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11 Adding a Bread Bat Session 12.1
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Session Overview We have created a cheese sprite that bounces around the display We now need to create a bread bat sprite that the player will control and can be used to hit the cheese In this session, we find out the best way to manage multiple sprites in a game, how a player can control the position of a sprite, and how to detect and respond to collisions between the two objects At the end, we will have the first game play element of “Bread and Cheese” We have created a cheese sprite that bounces around the display We now need to create a bread bat sprite that the player will control and can be used to hit the cheese In this session, we find out the best way to manage multiple sprites in a game, how a player can control the position of a sprite, and how to detect and respond to collisions between the two objects At the end, we will have the first game play element of “Bread and Cheese” Chapter 12.1: Adding a Bread Bat2
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Cheese Sprite Information This is all the information that is required to represent the cheese on the screen It includes the texture, size, and speed information for the sprite This is all the information that is required to represent the cheese on the screen It includes the texture, size, and speed information for the sprite Chapter 12.1: Adding a Bread Bat3 Texture2D cheeseTexture; Rectangle cheeseRectangle; float cheeseWidthFactor = 0.05f; float cheeseX; float cheeseXSpeed; float cheeseY; float cheeseYSpeed; float cheeseTicksToCrossScreen = 200.0f; Texture2D cheeseTexture; Rectangle cheeseRectangle; float cheeseWidthFactor = 0.05f; float cheeseX; float cheeseXSpeed; float cheeseY; float cheeseYSpeed; float cheeseTicksToCrossScreen = 200.0f;
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Creating a Bread Sprite To create a bread sprite we could declare a set of variables with information about the bread Each variable matches the purpose of the corresponding cheese variable To create a bread sprite we could declare a set of variables with information about the bread Each variable matches the purpose of the corresponding cheese variable Chapter 12.1: Adding a Bread Bat4 Texture2D breadTexture; Rectangle breadRectangle; float breadWidthFactor = 0.05f; float breadX; float breadXSpeed; float breadY; float breadYSpeed; float breadTicksToCrossScreen = 200.0f; Texture2D breadTexture; Rectangle breadRectangle; float breadWidthFactor = 0.05f; float breadX; float breadXSpeed; float breadY; float breadYSpeed; float breadTicksToCrossScreen = 200.0f;
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Variables and Design From a design point of view, it is not sensible to just declare a whole set of extra variables Although from a technical point of view it would work, from a programming point of view a large number of variables with similar names is not a good play Instead of using a convention that the word at the start of the variable name sets out which sprite it is part of, it would be nice if we had a way of grouping sprite information together C# provides a mechanism called a structure to collect together related elements From a design point of view, it is not sensible to just declare a whole set of extra variables Although from a technical point of view it would work, from a programming point of view a large number of variables with similar names is not a good play Instead of using a convention that the word at the start of the variable name sets out which sprite it is part of, it would be nice if we had a way of grouping sprite information together C# provides a mechanism called a structure to collect together related elements Chapter 12.1: Adding a Bread Bat5
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The C# Struct A struct is a C# construction that brings together methods and data Structures are very good for holding “lumps of data” The XNA Framework and C# system library use structures a lot A DateTime value is a struct type A Color value is a struct type We are going to create a structure to hold a sprite A struct is a C# construction that brings together methods and data Structures are very good for holding “lumps of data” The XNA Framework and C# system library use structures a lot A DateTime value is a struct type A Color value is a struct type We are going to create a structure to hold a sprite Chapter 12.1: Adding a Bread Bat6
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Cheese Sprite Information The GameSpriteStruct type is one we have invented to hold all the data fields that this type needs Chapter 12.1: Adding a Bread Bat7 struct GameSpriteStruct { public Texture2D SpriteTexture; public Rectangle SpriteRectangle; public float X; public float Y; public float XSpeed; public float YSpeed; public float WidthFactor; public float TicksToCrossScreen; }
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Creating GameSpriteStruct variables We have added a new type to the ones available to the program Once we have declared the structure GameSpriteStruct,we can now create variables of this type Each variable that we declare contains all the fields of the struct that we declared We have added a new type to the ones available to the program Once we have declared the structure GameSpriteStruct,we can now create variables of this type Each variable that we declare contains all the fields of the struct that we declared Chapter 12.1: Adding a Bread Bat8 GameSpriteStruct cheese; GameSpriteStruct bread;
