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As you can see, this is practically the same class as in the previous chapter, but in the Update() method you handle the user input a little differently, testing the PlayerIndex to check for the correct gamepad or keyboard keys. In a multiplayer game, you ll instantiate two objects for this class with different PlayerIndexes and different rectangles in texture, for different ship sprites.
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Now you have all the action scene components. The meteors, the score, and the player (or players) are ready to be put to work. Now add a class called ActionScene. This scene is the most complex scene of the game. It coordinates the action of all the components, as well as controls the game state, such as pause and gameOver. Start declaring all elements of this scene, as follows:
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// Basics protected Texture2D actionTexture; protected Cue backMusic; protected SpriteBatch spriteBatch = null; // Game Elements protected Player player1; protected Player player2; protected MeteorsManager meteors; protected PowerSource powerSource; protected SimpleRumblePad rumblePad; protected ImageComponent background; protected Score scorePlayer1; protected Score scorePlayer2; // GUI Stuff protected Vector2 pausePosition; protected Vector2 gameoverPosition; protected Rectangle pauseRect = new Rectangle(1, 120, 200, 44); protected Rectangle gameoverRect = new Rectangle(1, 170, 350, 48); // GameState elements protected bool paused; protected bool gameOver; protected TimeSpan elapsedTime = TimeSpan.Zero; protected bool twoPlayers;
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It looks like the attributes from the game in the previous chapter, but you now have two Player instances (for a multiplayer game), two attributes for controlling the game state (paused and gameOver) and the components for Score, PowerSource, Meteors, and so on. The constructor initializes all these objects, as follows:
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/// <summary> /// Default Constructor /// </summary> /// <param name="game">The main game object</param> /// <param name="theTexture">Texture with the sprite elements</param> /// <param name="backgroundTexture">Texture for the background</param> /// <param name="font">Font used in the score</param> public ActionScene(Game game, Texture2D theTexture, Texture2D backgroundTexture, SpriteFont font) : base(game) { // Get the current audiocomponent and play the background music audioComponent = (AudioComponent) Game.Services.GetService(typeof (AudioComponent)); background = new ImageComponent(game, backgroundTexture, ImageComponent.DrawMode.Stretch); Components.Add(background); actionTexture = theTexture; spriteBatch = (SpriteBatch) Game.Services.GetService(typeof (SpriteBatch)); meteors = new MeteorsManager(Game, ref actionTexture); Components.Add(meteors); player1 = new Player(Game, ref actionTexture, PlayerIndex.One, new Rectangle(323, 15, 30, 30)); player1.Initialize(); Components.Add(player1); player2 = new Player(Game, ref actionTexture, PlayerIndex.Two, new Rectangle(360, 17, 30, 30)); player2.Initialize(); Components.Add(player2); scorePlayer1 = new Score(game, font, Color.Blue); scorePlayer1.Position = new Vector2(10, 10);
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Components.Add(scorePlayer1); scorePlayer2 = new Score(game, font, Color.Red); scorePlayer2.Position = new Vector2( Game.Window.ClientBounds.Width - 200, 10); Components.Add(scorePlayer2); rumblePad = new SimpleRumblePad(game); Components.Add(rumblePad); powerSource = new PowerSource(game, ref actionTexture); powerSource.Initialize(); Components.Add(powerSource); }
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See how you create two instances for the Player class. For each player, just change the PlayerIndex and the Rectangle of the image of the ship in the texture. You also need to control the game state and define if the game is for one or two players, or check if some of the players are already dead. Add these properties to the class:
/// <summary> /// Indicate the 2-players game mode /// </summary> public bool TwoPlayers { get { return twoPlayers; } set { twoPlayers = value; } } /// <summary> /// True, if the game is in gameOver state /// </summary> public bool GameOver { get { return gameOver; } } /// <summary> /// Paused mode /// </summary> public bool Paused { get { return paused; } set
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{ paused = value; if (paused) { backMusic.Pause(); } else { backMusic.Resume(); } } }
Like all the other scenes, you can use the Show() and Hide() methods to initialize and release scene components. In the Show() method you start playing the background music and setting the player2 status if you have a two-player game:
/// <summary> /// Show the action scene /// </summary> public override void Show() { backMusic = audioComponent.GetCue("backmusic"); backMusic.Play(); meteors.Initialize(); powerSource.PutinStartPosition(); player1.Reset(); player2.Reset(); paused = false; pausePosition.X = (Game.Window.ClientBounds.Width pauseRect.Width)/2; pausePosition.Y = (Game.Window.ClientBounds.Height pauseRect.Height)/2; gameOver = false; gameoverPosition.X = (Game.Window.ClientBounds.Width gameoverRect.Width)/2; gameoverPosition.Y = (Game.Window.ClientBounds.Height gameoverRect.Height)/2;
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