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---
title: "Title"
date: 2019-06-09T16:51:13-07:00
weight: 20
---
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It would be nice to have a title screen instead of launching right into gameplay. Let's make that happen.
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You might be tempted to create a separate World for the title screen or different game modes. While this is possible, I don't really recommend it, because it is difficult to share information between different Worlds by design.
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We could introduce a concept of game state here.
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In **Enums.cs** :
```cs
public enum GameState
{
Title,
Game
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}
```
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In **PongFE/Components/GameStateComponent.cs** :
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```cs
using Encompass;
using PongFE.Enums;
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namespace PongFE.Components
{
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public struct GameStateComponent
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{
public GameState GameState { get; }
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public GameStateComponent(GameState gameState)
{
GameState = gameState;
}
}
}
```
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This component will be something we call a _singleton component_ . Just one of them exists in the world to conveniently track some kind of global state.
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In **PongFEGame.cs** :
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```cs
var gameStateEntity = WorldBuilder.CreateEntity();
WorldBuilder.SetComponent(gameStateEntity, new GameStateComponent(GameState.Title));
```
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Let's make a new Engine.
In **PongFE/Engines/GameStateEngine.cs** :
```cs
using Encompass;
using Microsoft.Xna.Framework.Input;
using PongFE.Components;
using PongFE.Enums;
using PongFE.Messages;
namespace PongFE.Engines
{
public class GameStateEngine : Engine
{
public override void Update(double dt)
{
ref readonly var gameStateEntity = ref ReadEntity< GameStateComponent > ();
ref readonly var gameStateComponent = ref GetComponent< GameStateComponent > (gameStateEntity);
if (gameStateComponent.GameState == GameState.Title)
{
if (Keyboard.GetState().IsKeyDown(Keys.Enter))
{
StartGame();
SetComponent(gameStateEntity, new GameStateComponent(GameState.Game));
}
}
}
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}
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private void StartGame()
{
ref readonly var playAreaComponent = ref ReadComponent< PlayAreaComponent > ();
var playAreaWidth = playAreaComponent.Width;
var playAreaHeight = playAreaComponent.Height;
SendMessage(
new PaddleSpawnMessage(
new MoonTools.Structs.Position2D(20, playAreaHeight / 2 - 40),
Enums.PlayerIndex.One,
PaddleControl.Player,
20,
80
)
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);
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SendMessage(
new PaddleSpawnMessage(
new MoonTools.Structs.Position2D(playAreaWidth - 45, playAreaHeight / 2 - 40),
Enums.PlayerIndex.Two,
PaddleControl.Computer,
20,
80
)
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);
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SendMessage(
new BallSpawnMessage(
new MoonTools.Structs.Position2D(playAreaWidth / 2, playAreaHeight / 2),
500,
16,
16
),
0.5
);
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// top boundary
SendMessage(
new BoundarySpawnMessage(
new MoonTools.Structs.Position2D(0, -6),
playAreaWidth,
6
)
);
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// bottom boundary
SendMessage(
new BoundarySpawnMessage(
new MoonTools.Structs.Position2D(0, playAreaHeight),
playAreaWidth,
6
)
);
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// right boundary
SendMessage(
new GoalBoundarySpawnMessage(
Enums.PlayerIndex.One,
new MoonTools.Structs.Position2D(playAreaWidth, 0),
6,
playAreaHeight
)
);
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// left boundary
SendMessage(
new GoalBoundarySpawnMessage(
Enums.PlayerIndex.Two,
new MoonTools.Structs.Position2D(-6, 0),
6,
playAreaHeight
)
);
}
```
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Notice how we took most of the *StartGame* stuff from the *PongFEGame.LoadContent* method. Make sure to take those message sends out of that method.
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Now we need to draw the title screen. There's many different approaches. Generic UI text rendering elements would probably be a good idea. But I'm lazy, so let's just set up a very basic renderer.
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In **PongFE/Renderers/TitleRenderer.cs** :
```cs
using Encompass;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using PongFE.Components;
using PongFE.Enums;
using SpriteFontPlus;
namespace PongFE.Renderers
{
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public class TitleRenderer : Renderer
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{
private SpriteBatch SpriteBatch { get; }
private DynamicSpriteFont TitleFont { get; }
private DynamicSpriteFont InstructionFont { get; }
public TitleRenderer(SpriteBatch spriteBatch, DynamicSpriteFont titleFont, DynamicSpriteFont instructionFont)
{
SpriteBatch = spriteBatch;
TitleFont = titleFont;
InstructionFont = instructionFont;
}
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public override void Render()
{
ref readonly var gameStateComponent = ref ReadComponent< GameStateComponent > ();
ref readonly var playAreaComponent = ref ReadComponent< PlayAreaComponent > ();
if (gameStateComponent.GameState == GameState.Title)
{
var titleDimensions = TitleFont.MeasureString("PongFE");
var titlePosition = new Vector2(
(playAreaComponent.Width - titleDimensions.X) / 2,
(playAreaComponent.Height - titleDimensions.Y) / 4
);
var instructionDimensions = InstructionFont.MeasureString("Press Enter to begin");
var instructionPosition = new Vector2(
(playAreaComponent.Width - instructionDimensions.X) / 2,
playAreaComponent.Height * 2 / 3
);
SpriteBatch.DrawString(TitleFont, "PongFE", titlePosition, Color.White);
SpriteBatch.DrawString(InstructionFont, "Press Enter to begin", instructionPosition, Color.White);
}
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}
}
}
```
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And let's tweak the *CenterLineRenderer.Render* method a bit.
```cs
public override void Render()
{
ref readonly var gameStateComponent = ref ReadComponent< GameStateComponent > ();
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if (gameStateComponent.GameState == GameState.Game)
{
ref readonly var playAreaComponent = ref ReadComponent< PlayAreaComponent > ();
DrawDottedLine(playAreaComponent.Width / 2, 0, playAreaComponent.Width / 2, playAreaComponent.Height, 20, 20);
}
}
```
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Let's set everything up in **PongFEGame** .
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```cs
...
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DynamicSpriteFont InstructionFont { get; set; }
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...
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InstructionFont = DynamicSpriteFont.FromTtf(
File.ReadAllBytes(@"Content/Fonts/SquaredDisplay.ttf"),
48
);
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...
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WorldBuilder.AddEngine(new GameStateEngine());
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...
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WorldBuilder.AddRenderer(new TitleRenderer(SpriteBatch, ScoreFont, InstructionFont));
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...
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```
Let's try it!
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![pong title ](/images/pong_title.png )
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Nice!