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Listing 4-5. The Score GameComponent #region Using Statements using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; #endregion namespace RockRainEnhanced { /// <summary> /// This is a GameComponent that implements the game score /// </summary> public class Score : DrawableGameComponent { // SpriteBatch protected SpriteBatch spriteBatch = null; // Score position protected Vector2 position = new Vector2(); // Values protected int value; protected int power; protected readonly SpriteFont font; protected readonly Color fontColor; public Score(Game game, SpriteFont font, Color fontColor) : base(game) { this.font = font; this.fontColor = fontColor; // Get the current sprite batch spriteBatch = (SpriteBatch) Game.Services.GetService(typeof (SpriteBatch)); } /// <summary> /// Points value /// </summary>
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public int Value { get { return value; } set { this.value = value; } } /// <summary> /// Power value /// </summary> public int Power { get { return power; } set { power = value; } } /// <summary> /// Position of component on screen /// </summary> public Vector2 Position { get { return position; } set { position = value; } } /// <summary> /// Allows the GameComponent to draw itself /// </summary> /// <param name="gameTime">Provides a snapshot of timing values</param> public override void Draw(GameTime gameTime) { string TextToDraw = string.Format("Score: {0}", value); // Draw the text shadow spriteBatch.DrawString(font, TextToDraw, new Vector2(position.X + 1, position.Y + 1), Color.Black); // Draw the text item spriteBatch.DrawString(font, TextToDraw, new Vector2(position.X, position.Y), fontColor); float height = font.MeasureString(TextToDraw).Y; TextToDraw = string.Format("Power: {0}", power); // Draw the text shadow spriteBatch.DrawString(font, TextToDraw, new Vector2(position.X + 1, position.Y + 1 + height), Color.Black);
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// Draw the text item spriteBatch.DrawString(font, TextToDraw, new Vector2(position.X, position.Y + 1 + height), fontColor); base.Draw(gameTime); } } } Again, this looks like the code in the previous version, only this time it is encapsulated in a class. Also, the text is now drawn with a little shadow under it, to enhance the legibility and give it a touch of style, as you did with the Menu component.
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The change in Rock Rain s playability brings up the need for an interesting additional component. The player s ship now contains a finite energy source, which decreases over time and falls even more after a meteor collision. You must provide a means for players to recharge their ships, so they can stay in the game longer, accumulating more points. You ll create a new GameComponent, which looks like a small barrel of energy that shows up at regular intervals and falls together with the meteors. If the player touches this power source game component, it will refuel the ship with more energy. The idea is that the player keeps an eye out for this new element and tries to obtain it without hitting any incoming meteors. Add a new class called PowerSource and add the code in Listing 4-6. Listing 4-6. The PowerSource GameComponent #region Using Statements using using using using using System; System.Collections.Generic; Microsoft.Xna.Framework; Microsoft.Xna.Framework.Graphics; RockRainEnhanced.Core;
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#endregion namespace RockRainEnhanced { /// <summary> /// This is a GameComponent that implements the power source element /// </summary> public class PowerSource : Sprite { protected Texture2D texture; protected Random random;
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public PowerSource(Game game, ref Texture2D theTexture) : base(game, ref theTexture) { texture = theTexture; Frames = new List<Rectangle>(); Rectangle frame = new Rectangle(); frame.X = 291; frame.Y = 17; frame.Width = 14; frame.Height = 12; Frames.Add(frame); frame.Y = 30; Frames.Add(frame); frame.Y = 43; Frames.Add(frame); frame.Y = 57; Frames.Add(frame); frame.Y = 70; Frames.Add(frame); frame.Y = 82; Frames.Add(frame); frameDelay = 200; // Initialize the random number generator and put the power // source in your start position random = new Random(GetHashCode()); PutinStartPosition(); } /// <summary> /// Initialize position and velocity /// </summary> public void PutinStartPosition() { position.X = random.Next(Game.Window.ClientBounds.Width currentFrame.Width); position.Y = -10; Enabled = false; }
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