XNA Game-Themed CS1 Examples (XGC1)

Release 2.0 (XNA V3.1)
2/8/2010

Topic: Topic.4.DecisionStructures
Example: Ex_6.NestedConditional

Decision Statements: Nested Conditionals


References:

Goals:



1. Obtain the example code

Download and unzip the zip file and you will see an ExampleProgram folder. Open the ExampleProgram folder, the EXE folder contains the compiled program and you can double click on the .sln file to work with the source code.

When the game starts, you'll see a screen that looks similar to this:


The game behaves in a manner that is identical to the what was described for the previous tutorial.  In this tutorial, we will be examining a different way of accomplishing the same effects as we had done in the previous tutorial.


3. Ball Bouncing Off The Paddles, Using Nested Conditionals:

As we look at the code from the previous tutorial for making the ball bounce off of the paddles, we can observe something useful: the ball can't touch both the left and the right paddles at the same time.  Therefore, if the ball is bouncing off the right paddle, there's no need to check if the ball is also bouncing off the left paddle.  We can do this efficiently, using a nested if statement, like so:


FURTHER EXERCISES:: 

  1. Start from a blank starter project (1000.201, if you need it), and re-do the code from memory as much as possible.  On your first try, do what you can, and keep the above code open so that when you get stuck, you can quickly look up what you forgot (and that after you finish a line, so that you can compare your line to the 'correct' line).  On the next try, do the same thing, but try to use the finished code less.  Repeat this until you can type everything, without refering the tutorial's code.
  2. Nested/Chained Conditionals: Practice
    For this exercise, you should use the same project that was explained in the above tutorial.
    If you haven't done so yet, go through the CheckForWorldBound, and make sure that you can nest/chain the statements in that function in a correct and efficient manner.
  3. Nested Conditionals: Decorating Your Game
    For this exercise, you should use the same project that was explained in the above tutorial.
    Mechanically, a nested conditional allows you make a second decision, but only after the test for the first decision is true (or false).  For example, in the previous tutorial, we asked "Did the player get enough bounces to be in expert mode?", and if that was true, we decided to both move the player to expert mode, and then also ask a second question "Is this the first time that the player's in expert mode?"  If that second question was true, we played a sound, and made the ball speed up.
    In other words, the nested if allowed us to make a much more complex decision ("Put the game in expert mode AND maybe play a sound/adjust the speed"), instead of a simple decision ("Put the game in expert mode").  So one way of describing what nested if statements do is to say that nested if statements (nested conditional statements) allow us to complicate, or 'complex-ify' a decision.
    Another way of describing what nested conditional statements do is to say that nested conditional statementsallow us to decorate a decision.  Instead of just deciding to put the game in expert mode, we also play a sound, and speed up the ball - the "decoration" is the extra decision about whether or not to play the sound and boost the speed.
    For this exercise, you should decorate some of the decisions that your game is already making:
    1.  For this exercise, you should decorate the actions that happen when the ball bounces the edge of the screen.  When the ball bounces off a wall, if the game is in expert mode, then you should play the sound "Bounce4".  If the player is NOT in expert mode, then you do not need to play any sounds whatsoever.
      • Hint: After you've found the code that is responsible for bouncing the ball off the walls, you'll need to add your code in.  Make sure that you think carefully about the syntax here, especially about curly braces.
    2. For this project, we've added several new sounds - "Bounce2", "Bounce3", and "Bounce4".  Currently, when the ball bounces of a paddle, we play the sound "Bounce".  This exercise will focus on 'decorating' the actions the game does, in response to the ball bouncing.
      You should first change the program to simply play the sound "Bounce2", so that you know what it sounds like, and so you can make sure that you can get it to work.
      Next, you should decorate the actions that happen when the ball bounces off a paddle.  Specifically, if the player is in novice mode, you should keep playing the "Bounce" sound, but if the player is in expert mode, you should play the "Bounce2" sound.  You will need to use an if/else statement, nested inside the existing if statement(s) to do this.  Make sure that this behavior happens no matter which paddle the ball bounces off of.
    3.  For this exercise, you should further decorate the actions that happen when the ball bounces off a paddle.  When the player is in expert mode, and has bounced the ball more than 5 extra times than was needed to get to expert mode, play the sound "Bounce3" instead of "Bounce" or "Bounce2".  In other words, if the player needed to get 5 bounces to go to expert mode (where we started playing "Bounce2"), then when the player gets more than 10 bounces, the game should play the "Bounce3" sound instead.
      You may need to make sure of the 'chained' if...else if pattern here.

Project home page: The Game-Themed Introductory Programming Project.
Kelvin Sung
Computing and Software Systems
University of Washington, Bothell
ksung@u.washington.edu
Michael Panitz
Business And Information Technology
Cascadia Community College
mpanitz@cascadia.eduu

Microsoft Logo This work is supported in part by a grant from Microsoft Research under the Computer Gaming Curriculum in Computer Science RFP, Award Number 15871 and 16531.
2/8/2010