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Accessing Structure Fields A program can access fields in a structure by giving the variable name followed by the name of the required field The statements above set the texture fields for the bread and the cheese This works because these fields have been made public in the GameSpriteStruct declaration A program can access fields in a structure by giving the variable name followed by the name of the required field The statements above set the texture fields for the bread and the cheese This works because these fields have been made public in the GameSpriteStruct declaration Chapter 12.1: Adding a Bread Bat9 cheese.SpriteTexture = Content.Load ("Images/Cheese"); bread.SpriteTexture = Content.Load ("Images/Bread"); cheese.SpriteTexture = Content.Load ("Images/Cheese"); bread.SpriteTexture = Content.Load ("Images/Bread");
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Public Access Modifiers in GameSpriteStruct The fields in GameSpriteStruct are all public This makes them useable in code outside it The fields in GameSpriteStruct are all public This makes them useable in code outside it Chapter 12.1: Adding a Bread Bat10 struct GameSpriteStruct { public Texture2D SpriteTexture; public Rectangle SpriteRectangle; public float X; public float Y; public float XSpeed; public float YSpeed; public float WidthFactor; public float TicksToCrossScreen; }
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Public and Private Fields Fields that should not be used by code outside a structure can be made private They will be accessed by calls to public methods Fields that should not be used by code outside a structure can be made private They will be accessed by calls to public methods Chapter 12.1: Adding a Bread Bat11 struct BankAccount { private float bankBalance; public void PayInFunds ( float amount) { } public void WithDrawFunds (float amount) { } } struct BankAccount { private float bankBalance; public void PayInFunds ( float amount) { } public void WithDrawFunds (float amount) { } }
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Scaling the Bread and Cheese We can now add statements to the ScaleSprites method to set up the bread as well as the cheese The bread is made larger than the cheese and is able to move slightly faster The relative speed of the bread and the cheese is something we might want to return to later We can now add statements to the ScaleSprites method to set up the bread as well as the cheese The bread is made larger than the cheese and is able to move slightly faster The relative speed of the bread and the cheese is something we might want to return to later Chapter 12.1: Adding a Bread Bat12 bread.WidthFactor = 0.15f; bread.TicksToCrossScreen = 120.0f; // rest of calculations here bread.WidthFactor = 0.15f; bread.TicksToCrossScreen = 120.0f; // rest of calculations here
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1. Bread and Cheese Chapter 12.1: Adding a Bread Bat13 This shows the bread and the cheese together on the screen At the moment only the cheese moves, however This shows the bread and the cheese together on the screen At the moment only the cheese moves, however
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Controlling the Bread Bat with a Thumbstick We are going to use the left thumbstick to control the movement of the bread around the screen The thumbstick provides float values in the range -1 to 1 for the X and Y directions The values are obtained from a GamepadState variable We are going to use the left thumbstick to control the movement of the bread around the screen The thumbstick provides float values in the range -1 to 1 for the X and Y directions The values are obtained from a GamepadState variable Chapter 12.1: Adding a Bread Bat14
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Moving the Bread Bat The bread speed is multiplied by the position of the thumbstick The further the thumbstick is moved, the faster the bread will move The bread speed is multiplied by the position of the thumbstick The further the thumbstick is moved, the faster the bread will move Chapter 12.1: Adding a Bread Bat15 GamePadState gamePad1 = GamePad.GetState(PlayerIndex.One); bread.X = bread.X + (bread.XSpeed * pad1.ThumbSticks.Left.X); bread.Y = bread.Y – (bread.YSpeed * gamePad1.ThumbSticks.Left.Y); bread.SpriteRectangle.X = (int)bread.X; bread.SpriteRectangle.Y = (int)bread.Y; GamePadState gamePad1 = GamePad.GetState(PlayerIndex.One); bread.X = bread.X + (bread.XSpeed * pad1.ThumbSticks.Left.X); bread.Y = bread.Y – (bread.YSpeed * gamePad1.ThumbSticks.Left.Y); bread.SpriteRectangle.X = (int)bread.X; bread.SpriteRectangle.Y = (int)bread.Y;
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2. Moving the Bread Chapter 12.1: Adding a Bread Bat16 With this version of the game we can move the bread around The level of control is very good, for such simple code With this version of the game we can move the bread around The level of control is very good, for such simple code
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Improving the Program Design with Methods At the moment, the program works OK, but some of the code still looks a bit messy The scaleSprites method is a bit of a mess in that it contains a lot of statements that set different parts of the sprites It would be easy to miss out one of the settings and find that a sprite did not behave correctly A way to improve this would be to write a method that is given a set of parameters to set up a sprite At the moment, the program works OK, but some of the code still looks a bit messy The scaleSprites method is a bit of a mess in that it contains a lot of statements that set different parts of the sprites It would be easy to miss out one of the settings and find that a sprite did not behave correctly A way to improve this would be to write a method that is given a set of parameters to set up a sprite Chapter 12.1: Adding a Bread Bat17
