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      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
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MilesRobson

Help with Rectangle Lists (C# XNA)

0 posts in this topic

[color=#4A4A4A]Basically, I've been taking a tutorial I found, and I added a Rectangle.[/color]
[color=#4A4A4A]A lot of people have said I should turn these two separate rectangles into a list. [/color]

[color=#4A4A4A]Looking at tutorials and posts, I've come up with this idea, but it doesn't work. When it hits a score>10, it doesn't stop drawing, unlike anything <10.[/color]

[color=#4A4A4A]Any advice on this would be great. Here's a link to the project, source code below. [url="http://dl.dropbox.com/u/30101266/SquareChaseHelp.zip"]http://dl.dropbox.co...reChaseHelp.zip[/url][/color]

[color=#4A4A4A][code]using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;

namespace SquareChase
{
/// <summary>
/// This is the main type for your game
/// </summary>
public class Game1 : Microsoft.Xna.Framework.Game
{
GraphicsDeviceManager graphics;
SpriteBatch spriteBatch;
Random rand = new Random();

Texture2D squareTexture;
Texture2D squareTexture2;
Texture2D squareTexture3;

Rectangle currentSquare;
Rectangle currentSquare2;
Rectangle currentSquare3;

List<Rectangle> rectangles = new List<Rectangle>();




int playerScore = 11;


int numberOfTextures = 2;


float timeRemaining = 0.0f;

const float TimePerSquare = 0.85f;
const float TimePerSquare2 = 1.00f;
const float TimePerSquare3 = 1.95f;
Color[] colors = new Color[3] { Color.Red, Color.Green, Color.Blue };

public Game1()
{
graphics = new GraphicsDeviceManager(this);
Content.RootDirectory = "Content";




}

/// <summary>
/// Allows the game to perform any initialization it needs to before starting to run.
/// This is where it can query for any required services and load any non-graphic
/// related content. Calling base.Initialize will enumerate through any components
/// and initialize them as well.
/// </summary>
protected override void Initialize()
{
// TODO: Add your initialization logic here
this.IsMouseVisible = true;




rectangles.Add(new Rectangle(
rand.Next(0, this.Window.ClientBounds.Width - 25),
rand.Next(0, this.Window.ClientBounds.Height - 25),
25, 25));

base.Initialize();
}

/// <summary>
/// LoadContent will be called once per game and is the place to load
/// all of your content.
/// </summary>
protected override void LoadContent()
{
// Create a new SpriteBatch, which can be used to draw textures.
spriteBatch = new SpriteBatch(GraphicsDevice);
squareTexture = Content.Load<Texture2D>(@"Textures\SQUARE");
squareTexture2 = Content.Load<Texture2D>(@"Textures\SQUARE2");
squareTexture3 = Content.Load<Texture2D>(@"Textures\SQUARE3");

Texture2D[] textures = new Texture2D[numberOfTextures];
for (int i = 0; i < numberOfTextures; i++)
{
string randomBackgroundAssetName = string.Concat("Content\\background", i);
textures[i] = Content.Load<Texture2D>(randomBackgroundAssetName) as Texture2D;
}


// TODO: use this.Content to load your game content here
}

/// <summary>
/// UnloadContent will be called once per game and is the place to unload
/// all content.
/// </summary>
protected override void UnloadContent()
{
// TODO: Unload any non ContentManager content here
}

/// <summary>
/// Allows the game to run logic such as updating the world,
/// checking for collisions, gathering input, and playing audio.
/// </summary>
/// <param name="gameTime">Provides a snapshot of timing values.</param>
protected override void Update(GameTime gameTime)
{
// Allows the game to exit
if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
this.Exit();

// TODO: Add your update logic here
if (timeRemaining == 0.0f && playerScore >= 10)
{
rectangles.Add(new Rectangle(rand.Next(0, this.Window.ClientBounds.Width - 25),
rand.Next(0, this.Window.ClientBounds.Height - 25),
25, 25));
timeRemaining = TimePerSquare;
}

if (timeRemaining == 0.0f && playerScore >= 5 && playerScore <= 9)
{
currentSquare2 = new Rectangle(
rand.Next(0, this.Window.ClientBounds.Width - 25),
rand.Next(0, this.Window.ClientBounds.Height - 25),
25, 25);
timeRemaining = TimePerSquare2;
}

if (timeRemaining == 0.0f && playerScore < 5)
{
currentSquare3 = new Rectangle(
rand.Next(0, this.Window.ClientBounds.Width - 25),
rand.Next(0, this.Window.ClientBounds.Height - 25),
25, 25);
timeRemaining = TimePerSquare3;

currentSquare2 = new Rectangle(
rand.Next(0, this.Window.ClientBounds.Width - 25),
rand.Next(0, this.Window.ClientBounds.Height - 25),
25, 25);
timeRemaining = TimePerSquare3;
}



MouseState mouse = Mouse.GetState();




if ((mouse.LeftButton == ButtonState.Pressed) &&
(currentSquare2.Contains(mouse.X, mouse.Y)))
{
playerScore++;
timeRemaining = 0.0f;
}
timeRemaining = MathHelper.Max(0, timeRemaining -
(float)gameTime.ElapsedGameTime.TotalSeconds);
this.Window.Title = "Click and hold the LMB and catch the squares! Score : " + playerScore.ToString();


if ((mouse.LeftButton == ButtonState.Pressed) &&
(currentSquare3.Contains(mouse.X, mouse.Y)))
{
playerScore++;
timeRemaining = 0.0f;
}
timeRemaining = MathHelper.Max(0, timeRemaining -
(float)gameTime.ElapsedGameTime.TotalSeconds);
this.Window.Title = "Click and hold the LMB and catch the squares! Score : " + playerScore.ToString();

foreach (Rectangle rect in rectangles)
{
if ((mouse.LeftButton == ButtonState.Pressed) &&
(rect.Contains(mouse.X, mouse.Y)))
{
playerScore++;
timeRemaining = 0.0f;
}
timeRemaining = MathHelper.Max(0, timeRemaining -
(float)gameTime.ElapsedGameTime.TotalSeconds);
this.Window.Title = "Click and hold the LMB and catch the squares! Score : " + playerScore.ToString();
}

base.Update(gameTime);
}

/// <summary>
/// This is called when the game should draw itself.
/// </summary>
/// <param name="gameTime">Provides a snapshot of timing values.</param>
protected override void Draw(GameTime gameTime)
{
GraphicsDevice.Clear(Color.Gray);
spriteBatch.Begin();
if (playerScore >= 10)
{
foreach (Rectangle rect in rectangles)
spriteBatch.Draw(squareTexture, rect, colors[playerScore % 3]);
}

if(playerScore >= 5 && playerScore <= 9)
{
spriteBatch.Draw(squareTexture2, currentSquare2, colors[playerScore % 3]);
}
if (playerScore < 5)
{
spriteBatch.Draw(squareTexture3, currentSquare3, colors[playerScore % 3]);
spriteBatch.Draw(squareTexture2, currentSquare2, colors[playerScore % 3]);
}

spriteBatch.End();

// TODO: Add your drawing code here

base.Draw(gameTime);
}
}
} [/code][/color]
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