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Games and Classes
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The game program is actually a class called Game1. A class is a collection of abilities (methods) and data (variables) that forms part of a program. You can put as much stuff as you like inside a single class. A class is usually constructed to look after one particular part of a system. Later in this book, in 14, Classes Objects and Games, you ll use classes called things like GameSprite. In the commercial world, you might find classes called Receipt, Invoice, and StockItem. When it created our project, XNA Game Studio gave the game class the name Game1. However, you can rename this if you wish; you will see how to do this later in the book in a section in 11 named, Renaming the Game1 Class.
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Classes and Behaviors
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A behavior is something that a class can be asked to do. A particular method performs a particular behavior. You have already used the Clear behavior of the GraphicsDevice class. When you use Clear, this causes the code in the Clear method to be obeyed to clear the screen. You don t need to know how Clear works; you just need to know that you can feed it with information to tell it what color you want to use.
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Drawing and Updating in Games
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The Game1 class provides Update and Draw behaviors (among others) so that XNA can ask Game1 to update the state of the game and draw it on the display. Draw and Update are methods that you provide for use by XNA.
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Part I Getting Started
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In the programs you have written up to now, you have done all the work in the Draw method. However, this is not really how games should work. The Draw method should do nothing other than draw the display, and the game should be updated by using the Update method. You might be wondering why we have this split between Draw and Update. Why can t Update do everything, including the drawing part The answer to this question has to do with the way that games work. It is very important that the game world is updated at constant speed. If Update is called less frequently than it should be, players would find that time in the game goes into slow motion, which would be very frustrating for them because the game would not respond properly to their inputs to the gamepad. However, a game can usually get away with calling the Draw method less often all that happens is that the display becomes more jerky as it is redrawn less frequently. I ve played a few games that do this, usually when there are a large number of objects on the screen at the same time. What is happening is that the display is running more slowly, but behind the scenes, the game is being updated properly, so gameplay itself is not affected. If the update and draw behaviors were not separated, it would not be possible to run them at different rates.
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Sharing Game World Data Between Draw and Update
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When you create a game, you must create the variables that hold the state of the game itself. In a driving game, this state would include the speed of the car the player is driving, the car position on the track, and the position and speed of the other cars. This could be called the game world data. The game world data that you are going to use in the mood light is the amount of red, green, and blue that defines the color of the light. The present version of Draw is entirely self-contained. It has a local variable that is set with the color that is to be drawn:
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protected override void Draw(GameTime gameTime) { Color backgroundColor; backgroundColor = new Color(255,255,0); GraphicsDevice.Clear(backgroundColor); base.Draw(gameTime); }
Local variables are used when you just want to manipulate some data for a very short time. In this case, the program makes a color value that can be fed into the Clear method. At the moment, the value of backgroundColor is constructed from the values 255, 255, and 0, which give the amount of red, green, and blue in the color. We want to construct the color value from game data values that are set up by the Update method. To make your light work the way that XNA does, the program must store this game data in a place where both the Draw and Update methods can use it. In other words, you need to set up some game world data. Figure 2-5 shows how the Update and the Draw methods are part of the Game1 class, along with the intensity variables that make up the game world.
2 Programs, Data, and Pretty Colors Game World Data Update Method XNA Draw Method Game1 class
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