Game Development Reference
In-Depth Information
As you can see, we first create a GameObjectGrid instance, we set the width and
height of a cell within that grid to a given size, and then we start reading the lines
containing the tile information. Now, depending on the character we get from the
expression currRow[col] , we need to create different kinds of game objects, and add
them to the grid. We could use an if -instruction for that:
if (currRow[col] == '.')
// create an empty tile
else if (currRow[col] == ' ')
// create a background tile
else if (currRow[col] == 'r')
// create a penguin tile
//... and so on
But there is another option that allows us to write this down in a slightly cleaner
way. With the if -instruction, we have to write and re-write a similar condition. C#
offers a special kind of instruction for that: switch .
22.6.3 The switch -Instruction: Handling Alternatives
The switch -instruction allows us to specify alternatives, and the instructions that
should be executed for each alternative. For example, the above if -instruction with
multiple alternatives can be rewritten as a switch -instruction as follows:
switch (currRow[col])
{
case '.': // create an empty tile
break ;
case '': // create a background tile
break ;
case 'r': // create a penguin tile
break ;
}
The switch -instruction has a few handy properties that make it very useful to handle
different alternatives. Have a look at the following code example:
if (x==1) one();
else if (x==2) { two(); alsoTwo(); }
else if (x==3 || x==4) threeOrFour();
else more();
We can rewrite this with a switch -instruction as follows:
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