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Part II
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spriteBatch.Begin(); if (pad1.IsConnected) { spriteBatch.DrawString(font, spriteBatch.DrawString(font, spriteBatch.DrawString(font, spriteBatch.DrawString(font, } spriteBatch.End();
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This code uses the vectors that were set up at the beginning of the program to position the count values in the correct place on the screen. The code also draws the counters only if that gamepad is connected. Sample Code: Button Bash The sample project in the 02 Button Bash directory in the resources for this chapter contains an XNA Game Studio 2.0 solution that contains a program that you can use to play 16-player button bash. If you look at the sample program, you ll notice that there s a lot of repetition. The same code is used four times in a row, once for each gamepad. In addition, the statements for each gamepad are fundamentally similar. It turns out that you can use more advanced features of C# to make this program much smaller and easier to understand. However, the game works well, and the more people who take part, the more fun it is. Simply begin the game by pressing Start on gamepad 1, and then all the players must bash their particular button as many times as possible in a certain amount of time. This turns out to be a test of stamina as much as anything else. Later, you might return to this code and add an automatic clock to time the games. The Great Programmer Speaks: Make Sure You Can Test Your Code The Great Programmer has been looking at the code that you ve been writing. She has noticed that your program is quite long and reckons that she could do the job with fewer statements. But since your game works and she enjoys playing it, she thinks it s a good solution. However, she s worried about one thing. The only way that the program can be tested completely is by using four Xbox gamepads. If you don t have four gamepads in hand, you can t prove that all the counter and display code works properly. In many of the programs that she has written, it s been very difficult to test parts of the code, particularly the bits that deal with errors. She therefore thinks that you need to work out a way that you can test the program without needing to have all the hardware present. I ll show you how to do that next.
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If you have four gamepads, you can simply connect them and play the game. However, if you have only one, you need a way to use it to test the code for the other gamepads as well.
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6
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Creating a Multiplayer Game
The simplest way to do this is to copy the state of gamepad1 into the other gamepads during the Update method.
pad2 = GamePad.GetState(PlayerIndex.Two); // test code copy the value of pad1 into pad2 pad2 = pad1; if (pad2.IsConnected) { // code for gamepad 2 }
The test code copies the value of pad1 into pad2. This means that the button presses on this gamepad are now copied onto the counters for this pad, too. If you also copy this information into the other two gamepads, you can test all of them with only a single gamepad. Figure 6-2 shows you the display produced by a test version of the program. I found some faults in the positioning of the counter displays by using this program on a PC with only one Xbox gamepad attached.
Figure 6-2
Test gamepad counter displays
Once the code has been tested, it s important that these tests are removed from the program. It turns out that C# provides a mechanism called conditional compilation, which lets you ask the compiler to ignore parts of a program. This provides a way that you can mark statements of program code that are to be ignored and that do not become part of the program when it is built but that you can keep around for testing when you later update your code.
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