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

Maker DataMatrix in Font s IMPROVING YOUR FIRST 2-D GAME

CHAPTER 4 s IMPROVING YOUR FIRST 2-D GAME
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} /// <summary> /// Selected menu item index /// </summary> public int SelectedIndex { get { return selectedIndex; } set { selectedIndex = value; } } /// <summary> /// Regular item color /// </summary> public Color RegularColor { get { return regularColor; } set { regularColor = value; } } /// <summary> /// Selected item color /// </summary> public Color SelectedColor { get { return selectedColor; } set { selectedColor = value; } } /// <summary> /// Position of component in screen /// </summary> public Vector2 Position { get { return position; } set { position = value; } }
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Notice the CalculateBounds() in the SetMenuItems() method. The items on the menu are drawn centered horizontally. To do this, you need to calculate the width and the height of the menu values that might vary in accordance with the items that have been added to the component and the font size. The CalculateBounds() method does this calculation using the MeasureString() method of the SpriteFont class, which gets the string size in pixels using this font:
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/// <summary> /// Get the menu bounds /// </summary> protected void CalculateBounds() { width = 0; height = 0; foreach (string item in menuItems) { Vector2 size = selectedFont.MeasureString(item); if (size.X > width) { width = (int) size.X; } height += selectedFont.LineSpacing; } }
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The Draw() method that draws these elements is simple, because you need only a loop drawing each item, below each other, using the correct font for the selected and regular entries. Each item is drawn with a little overlapped shadow, created by drawing the same text twice, which gives a better look to the text. The code of this method follows:
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/// <summary> /// Allows the GameComponent to draw itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> public override void Draw(GameTime gameTime) { float y = position.Y; for (int i = 0; i < menuItems.Count; i++) { SpriteFont font; Color theColor; if (i == SelectedIndex) { font = selectedFont; theColor = selectedColor; } else { font = regularFont;
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theColor = regularColor; } // Draw the text shadow spriteBatch.DrawString(font, menuItems[i], new Vector2(position.X + 1, y + 1), Color.Black); // Draw the text item spriteBatch.DrawString(font, menuItems[i], new Vector2(position.X, y), theColor); y += font.LineSpacing; } base.Draw(gameTime); }
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In fact, the drawn part of this class is the simplest part. This component must handle the user input as well, using the keyboard (up and down arrows) or the Xbox 360 gamepad. You want some sound effects to notify users when they change or select a menu item. In this case, add some new attributes to this class, to handle sound and user input:
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// Used to handle input protected KeyboardState oldKeyboardState; protected GamePadState oldGamePadState; // For audio effects protected AudioComponent audioComponent;
As you did before, the Update() method is the right place to handle the user input. You just check the keyboard and the gamepad state, as you saw in the previous chapters, to change the attribute s selectedIndex value:
/// <summary> /// Allows the GameComponent to update itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> public override void Update(GameTime gameTime) { GamePadState gamepadState = GamePad.GetState(PlayerIndex.One); KeyboardState keyboardState = Keyboard.GetState(); bool down, up; // Handle the keyboard down = (oldKeyboardState.IsKeyDown(Keys.Down) &&
CHAPTER 4 s IMPROVING YOUR FIRST 2-D GAME
(keyboardState.IsKeyUp(Keys.Down))); up = (oldKeyboardState.IsKeyDown(Keys.Up) && (keyboardState.IsKeyUp(Keys.Up))); // Handle the D-Pad down |= (oldGamePadState.DPad.Down == ButtonState.Pressed) && (gamepadState.DPad.Down == ButtonState.Released); up |= (oldGamePadState.DPad.Up == ButtonState.Pressed) && (gamepadState.DPad.Up == ButtonState.Released); if (down || up) { audioComponent.PlayCue("menu_scroll"); } if (down) { selectedIndex++; if (selectedIndex { selectedIndex } } if (up) { selectedIndex--; if (selectedIndex { selectedIndex } }
== menuItems.Count) = 0;
== -1) = menuItems.Count - 1;
oldKeyboardState = keyboardState; oldGamePadState = gamepadState; base.Update(gameTime); }
Finally, in the class constructor you must initialize all these things:
/// /// /// /// <summary> Default constructor </summary> <param name="game">the main game object</param>
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