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Part IV Making Mobile Games for Windows Phone 7 with XNA
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if (touch.State == TouchLocationState.Moved) { Vector2 vectorToPuck = PuckPosition - touch.Position; } lastTouch = touch; PuckPosition = touch.Position; if (touch.State == TouchLocationState.Released) { state = PuckState.moving; } } } }
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The preceding code looks through the touch locations to find the TouchLocation value with the same Id as the previous one. The value indicates that either the location has moved or the player has released her finger. If the location is a movement event, the game can work out the velocity of the puck by subtracting the vector describing the previous position from the current position. Remember that velocity is the rate that the position of something is changing and this calculation will give us the change in position since the last time Update was called. This code must also update the position of the puck and record the current location as the last one. The final task is to check to see whether this location is where the puck was released by the user. If this is the case, the state value must be set to moving so that the puck will now move according to the velocity it has been given by the player. We don t know how many movement events we are going to get because the player can drag the puck around for as long as she wants.
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When the puck is not being driven by the player, it will just move across the board according to the velocity it had when the player let go of it. The behavior of the puck when it s not being touched is much like that of the cheese in the Cheese Lander game in the previous chapter. The puck will bounce off the sides of the board and slow down because we have simulated the effect of friction.
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private void updateWhenMoving() { PuckPosition += PuckVelocity; if (PuckRectangle.Right > game.DisplayWidth) { PuckVelocity.X = -(float)Math.Abs(PuckVelocity.X); }
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19 Exploring Touch Input
if (PuckRectangle.Left < 0) { PuckVelocity.X = (float)Math.Abs(PuckVelocity.X); } if (PuckRectangle.Bottom > game.DisplayHeight) { PuckVelocity.Y = -(float)Math.Abs(PuckVelocity.Y); } if (PuckRectangle.Top < 0) { PuckVelocity.Y = (float)Math.Abs(PuckVelocity.Y); } PuckVelocity = PuckVelocity * Friction; if (PuckVelocity.Length() < 0.05f) { PuckVelocity.X = 0; PuckVelocity.Y = 0; game.PuckStopped(); state = PuckState.stopped; } }
Most of the behavior of the puck in this part of the game came from the cheese in the Cheese Lander game. We even could have added tipping to this so that a player could add aftertouch to their puck movement and try to guide the puck by tipping the phone. After the game has updated the movement of the puck, it checks to see whether it has stopped. The puck is slowed down by multiplying its velocity by a friction value that is less than 1. Each time the puck is updated, the velocity value gets smaller, but because of the way that math works on computers it will take a long time for the speed to reach 0. We solve this problem by using a limit value (in this case, 0.05). When the length of the velocity vector drops below this value, we say that the puck has stopped. The puck then does two things. It calls a method in the game it is part of to say that the puck has now stopped moving. This allows the game to work out where the puck has ended up and give the player a score for that turn. It also sets the state of the puck back to stopped so that the player can drag the puck around again. Sample Code: 06 Emulator ShuffleBoard The samp e project n the 06 Emu ator ShuffleBoard d rectory n the resources for th s chapter conta ns a work ng shuffleboard so ut on Drag the puck toward the p ayfie d and re ease t, and t w move and then come to rest over a score area At the end of a turn, the p ayer can tap the start area to move the puck back to start aga n The p ayers take turns and attempt to bu d the h ghest score they can
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