c# print barcode Figure 4-3. Images that are part of the help scene in Font

Creation Data Matrix in Font Figure 4-3. Images that are part of the help scene

Figure 4-3. Images that are part of the help scene
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That way, your help scene has only two GameComponents that draw images: one to draw the background image and another to draw the foreground image with the instructions. Add a new class called HelpScene and add the code from Listing 4-1.
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Listing 4-1. Help Scene GameComponent
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#region Using Statements using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using RockRainEnhanced.Core; #endregion namespace RockRainEnhanced { /// <summary>
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CHAPTER 4 s IMPROVING YOUR FIRST 2-D GAME
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/// This is a GameComponent that represents the help scene /// </summary> public class HelpScene : GameScene { public HelpScene(Game game, Texture2D textureBack, Texture2D textureFront) : base(game) { Components.Add(new ImageComponent(game, textureBack, ImageComponent.DrawMode.Stretch)); Components.Add(new ImageComponent(game, textureFront, ImageComponent.DrawMode.Center)); } } }
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Also add the following code in the Game1 class and change the LoadContent() method to see this component in action. You just load the associated content, create an instance of HelpScene, and execute the Show() method of the HelpScene object:
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// Textures protected Texture2D helpBackgroundTexture, helpForegroundTexture; /// <summary> /// LoadContent will be called once per game and is the place to load /// all your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(graphics.GraphicsDevice); Services.AddService(typeof (SpriteBatch), spriteBatch); // Create the Credits / Instruction Scene helpBackgroundTexture = Content.Load<Texture2D>("helpbackground"); helpForegroundTexture = Content.Load<Texture2D>("helpForeground"); helpScene = new HelpScene(this, helpBackgroundTexture, helpForegroundTexture); Components.Add(helpScene); helpScene.Show(); activeScene = helpScene; }
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CHAPTER 4 s IMPROVING YOUR FIRST 2-D GAME
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Execute the code. The result appears in Figure 4-4. See how the scene is adequately shown both in normal format (4:3) and in widescreen (16:9).
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Figure 4-4. Help scene in normal and widescreen format
Creating the Opening Screen
The opening screen of a game always gives a taste of the game itself. Normally it s something striking, which must show some of the game features and give the user a navigation menu between the game itself, options, help, and so on. For Rock Rain, you ll create a scene with the game name in large letters coming from the screen borders and an option menu right beneath (1980s arcade style), with a background with some meteor theme. You ll use the textures in Figure 4-5 to do this.
CHAPTER 4 s IMPROVING YOUR FIRST 2-D GAME
Figure 4-5. Textures of the opening screen
Then, you ll have four actors in the opening screen. One is named Rock, which comes into the scene from the left and goes to the center. The second one is named Rain, and comes from the right also to the center of the screen. The third is named enhanced, which keeps blinking right below the word Rain. The fourth actor shows after the preceding three, and is a menu with the game options. Because it s a little more sophisticated than just a sprite animation, you ll first create a GameComponent to handle menus.
Creating the Menu Component
Your menu for the game will be simple and functional at the same time. It will be drawn using two different fonts, where the bigger font will highlight the selected item. Start adding a new GameComponent called TextMenuComponent in the Core folder. Again, this component is a visual component, so derive it from DrawableGameComponent instead of GameComponent. In this component, you ll need two fonts to draw the text in normal and selected status, a string list with the items to be drawn, the color of the regular and selected items,
CHAPTER 4 s IMPROVING YOUR FIRST 2-D GAME
the size and position of the menu and, as always, a SpriteBatch object to draw the text in the screen. So, add the following code to the class to declare these objects:
// SpriteBatch protected SpriteBatch spriteBatch = null; // Fonts protected readonly SpriteFont regularFont, selectedFont; // Colors protected Color regularColor = Color.White, selectedColor = Color.Red; // Menu Position protected Vector2 position = new Vector2(); // Items protected int selectedIndex = 0; private readonly StringCollection menuItems; // Size of menu in pixels protected int width, height;
Also add a set of properties to handle these attributes:
/// <summary> /// Set the Menu Options /// </summary> /// <param name="items"></param> public void SetMenuItems(string[] items) { menuItems.Clear(); menuItems.AddRange(items); CalculateBounds(); } /// <summary> /// Width of menu in pixels /// </summary> public int Width { get { return width; } } /// <summary> /// Height of menu in pixels /// </summary> public int Height { get { return height; }
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