PrintNumber ErrorLocation Error Correction DateAdded
1 pii First Printing April 2009 Second Printing July 2009 7/6/2009
1 p178 Figure 9.3 wrong. Should be Figure 9.6. fixed 7/6/2009
1 p179 protected override void Update(GameTime gameTime)
{
if (WasPressed(InputHandler.ButtonType.A, Keys.A))
blendMode = SpriteBlendMode.AlphaBlend;
if (WasPressed(InputHandler.ButtonType.B, Keys.B))
blendMode = SpriteBlendMode.Additive;
if (WasPressed(InputHandler.ButtonType.X, Keys.X))
blendMode = SpriteBlendMode.None;

if (WasPressed(InputHandler.ButtonType.LeftShoulder, Keys.D1))
sortMode = SpriteSortMode.BackToFront;
protected override void Update(GameTime gameTime)
{
if (WasPressed(Buttons.A, Keys.A))
blendMode = SpriteBlendMode.AlphaBlend;
if (WasPressed(Buttons.B, Keys.B))
blendMode = SpriteBlendMode.Additive;
if (WasPressed(Buttons.X, Keys.X))
blendMode = SpriteBlendMode.None;

if (WasPressed(Buttons.LeftShoulder, Keys.D1))
sortMode = SpriteSortMode.BackToFront;
7/6/2009
1 p180 if (WasPressed(InputHandler.ButtonType.RightShoulder, Keys.D2))
sortMode = SpriteSortMode.FrontToBack;
if (WasPressed(InputHandler.ButtonType.LeftStick, Keys.D3))
sortMode = SpriteSortMode.Deferred;
if (WasPressed(InputHandler.ButtonType.RightStick, Keys.D4))
sortMode = SpriteSortMode.Immediate;
if (WasPressed(InputHandler.ButtonType.Y, Keys.D5))
sortMode = SpriteSortMode.Texture;

base.Update(gameTime);
}

private bool WasPressed(InputHandler.ButtonType buttonType, Keys keys)
{
return(WasPressed(0, buttonType, keys));
}

private bool WasPressed(int playerIndex, InputHandler.ButtonType buttonType,
Keys keys)
if (WasPressed(Buttons.RightShoulder, Keys.D2))
sortMode = SpriteSortMode.FrontToBack;
if (WasPressed(Buttons.LeftStick, Keys.D3))
sortMode = SpriteSortMode.Deferred;
if (WasPressed(Buttons.RightStick, Keys.D4))
sortMode = SpriteSortMode.Immediate;
if (WasPressed(Buttons.Y, Keys.D5))
sortMode = SpriteSortMode.Texture;

base.Update(gameTime);
}

private bool WasPressed(Buttons buttonType, Keys keys)
{
return(WasPressed(0, buttonType, keys));
}

private bool WasPressed(int playerIndex, Buttons buttonType,
Keys keys)
7/6/2009
1 p182-183 Figure 9.4 should be 9.3 image.

Figure 9.5 should be 9.4 image.

Figure 9.6 should be 9.5 image.
fixed 7/6/2009
1 p187 if (input.ButtonHandler.WasButtonPressed(0, InputHandler.ButtonType.Start) ||
input.KeyboardState.WasKeyPressed(Keys.Space))
if (input.ButtonHandler.WasButtonPressed(0, Buttons.Start) ||
input.KeyboardState.WasKeyPressed(Keys.Space))
7/6/2009
1 p201 Figure 10.1  The CelAnimationManager allows us to utilize one texture to contain multiple animations. Figure 10.1  The CelAnimationManager allows us to utilize one texture that contains multiple animations. 7/6/2009
1 p227 Figure 11.1  crop the extra white space out of figure. fixed 7/6/2009
1 p230 Game components allow us to tie into the Enabled and Visible properties. When they change, the changed event is kicked off. We can override the preceding method to set our scrolling backorder manager game component’s Enabled property. Game components allow us to tie into the Enabled and Visible properties. When they change, the changed event is kicked off. We can override the preceding method to set our scrolling background manager game component’s Enabled property. 7/6/2009