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Mr. Draw Mrs. Update Game1 office
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Ms. Clear Graphics Device office
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The Game1 and GraphicsDevice classes as offices
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The people/methods in our office/classes perform actions for each other, and data is just information that the class stores within itself. When a class wants to use a method, it calls it. In our first version of the Game1 class, the information on the table will be the color that Mr. Draw will use to color the graphics display. You change what happens when the screen is drawn by changing what Mr. Draw does (the content of the Draw method). You change what happens when the game itself is updated by changing what Mrs. Update does (the content of the Update method). Note that nobody has to know exactly how the other methods work. Mr. Draw has no idea about cans of paint and displays, but he does know that if he asks Ms. Clear to clear with
2
Programs, Data, and Pretty Colors
yellow paint, this will result in a yellow screen being drawn. A call of a method is equivalent to calling up someone in an office and asking them to perform their task.
Game World Data
You ve seen that the actual state of the game is also held in the Game1 class. 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 simply the red, green, and blue intensity values that will be used to color the screen. These variables can then be used by methods in the class.
class Game1 { // The Game World - our color values byte redIntensity; byte greenIntensity; byte blueIntensity; // TODO: Draw method goes here // TODO: Update method goes here }
This code declares three variables inside the Game1 class. These are part of the class; they are often called members of the class and can be used by any methods that are also members of the class. They have the identifiers redIntensity, greenIntensity, and blueIntensity. You can think of these as separate pieces of paper on the desk in the Gamel office. Figure 2-7 shows how a class can contain members.
Update Draw
Method Members
redIntensity greenIntensity blueIntensity
Data Members Game1 class
Figure 2-7
The Game1 class and its members
Part I
Getting Started
There are two kinds of members: methods (which do something) and data (which hold information). The Game1 class you are working on has both kinds of member; it has the Draw method and the Update method and also the three data members, which are going to be used to hold the color values for the changing background. The data members are of type byte. If you refer back to Figure 2-3, you can see that a declaration is the type of the variable, followed by the identifier. Previously you have declared variables of type Color that can represent a color. Now you are using another type that can represent a numeric value.
Storing Data in Computer Memory
The data for each color intensity is being held in a variable of type byte. The byte type is interesting because it uses 8 bits of computer memory to hold the value that it is trying to represent. Computer memory is actually a huge number of such locations, each of which is 1 byte in size. The Xbox 360 has 512 megabytes of memory. This means that the memory inside the console has about 512 million storage locations, each of which can hold a single byte value. The memory is addressed by number, and the compiler generates a program that uses a particular memory location when it accesses a particular variable. Figure 2-8 shows how this might work. The compiler has decided that blueIntensity is to be held in memory byte number 1003, greenIntensity in memory byte number 1004, and so on.
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