Part IV in .NET

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Part IV
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Making Mobile Games for Windows Phone 7 with XNA
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Creating a Touch Drumpad
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Now we are going to make a phone-based version of the drumpad we created way back in 7. This will let us explore how to manage inputs from multiple touch sources. The drumpad game is simple. It allows the player to create a simple drum kit that plays sampled drum sounds. The first version we created used the buttons on the gamepad to trigger the sound playback. Now we are going to create a drumpad that is triggered by touch. This gives us a starting point for any game where we need to perform actions based on the player touching parts of the screen. (See Figure 18-3.)
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FIGURE 18-3 A touch contro ed drum k t.
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Creating a soundPad Class for Each Drum Sound
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The program works by setting out particular areas of the screen for particular drums. As you can see in Figure 18-3, touching the Cymbal part of the screen will cause the cymbal sound to be played, and so on. For each drum sound, the game must store three items of information:
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The texture used to draw the image on the screen The rectangle that gives the draw position (which will also be used to determine when this sound has been activated) The sound effect to be played for this drum type
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19 Exploring Touch Input
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We can create a class that will hold these:
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class soundPad { public Texture2D padTexture; public SoundEffect padSound; public Rectangle padRectangle; }
The class soundPad is declared inside our game because that is the only place we are going to use it. It brings together the three items that are needed for a sound effect. We have made the members of the class public because there are no great security issues to be considered here. We can add a constructor to the class to make it easy to create new sound pads:
public soundPad(Texture2D inPadTexture, SoundEffect inPadSound, Rectangle inPadRectangle) { padTexture = inPadTexture; padSound = inPadSound; padRectangle = inPadRectangle; }
When the constructor is called, it is given the three items that will set up this soundPad. It stores each of these in the data members inside the class. The Great Programmer Speaks: Using Classes from the Start Is a Good Idea The Great Programmer rea y kes th s des gn approach We don t rea y know exact y what the soundPad c ass needs to do, but we do know that t must br ng together these three tems and use them n some way After we have the tems, we can start to th nk about what the soundPad must do
Storing soundPad Values in the Game
This version of the drum kit will have four drums, but we would like to be able to add more sounds if required. The best way to allow for this is to use a List that will hold references to all the soundPad instances our game is using. If we want to add more drum sounds or perhaps even a cowbell, we can just add a new soundPad instance to the list. We have seen lists before. They allow a program to store a collection of items without needing to reserve an area of memory of a particular size.
// List of touch pads List<soundPad> pads = new List<soundPad>();
Part IV
Making Mobile Games for Windows Phone 7 with XNA
The list of soundpads will be set up by the LoadContent method when the game starts running. It will create soundPad values and add them to the list.
int halfWidth = displayWidth / 2; int halfHeight = displayHeight /2 ; pads.Add ( new soundPad( Content.Load<Texture2D>("Images/cymbal"), Content.Load<SoundEffect>("Sounds/cymbal"), new Rectangle(0, 0, halfWidth, halfHeight)) ); pads.Add(new soundPad( Content.Load<Texture2D>("Images/top"), Content.Load<SoundEffect>("Sounds/top"), new Rectangle(halfWidth, 0, halfWidth, halfHeight)) );
The preceding code shows how the first two soundPad instances are created and added to the list of pads. These are the cymbal and top drum sounds. Each of them is given a particular area of the screen where their texture will be displayed. Note Th s code ooks a b t scary, but actua y t sn t To understand what s go ng on, you need
to break down the needs of the var ous methods that are be ng ca ed The Add method wants a soundPad that t can add to the st The constructor n the soundPad needs a Texture2D, SoundEffect, and Rectangle The first two of these are fetched by the Content Manager, and then the Rectangle s created to cover the part of the screen where that soundPad s to be d sp ayed
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