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Part II
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This code declares a Rectangle variable and then sets it to one with the position and dimensions that you need. I ve given the Rectangle variable the identifier spriteRect. This variable will be part of the game world. When the rectangle is created, it is passed the X, Y, width, and height values so that these can be held within the rectangle structure. This means that if you ever want to move the image or change its size on the screen, you need to change only one of the values that is held in the rectangle. These values are members of the Rectangle structure. In C#, members that hold values are called fields. You can think of a field as a variable that has been declared inside of a structure or class. In the case of your Game1 class, the game world data that you created (e.g., the color intensity values for your mood light) are fields of that class. Later, you ll see how to get hold of individual fields inside the Rectangle so that you can change its size and position. The Rectangle needs to be created when the game program starts. You could do this in the
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LoadContent method, but XNA provides another place where it is more sensible, and that is
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the Initialize method. This is called when the game starts up. If all these methods are confusing, think about what happens when you have a party. This takes a number of steps: 1. Set up the tables and chairs. 2. Fetch the food and drink. 3. Repeatedly play music and dance. 4. Tidy up afterward. When an XNA game runs, it goes through the same process: 1. Set things up: Initialize 2. Load game content: LoadContent 3. Repeatedly update the game and draw the display: Draw and Update 4. Free up all the content: UnloadContent When the game ends, the XNA system will call the UnloadContent method. You can add statements to that method to explicitly release resources that your game has used, but for now you can leave this out. In fact, you need not provide code for all these methods; they are there only so that you can get control at various points of the game s life cycle. The code that you put in the Initialize method needs to create a Rectangle with which to describe the destination of the draw operations:
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Rectangle spriteRect; protected override void Initialize() { spriteRect = new Rectangle(30, 20, 600, 450); base.Initialize(); }
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You now have all the information about your sprite and are ready to draw it. Next, you need to take control in the Draw method and put your image onto the screen. But before you can do the drawing, you need to take some time out and discover more about how games consoles work. A modern game console is not one powerful computer; in fact, it is several. Some of these run the game itself, while other special graphics processors drive the display. The graphics processor unit (GPU) contains optimized hardware to allow it to update the screen as fast as possible. When the Draw method runs, the method assembles a bunch of instructions for the GPU and sends the instructions into the GPU. The GPU then follows those instructions to put a picture on the screen. Complex games will contain many images that may be drawn at several different positions on the screen. It is important that the transfer of the position information and associated images is organized as efficiently as possible. XNA provides a special class called SpriteBatch to batch up a set of sprite-drawing instructions. Your program will call methods on a SpriteBatch variable to get the drawing done. This means that a SpriteBatch will need to be created for the program to use. When XNA Game Studio 2.0 creates a new project, it adds the statements to the LoadContent method that create a SpriteBatch for you to use. The variable is called spriteBatch. Note It might look as if you have two items with the same name in your program. However, if you look carefully, you ll see that the class SpriteBatch has an uppercase S at the start, but the spriteBatch variable starts with a lowercase s. This works because the C# compiler considers the case of the letter (whether it is large or small) as significant in an identifier. In other words, your program could have two variables, Fred and fred, and they would not be confused. Now you can use spriteBatch to draw the sprite. You must tell spriteBatch when you ve started drawing sprites and when you ve finished.
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protected override void Draw(GameTime gameTime) { graphics.GraphicsDevice.Clear(Color.CornflowerBlue); spriteBatch.Begin(); spriteBatch.Draw(gameTexture, spriteRect, Color.White); spriteBatch.End(); base.Draw(gameTime); }
You call methods on the spriteBatch variable to begin the draw process, draw the sprite, and then end the drawing. The Draw method is part of the SpriteBatch class and is given parameters that identify the image to be drawn, the rectangle to place it in, and the color of the light to shine on the texture.
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