.Height), Color.LightGray); spriteBatch.End();
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Now you can run the game by pressing F5. If everything is correct, the result will be like Figure 3-3.
CHAPTER 3 s CREATING YOUR FIRST 2-D GAME
Figure 3-3. Rock Rain background
Creating the Player s GameComponent
The player is represented in the game as a small spaceship that can be controlled using an Xbox 360 gamepad or a PC keyboard. The image of this spaceship is in the RockRain. png file. Add it to the project inside the Content folder. This texture contains the image of the player s spaceship and also the meteors that the player must avoid (see Figure 3-4).
Figure 3-4. Player and meteor texture
CHAPTER 3 s CREATING YOUR FIRST 2-D GAME
Like you did with the background, first declare the texture in the Game1 class:
private Texture2D meteorTexture;
Then load it in the LoadContent method right after loading the background texture:
meteorTexture = content.Load<Texture2D>(" RockRain");
s Note The graphics in this chapter and the next were built using SpriteLIB GPL. SpriteLib GPL is a collection of static and animated graphic objects (also commonly known as sprites) and can be found at http://
www.flyingyogi.com/fun/spritelib.html.
Now you ll create a class that represents the player in the game. Add a new
GameComponent to the project, name the file Ship.cs (as in Figure 3-5), and click OK. A new file is added to the project that contains a class that derives from GameComponent. This GameComponent will be visible in the game; therefore it must be drawn. Derive from DrawableGameComponent so that you have a Draw() method you can use to draw it in the
game.
Figure 3-5. Adding a new GameComponent
CHAPTER 3 s CREATING YOUR FIRST 2-D GAME
This component copies the texture region that contains the picture of the spaceship in the specified position. To accomplish that, it needs the texture where this picture is, the coordinates of the picture in this texture, and the coordinates on the screen where the picture must be rendered. Regarding the component s behavior, it only needs to move according to the Xbox 360 gamepad movement or the keyboard, and verify if the picture is still in the screen. That is, the spaceship cannot disappear by leaving the defined margins of the game s window. See that you have two steps of a DrawableGameComponent well defined. In the Draw() method you ll copy the spaceship picture to the screen and in the Update() method you ll update the screen according to the Xbox 360 gamepad or keyboard state. This class code follows:
#region Using Statements using System; using System.Collections.Generic; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; #endregion namespace RockRain { /// <summary> /// This is a game component that implements the player ship. /// </summary> public class Ship : Microsoft.Xna.Framework.DrawableGameComponent { protected Texture2D texture; protected Rectangle spriteRectangle; protected Vector2 position; // Width and height of sprite in texture protected const int SHIPWIDTH = 30; protected const int SHIPHEIGHT = 30; // Screen Area protected Rectangle screenBounds; public Ship(Game game, ref Texture2D theTexture) : base(game) {
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