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The setupSprite Method Header The parameters to the method give the initial sprite settings The setup values are calculated and used to set the sprite up The parameters to the method give the initial sprite settings The setup values are calculated and used to set the sprite up Chapter 12.1: Adding a Bread Bat18 void setupSprite( GameSpriteStruct sprite, float widthFactor, float ticksToCrossScreen, float initialX, float initialY) { // sets the values of the sprite in here } void setupSprite( GameSpriteStruct sprite, float widthFactor, float ticksToCrossScreen, float initialX, float initialY) { // sets the values of the sprite in here }
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The setupSprite Method Body Chapter 12.1: Adding a Bread Bat19 { sprite.WidthFactor = widthFactor; sprite.TicksToCrossScreen = ticksToCrossScreen; sprite.SpriteRectangle.Width = (int)((displayWidth * widthFactor) + 0.5f); float aspectRatio = (float)sprite.SpriteTexture.Width / sprite.SpriteTexture.Height; sprite.SpriteRectangle.Height = (int)((sprite.SpriteRectangle.Width / aspectRatio) + 0.5f); sprite.X = initialX; sprite.Y = initialY; sprite.XSpeed = displayWidth / ticksToCrossScreen; sprite.YSpeed = sprite.Xspeed; } { sprite.WidthFactor = widthFactor; sprite.TicksToCrossScreen = ticksToCrossScreen; sprite.SpriteRectangle.Width = (int)((displayWidth * widthFactor) + 0.5f); float aspectRatio = (float)sprite.SpriteTexture.Width / sprite.SpriteTexture.Height; sprite.SpriteRectangle.Height = (int)((sprite.SpriteRectangle.Width / aspectRatio) + 0.5f); sprite.X = initialX; sprite.Y = initialY; sprite.XSpeed = displayWidth / ticksToCrossScreen; sprite.YSpeed = sprite.Xspeed; }
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Calling setupSprite The setupSprite method is called twice, to set up the cheese and the bread The values are the ones that have used before The setupSprite method is called twice, to set up the cheese and the bread The values are the ones that have used before Chapter 12.1: Adding a Bread Bat20 void setupSprites() { setupSprite(cheese, 0.05f, 200.0f, minDisplayX, minDisplayY); setupSprite(bread, 0.15f, 120.0f, displayWidth / 2, displayHeight / 2); } void setupSprites() { setupSprite(cheese, 0.05f, 200.0f, minDisplayX, minDisplayY); setupSprite(bread, 0.15f, 120.0f, displayWidth / 2, displayHeight / 2); }
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A Clearer Call of setupSprite This call works in exactly the same way However, I have added some comments to make it clear what each parameter does I find this format much clearer This call works in exactly the same way However, I have added some comments to make it clear what each parameter does I find this format much clearer Chapter 12.1: Adding a Bread Bat21 setupSprite( cheese, // sprite to set up 0.05f, // width factor (a 20th) 200.0f, // ticks to cross the screen minDisplayX, // starting X position minDisplayY); // starting Y position setupSprite( cheese, // sprite to set up 0.05f, // width factor (a 20th) 200.0f, // ticks to cross the screen minDisplayX, // starting X position minDisplayY); // starting Y position
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3. Using Methods to Break Programs Chapter 12.1: Adding a Bread Bat22 The code is now much clearer and well designed Unfortunately it doesn’t work We need to find out why The code is now much clearer and well designed Unfortunately it doesn’t work We need to find out why
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The Broken Method Call There is nothing wrong with the method There is nothing wrong with the values we are using to call it Unfortunately, the problem is that we are not using parameters correctly There is nothing wrong with the method There is nothing wrong with the values we are using to call it Unfortunately, the problem is that we are not using parameters correctly Chapter 12.1: Adding a Bread Bat23 setupSprite( cheese, // sprite to set up 0.05f, // width factor (a 20th) 200.0f, // ticks to cross the screen minDisplayX, // starting X position minDisplayY); // starting Y position setupSprite( cheese, // sprite to set up 0.05f, // width factor (a 20th) 200.0f, // ticks to cross the screen minDisplayX, // starting X position minDisplayY); // starting Y position
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Passing Parameters by Value These are the parameters that are passed into the setupSprite method They are all passed by value This is what is causing our problem These are the parameters that are passed into the setupSprite method They are all passed by value This is what is causing our problem Chapter 12.1: Adding a Bread Bat24 void setupSprite( GameSpriteStruct sprite, float widthFactor, float ticksToCrossScreen, float initialX, float initialY) { // sets the values of the sprite in here } void setupSprite( GameSpriteStruct sprite, float widthFactor, float ticksToCrossScreen, float initialX, float initialY) { // sets the values of the sprite in here }
