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XNA 4.0 Game Development by Example: Beginner's Guide

You're reading from   XNA 4.0 Game Development by Example: Beginner's Guide The best way to start creating your own games is simply to dive in and give it a go with this Beginner‚Äôs Guide to XNA. Full of examples, tips, and tricks for a solid grounding.

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Product type Paperback
Published in Sep 2010
Publisher Packt
ISBN-13 9781849690669
Length 428 pages
Edition 1st Edition
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Author (1):
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Kurt Jaegers Kurt Jaegers
Author Profile Icon Kurt Jaegers
Kurt Jaegers
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Table of Contents (15) Chapters Close

XNA 4.0 Game Development by Example Beginner's Guide
Credits
About the Author
About the Reviewers
Preface
1. Introducing XNA Game Studio FREE CHAPTER 2. Flood Control – Underwater Puzzling 3. Flood Control – Smoothing Out the Rough Edges 4. Asteroid Belt Assault – Lost in Space 5. Asteroid Belt Assault – Special Effects 6. Robot Rampage – Multi-Axis Mayhem 7. Robot Rampage – Lots and Lots of Bullets 8. Gemstone Hunter – Put on Your Platform Shoes 9. Gemstone Hunter – Standing on Your Own Two Pixels Index

Time for action – modify Game1 to generate rotating pieces


  1. Update the HandleMouseInput() method in the Game1 class to add rotating pieces to the board by adding the following inside the if (mouseState.LeftButton == ButtonState.Pressed) block before gameBoard.RotatePiece() is called:

    gameBoard.AddRotatingPiece(x, y,
        gameBoard.GetSquare(x, y), false);
  2. Still in HandleMouseInput(), add the following in the same location inside the if block for the right mouse button:

    gameBoard.AddRotatingPiece(x, y,
        gameBoard.GetSquare(x, y), true);

What just happened?

Recall that the only difference between a clockwise rotation and a counter-clockwise rotation (from the standpoint of the AddRotatingPiece() method) is a true or false in the final parameter. Depending on which button is clicked, we simply add the current square (before it gets rotated, otherwise the starting point for the animation would be the final position) and "true" for right mouse clicks or "false" for left mouse clicks.

Calling UpdateAnimatedPieces...

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