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I use a switch with enums to divide my game in different parts. In the code below, that is simplified, I have a problem, becasue I need to show the same text in two or perhaps more parts and I wonder if there is a better way to do this, to avoid the use of the same code at several cases?

 switch (currentGameState)
        {
            case GameState.Start:
                // Code
                break;

            case GameState.Info:
                // Code
                break;

            case GameState.PlayGame:
                spriteBatch.Begin();
                spriteBatch.DrawString(scoreFont, "Score : " + currentScore, new Vector2(10, 10), Color.White, 0, Vector2.Zero, 1, SpriteEffects.None, 1);
                spriteBatch.DrawString(timeFont, "Time : " + secondsToDisplay, new Vector2(10, 30), Color.White, 0, Vector2.Zero, 1, SpriteEffects.None, 1);
                spriteBatch.DrawString(timeFont, "Spaceship : " + numberOfSpaceship, new Vector2(10, 50), Color.White, 0, Vector2.Zero, 1, SpriteEffects.None, 1);
                spriteBatch.End();
                break;

            case GameState.NewSpaceship:
                spriteBatch.Begin();
                spriteBatch.DrawString(scoreFont, "Score : " + currentScore, new Vector2(10, 10), Color.White, 0, Vector2.Zero, 1, SpriteEffects.None, 1);
                spriteBatch.DrawString(timeFont, "Time : " + secondsToDisplay, new Vector2(10, 30), Color.White, 0, Vector2.Zero, 1, SpriteEffects.None, 1);
                spriteBatch.DrawString(timeFont, "Spaceship : " + numberOfSpaceship, new Vector2(10, 50), Color.White, 0, Vector2.Zero, 1, SpriteEffects.None, 1);
                spriteBatch.End();
                break;

            case GameState.GameOver:
            // Code
                break;
        }
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  • 2
    \$\begingroup\$ First thing is to get rid of the ugly switch statements, use GameState classes as explained here \$\endgroup\$ Jul 22, 2012 at 10:10
  • 4
    \$\begingroup\$ Maik is right. But if you have to use the switch statement you can always take code that is repetitive and make it a function. \$\endgroup\$ Jul 22, 2012 at 10:30

2 Answers 2

4
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This is what functions (and methods) are for. Create a new function, add those 5 lines to it, and call the function in each switch case instead.

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4
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You have a few options. You can double up cases on switch statements. Remember if those breaks aren't there, the execution just continues along:

case GameState.PlayGame:
case GameState.NewSpaceship:
   spriteBatch.Begin();
   spriteBatch.DrawString(scoreFont, "Score : " + currentScore, new Vector2(10, 10), Color.White, 0, Vector2.Zero, 1, SpriteEffects.None, 1);
   spriteBatch.DrawString(timeFont, "Time : " + secondsToDisplay, new Vector2(10, 30), Color.White, 0, Vector2.Zero, 1, SpriteEffects.None, 1);
   spriteBatch.DrawString(timeFont, "Spaceship : " + numberOfSpaceship, new Vector2(10, 50), Color.White, 0, Vector2.Zero, 1, SpriteEffects.None, 1);
   spriteBatch.End();
   break;

Or you can pull out your duplicate code into a function:

case GameState.PlayGame:
    Draw();
    break;
case GameState.NewSpaceship:
    Draw();
    break;

Then somewhere else in your code:

public void Draw() {
   spriteBatch.Begin();
   spriteBatch.DrawString(scoreFont, "Score : " + currentScore, new Vector2(10, 10), Color.White, 0, Vector2.Zero, 1, SpriteEffects.None, 1);
   spriteBatch.DrawString(timeFont, "Time : " + secondsToDisplay, new Vector2(10, 30), Color.White, 0, Vector2.Zero, 1, SpriteEffects.None, 1);
   spriteBatch.DrawString(timeFont, "Spaceship : " + numberOfSpaceship, new Vector2(10, 50), Color.White, 0, Vector2.Zero, 1, SpriteEffects.None, 1);
   spriteBatch.End();
   break;
}

Or do both!

case GameState.PlayGame:
case GameState.NewSpaceship:
    Draw();
    break;
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