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Passing Parameters by Value When a parameter is passed by value this tells C# to send a copy of the value into the method that is called The method then works on the copy This means that setupSprite will work on a copy of the GameSpriteStruct it was given, not the original So it will not change the fields in the cheese variable, it will change fields in the copy, which means the cheese variable will not be set up When a parameter is passed by value this tells C# to send a copy of the value into the method that is called The method then works on the copy This means that setupSprite will work on a copy of the GameSpriteStruct it was given, not the original So it will not change the fields in the cheese variable, it will change fields in the copy, which means the cheese variable will not be set up Chapter 12.1: Adding a Bread Bat25
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Passing Parameters by Reference We can tell the compiler we want to pass the sprite as a reference by using the keyword ref Now the method is given a reference to the parameter variable, not a copy of it We can tell the compiler we want to pass the sprite as a reference by using the keyword ref Now the method is given a reference to the parameter variable, not a copy of it Chapter 12.1: Adding a Bread Bat26 void setupSprite( ref GameSpriteStruct sprite, float widthFactor, float ticksToCrossScreen, float initialX, float initialY) { // sets the values of the sprite in here } void setupSprite( ref GameSpriteStruct sprite, float widthFactor, float ticksToCrossScreen, float initialX, float initialY) { // sets the values of the sprite in here }
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Supplying a Reference in the Call If you tell C# a parameter is being passed by reference you have to give a reference in the call too This is done by putting the ref keyword in front of the variable in the method call You can pass other types by reference too If you tell C# a parameter is being passed by reference you have to give a reference in the call too This is done by putting the ref keyword in front of the variable in the method call You can pass other types by reference too Chapter 12.1: Adding a Bread Bat27 setupSprite( ref cheese, // reference to the sprite to set up 0.05f, // width factor (a 20th) 200.0f, // ticks to cross the screen minDisplayX, // starting X position minDisplayY); // starting Y position setupSprite( ref cheese, // reference to the sprite to set up 0.05f, // width factor (a 20th) 200.0f, // ticks to cross the screen minDisplayX, // starting X position minDisplayY); // starting Y position
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4. Mending Methods Chapter 12.1: Adding a Bread Bat28 Passing references into the methods means that they are set up correctly, and the game will now work
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Making the Bread Hit the Cheese When the bat hits the cheese it should “bounce” back up the screen We can make the cheese bounce, just by reversing the direction of the Y speed, as we do when the cheese hits the top or bottom But we have to know when the two sprites collide The program must detect when the player hits the cheese with the bread When the bat hits the cheese it should “bounce” back up the screen We can make the cheese bounce, just by reversing the direction of the Y speed, as we do when the cheese hits the top or bottom But we have to know when the two sprites collide The program must detect when the player hits the cheese with the bread Chapter 12.1: Adding a Bread Bat29
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Collisions and Rectangles A simple collision detection can be implemented by detecting when the bread and cheese rectangles intersect The Rectangle type provides a very easy way to do this A simple collision detection can be implemented by detecting when the bread and cheese rectangles intersect The Rectangle type provides a very easy way to do this Chapter 12.1: Adding a Bread Bat30
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Using the Intersects Method A Rectangle value provides an Intersects method This is given another Rectangle to test against The method returns true if the two rectangles intersect We can use this to bounce the cheese off the bread A Rectangle value provides an Intersects method This is given another Rectangle to test against The method returns true if the two rectangles intersect We can use this to bounce the cheese off the bread Chapter 12.1: Adding a Bread Bat31 if (cheese.SpriteRectangle.Intersects(bread.SpriteRectangle)) { cheese.YSpeed = cheese.YSpeed * -1; }
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5. Bouncing Cheese Chapter 12.1: Adding a Bread Bat32 Adding just that one condition to the Update method turns the program into a game of sorts
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Summary A C# struct is a way to bring together related fields Members of a struct can be private (only usable by methods in the struct ) or public (useable by all) Variables of struct type are managed by value Parameters are usually passed by value If a method is to change the value of a parameter the parameter must be passed by reference The Rectangle class has an Intersects method that can be used to detect when game objects collide A C# struct is a way to bring together related fields Members of a struct can be private (only usable by methods in the struct ) or public (useable by all) Variables of struct type are managed by value Parameters are usually passed by value If a method is to change the value of a parameter the parameter must be passed by reference The Rectangle class has an Intersects method that can be used to detect when game objects collide Chapter 12.1: Adding a Bread Bat33
