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Another interesting detail worth mentioning is that you can vibrate the gamepad by calling the SetVibration method of the GamePad class. Let s see how you can use this information to improve your example. To make the second sprite move according to the gamepad, all you need to do is include two new code lines in the Update method of the Game1 class:

// Change the sprite 2 position using the left thumbstick mySprite2.position.X += GamePad.GetState(PlayerIndex.One).ThumbSticks.Left.X; mySprite2.position.Y -= GamePad.GetState(PlayerIndex.One).ThumbSticks.Left.Y;



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Next we simply add the SPNavigationNode to the QuickLaunch menu. But we want more, right Let s add some child elements. 3. Add the following code after the previous lines: SPNavigationNode contact = new SPNavigationNode("Contact form", "/"); aboutUs.Children.AddAsFirst(contact); SPNavigationNode map = new SPNavigationNode("Map", "/"); aboutUs.Children.Add(map, contact); Note the use of two different methods for adding the first and second nodes. In the Add method of SPNavigationNodeCollection, like the Children property is here, you need to specify both the node to add and the preceding node. Here we add the contact node first, but since it is the first node, we can use the AddAsFirst method. The same applies to the quicklaunch object we got in step 1. The first item is added with quicklaunch.AddAsFirst, and any subsequent items are added using the Add method. Go ahead and explore this if you like. For now you can build, deploy or upgrade, and then recycle IIS. Yes, you need to recycle IIS to avoid assembly caching. Then deactivate and reactivate the setup feature.





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Check the operations you re doing in the previous code: you re adding the X property of the left thumbstick to the X position of the sprite, and subtracting the Y property to the corresponding sprite position. If you think it s weird, look back at the section 2-D and Screen Coordinate Systems in this chapter: the X position increments from left to right, and the Y position increments from top to bottom of the screen. The X and Y properties of the thumbsticks range from 1 to 1, according to how much the thumbstick is pushed to the right or the bottom (positive values) or left and up (negative values). To make the gamepad vibrate when sprite1 collides with sprite2 is just as easy: simply change the collision detection code in the Update method of the Game1 class to reflect the next code fragment:

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Can t reactivate the feature Getting errors about already existing features I know, I know, we have already activated the feature that in turn activated all the other required features of our solution. Not just that, but if you deactivate the features, you still get an error since one of the features, TimesArticleCategoryList, will try to create a list that already exists. There is a simple fix. Just modify your feature activate code, and check to see whether the feature is already activated: if (web.Features[g] == null) web.Features.Add(g); Similarly, for site-scoped features, you can use this: if (web.Site.Features[g] == null) web.Site.Features.Add(g);

if (mySprite1.Collides(mySprite2)) { mySprite1.velocity *= -1; GamePad.SetVibration(PlayerIndex.One, 1.0f, 1.0f); } else GamePad.SetVibration(PlayerIndex.One, 0f, 0f);

Step 9: Make amends to our BlackBerry bystanders. We will make amends to those whom we have wronged by our BlackBerry abuses; we will Scoop our BlackBerry Poop. In other words, it s time to do the hard work of not just recognizing our wrongs, but also addressing them and righting them.

Run the program now and move the sprite with the gamepad. When the sprites overlap, the gamepad vibrates.

You may wonder why I did not tell you about this right away. Well, it is easier to remember a fix for a problem you experience than just an explanation that something will go wrong if you don t do something. Now you can try to reactivate your setup feature and see what happens. Back on your front page, you should now see something resembling Figure 15-5.

speed for the left (low frequency) and right (high frequency) motors. You can include code in your program to generate different types of vibrations depending on the game conditions for example, if the game collision is on the left or on the right of the player character.

If, instead of the gamepad, you want to use the keyboard to control the sprite position, you can use KeyBoard.GetState to get the current state of any key:

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