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The rocks have one aim in life: to drift in a single direction until they hit something. In the examples we looked at earlier, we tracked movement by storing a value that was added to the objects x and y coordinates each time the game was updated. For the rocks we will use a slightly different approach. We will store the direction in which the rock will move as a Vector2, in a class-level variable named _direction. The movement direction is completely random, so we initialize both the variable s X and Y properties with a random value between -1 and 1. This will allow the rock to potentially move in any direction at all. However, we want all the rocks to move at a consistent speed. One rock might emerge with a Vector2 containing the values (1, 1), whereas another might emerge with the values (0.01, 0.01). Clearly the former will be moving very much more quickly than the latter. To resolve this discrepancy, we can normalize the vector, which ensures that the length of the vector (the distance between the origin at (0, 0) and the position defined within the vector) is exactly 1. As a result, moving the rock as defined by the _direction vector will always result in the same movement speed, regardless of the angle in which the rock is moving. The code required to set up this vector, taken from the RockObject class s InitializeRock function, is shown in Listing 3 28. Listing 3 28. Setting the rock s direction of movement // Create a random direction for the rock. Ensure that it doesn't have zero // as the direction on both the x and y axes do { _direction = new Vector2(GameHelper.RandomNext(-1.0f, 1.0f), GameHelper.RandomNext(-1.0f, 1.0f)); } while (_direction == Vector2.Zero);

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// Normalize the movement vector so that it is exactly 1 unit in length _directionNormalize(); The constructor sets a random position for the rock, sets its origin to its center, and then calls InitializeRock to set the rest of the rock properties We separate these out from the constructor because, when a rock is damaged and splits into two, we will reuse the existing instance for one of the two new rocks This cuts down on the number of new objects that need to be created, helping reduce the garbage collection frequency In the constructor, we also take a parameter named generation, which helps us track how many more times the rock can split before it is finally destroyed The initial rocks will be given the value 2 for this, and each time the rock is damaged the value will be decreased by 1.

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camera->setNearClipDistance(50f); camera->setFarClipDistance(10000f); The view frustum defined by the camera settings defines the six clipping planes outside of which polygons are culled (discarded from the list of polygons to render for a given frame) Rendering Modes The Camera can render in one of three different modes: wireframe, solid, or points (only the vertices are rendered) camera->setPolygonMode(PM_WIREFRAME); camera->setPolygonMode(PM_POINTS); camera->setPolygonMode(PM_SOLID); PolygonMode mode = camera->getPolygonMode(); The mode set will continue in force until changed by a later call (in other words, this is not a one-frame-only setting) The default is PM_SOLID Position and Translation A Camera (Frustum) is a MovableObject as well, and shares all of the methods and functionality of that class The most common feature of a MovableObject is the ability to attach to a scene node and piggyback the camera along with renderable objects in the scene.

not be loaded, because it is an expensive transaction, until it is needed. The concept should be familiar to you as a programmer because it is frequently employed when checking whether an object is null prior to loading. Figure 2-17 shows the sequence of events involved in the lazyloading process.

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If this value is then found to still be zero or above, the rock will split into two smaller rocks; if it has fallen below zero, the rock will be completely destroyed instead InitializeRock sets all the operational parameters of the rock It scales the rock as specified by the size parameter, generates a random rotation speed (which is purely cosmetic and has no actual effect on the game), and generates a random direction and speed for the rock to move The speed is stored in the class-level _moveSpeed variable To update the rock, all that is needed is for its angle to be updated and its new position to be calculated The position update is worth a little exploration because it demonstrates some useful features of the Vector2 The position is calculated as shown in Listing 3 29 Listing 3 29.

Updating the rock s position // Update the position of the rock Position += _direction * _moveSpeed; As you can see, it multiplies the _direction vector by the movement speed and then adds this to the Position This process looks simple enough, but don t forget that Position and _direction are both Vector2 structures, not simple values The reason we can do this is because Vector2 provides all sorts of additional functionality that is very useful for games programming When a vector is multiplied by a scalar value, such as when it is multiplied by the movement speed, all its elements will be individually multiplied by the value For example, multiplying a vector of (5, 7) by 3 results in a new vector containing the values (15, 21).

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