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True/False Revision Quiz A C# struct can contain methods and data fields. A C# struct is managed by value. Private fields in a struct cannot be changed. Parameters are usually passed into methods by value. If a method is to change the value of a parameter, the method must be passed by reference. The gamepad thumbsticks return a value between 0 and 100. A C# struct can contain methods and data fields. A C# struct is managed by value. Private fields in a struct cannot be changed. Parameters are usually passed into methods by value. If a method is to change the value of a parameter, the method must be passed by reference. The gamepad thumbsticks return a value between 0 and 100. Chapter 12.1: Adding a Bread Bat34
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True/False Revision Quiz A C# struct can contain methods and data fields. A C# struct is managed by value. Private fields in a struct cannot be changed. Parameters are usually passed into methods by value. If a method is to change the value of a parameter, the method must be passed by reference. The gamepad thumbsticks return a value between 0 and 100. A C# struct can contain methods and data fields. A C# struct is managed by value. Private fields in a struct cannot be changed. Parameters are usually passed into methods by value. If a method is to change the value of a parameter, the method must be passed by reference. The gamepad thumbsticks return a value between 0 and 100. Chapter 12.1: Adding a Bread Bat35
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True/False Revision Quiz A C# struct can contain methods and data fields. A C# struct is managed by value. Private fields in a struct cannot be changed. Parameters are usually passed into methods by value. If a method is to change the value of a parameter, the method must be passed by reference. The gamepad thumbsticks return a value between 0 and 100. A C# struct can contain methods and data fields. A C# struct is managed by value. Private fields in a struct cannot be changed. Parameters are usually passed into methods by value. If a method is to change the value of a parameter, the method must be passed by reference. The gamepad thumbsticks return a value between 0 and 100. Chapter 12.1: Adding a Bread Bat36
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True/False Revision Quiz A C# struct can contain methods and data fields. A C# struct is managed by value. Private fields in a struct cannot be changed. Parameters are usually passed into methods by value. If a method is to change the value of a parameter, the method must be passed by reference. The gamepad thumbsticks return a value between 0 and 100. A C# struct can contain methods and data fields. A C# struct is managed by value. Private fields in a struct cannot be changed. Parameters are usually passed into methods by value. If a method is to change the value of a parameter, the method must be passed by reference. The gamepad thumbsticks return a value between 0 and 100. Chapter 12.1: Adding a Bread Bat37
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True/False Revision Quiz A C# struct can contain methods and data fields. A C# struct is managed by value. Private fields in a struct cannot be changed. Parameters are usually passed into methods by value. If a method is to change the value of a parameter, the method must be passed by reference. The gamepad thumbsticks return a value between 0 and 100. A C# struct can contain methods and data fields. A C# struct is managed by value. Private fields in a struct cannot be changed. Parameters are usually passed into methods by value. If a method is to change the value of a parameter, the method must be passed by reference. The gamepad thumbsticks return a value between 0 and 100. Chapter 12.1: Adding a Bread Bat38
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True/False Revision Quiz A C# struct can contain methods and data fields. A C# struct is managed by value. Private fields in a struct cannot be changed. Parameters are usually passed into methods by value. If a method is to change the value of a parameter, the method must be passed by reference. The gamepad thumbsticks return a value between 0 and 100. A C# struct can contain methods and data fields. A C# struct is managed by value. Private fields in a struct cannot be changed. Parameters are usually passed into methods by value. If a method is to change the value of a parameter, the method must be passed by reference. The gamepad thumbsticks return a value between 0 and 100. Chapter 12.1: Adding a Bread Bat39
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True/False Revision Quiz A C# struct can contain methods and data fields. A C# struct is managed by value. Private fields in a struct cannot be changed. Parameters are usually passed into methods by value. If a method is to change the value of a parameter, the method must be passed by reference. The gamepad thumbsticks return a value between 0 and 100. A C# struct can contain methods and data fields. A C# struct is managed by value. Private fields in a struct cannot be changed. Parameters are usually passed into methods by value. If a method is to change the value of a parameter, the method must be passed by reference. The gamepad thumbsticks return a value between 0 and 100. Chapter 12.1: Adding a Bread Bat40
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