Chapter 2. Flood Control – Underwater Puzzling
It was just another day at the bottom of the ocean until an explosion in one of the storage bays cracked the protective dome around Deep Sea Research Lab Alpha. Now the entire place is flooding, and the emergency pump system is a chaotic jumble of loose parts.
This chapter focuses on the following concepts:
Using the Content Pipeline to load textures from disk
Creating classes to divide code into logical units
Recursively evaluating the status of the game board to check for scoring chains
Drawing textures using the
SpriteBatch.Draw()
methodManaging simple game states