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Games, Objects, and State
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(which are always available) for use in your programs. The Math class is in the System namespace, so you can use it without having to add any using directives to your program. The code to deal with the Y position of the cheese ends up looking like this:
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if (cheese.Y + cheese.SpriteRectangle.Height >= maxDisplayY) { cheese.YSpeed = Math.Abs(cheese.YSpeed) * -1; } if (cheese.Y <= minDisplayY) { cheese.YSpeed = Math.Abs(cheese.YSpeed) ; }
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If the cheese is too high, you make it move downward. If the cheese is too low, you make it move upward. Now, there s no way the cheese can get stuck off the screen. Unfortunately it is still possible to move the bat off the screen, To solve this, you will have to add code to limit the movement of the bread. Sample Code: Absolute Cheese Bouncing The sample project in the 04 Absolute Cheese Bouncing directory in the resources for this chapter has the updated cheese bounce behavior so that the cheese cannot be forced off the screen.
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Adding Tomato Targets
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Your younger brother has become adept at balancing the cheese on the bat, but he wants something to aim at, so now s the time to provide some targets. You decide to use tomatoes for this, so you need to add them to your program. You want to have lots of tomatoes, so you ll need to create an array of GameSpriteStruct instances to hold all these.
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Texture2D tomatoTexture; GameSpriteStruct[] tomatoes; int numberOfTomatoes = 20;
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These are the fields that you have to create to hold tomato information. Note that while I ve created an array reference called tomatoes, I haven t yet created the array itself. You ll load the tomato texture from your image into a single Texture2D object which will be loaded with the rest of the content for the game.
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protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); cheese.SpriteTexture = Content.Load<Texture2D>("Images\\Cheese"); bread.SpriteTexture = Content.Load<Texture2D>("Images\\Bread"); tomatoTexture = Content.Load<Texture2D>("Images\\Tomato"); setupSprites(); }
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Part III
Games and Programming
Textures are classes, and are managed by reference, not value, so each of your tomatoes will contain a reference to the same tomato texture.
void setupSprites() { setupSprite(ref cheese, 0.05f, 200.0f, minDisplayX, minDisplayY); setupSprite(ref bread, 0.15f, 120.0f, displayWidth / 2, displayHeight / 2); tomatoes = new GameSpriteStruct[numberOfTomatoes]; float tomatoSpacing = (maxDisplayX - minDisplayX) / numberOfTomatoes; for (int i = 0; i < numberOfTomatoes; i++) { tomatoes[i].SpriteTexture = tomatoTexture; setupSprite( ref tomatoes[i], 0.05f, // 20 tomatoes across the screen 1000, // 1000 ticks to move across the screen minDisplayX + (i * tomatoSpacing), minDisplayY); } }
The setupSprites method creates the tomatoes array and contains a for loop that works through each of the tomato sprites and sets their size and position. Your first version of the game has the tomatoes evenly spaced in a line along the top of the screen. To make this work, the method uses a local variable called tomatoSpacing that s set to the width of the display divided by the number of tomatoes that you re using in the game. Note that you re following the advice of the Great Programmer in that it will be very easy to change the number of tomatoes in the game; you need to change the value of only one variable. At the moment, you won t be making the tomatoes move, so the Update method only needs to copy the X and Y positions of the tomato into the rectangle for that sprite.
for (int i = 0; i < numberOfTomatoes; i++) { tomatoes[i].SpriteRectangle.X = (int)tomatoes[i].X; tomatoes[i].SpriteRectangle.Y = (int)tomatoes[i].Y; }
The last thing you need to do is add the code to draw all the tomatoes. This is placed in the Draw method.
protected override void Draw(GameTime gameTime) { graphics.GraphicsDevice.Clear(Color.CornflowerBlue); spriteBatch.Begin(); spriteBatch.Draw(cheese.SpriteTexture, cheese.SpriteRectangle, Color.White); spriteBatch.Draw(bread.SpriteTexture, bread.SpriteRectangle, Color.White);
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