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10 Using C# Methods to Solve Problems
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an answer that s incorrect. The only way to solve this problem is to change the data type you re using to hold all the values. Rather than using the integer values that are stored in the jakeRect, you need to create floating-point variables and use them instead. Floating-point values have a fractional part, meaning that they are better for representing a smooth transition from one coordinate to another. Here are the updated variable declarations:
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float float float float float float displayWidth; displayHeight; rectWidth; rectHeight; rectX; rectY;
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These variables are set up by the LoadContent method. The new variables are used in all the calculations and are transferred into the jakeRect to position the drawing as follows:
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float widthChange = getPercentage(1, rectWidth); rectWidth = rectWidth - widthChange; rectX = rectX + (widthChange / 2); float heightChange = getPercentage(1, rectHeight); rectHeight = rectHeight - heightChange; rectY = rectY + (heightChange / 2); jakeRect.Width = (int)rectWidth; jakeRect.Height = (int)rectHeight; jakeRect.X = (int)rectX; jakeRect.Y = (int)rectY;
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Sample Code: Float Jake Center Zoom Program The samp e project n the 06 F oat Jake
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Center Zoom d rectory n the resources for th s chapter uses float ng-po nt va ues to keep track of the s ze and pos t on of the draw rectang e Note that t a so conta ns a float ng-po nt vers on of getPercentage
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It s not uncommon for games and indeed other programs to have problems with the precision of numeric calculations. The float and double data types provided by C# can hold numbers to very high levels of precision, but you need to remember that updates to the variables in games may take place many millions of times a second. Errors in values that build up over time, sometimes called cumulative errors, are something that programmers often need to address.
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Conclusion
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This has been another very busy chapter. You began with a simple idea for a game and then got diverted into program design and structure. You made your first simple method, which worked on numbers that you gave it and returned a result. You also looked at the test-driven programming technique, which you can use to make sure the methods you create work
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Part III Writing Proper Games
correctly. Finally, you saw how to manage the draw position of an item on the screen and discovered why game programs need to use values stored to high levels of precision.
Review Questions
If chapter reviewing is what you want to do, you ve come to the right place. See if you can outperform a penny with heads for true and tails for false. 1. You use an XNA Rectangle to draw a texture on the screen. 2. Only the creators of XNA are allowed to make methods. 3. Methods are created inside classes. 4. The body of a method is made up of C# statements. 5. Methods must return a result. 6. A method can contain only one return. 7. A method must have at least one parameter. 8. The C# compiler automatically fills in the value of any missing parameters when a method is called. 9. Test-driven development means that you do all the testing when the program is finished. 10. You can set breakpoints only when your program is not running. 11. The C# compiler automatically converts a float value into an int value. 12. The C# compiler lets you move an integer into a double precision variable. 13. A cast requests that data be converted from one type into another. 14. You can cast a string into an integer.
11
A Game as a C# Program
In this chapter, you will
Find out how Microsoft XNA games are actually C# programs. Start to create a game from the contents of a grocery bag. Make your game display fit correctly on the screen. Get the first components of a game running.
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