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case 1: actionScene.TwoPlayers = true; ShowScene(actionScene); break; case 2: ShowScene(helpScene); break; case 3: Exit(); break; } } } HandleActionInput handles input in the action scene to pause and cancel a game, using a keyboard or an Xbox 360 gamepad: /// <summary> /// Check if the Enter Key or A button was pressed /// </summary> /// <returns>true, if Enter key or A button was pressed</returns> private void HandleActionInput() { // Get the keyboard and gamePad state GamePadState gamepadState = GamePad.GetState(PlayerIndex.One); KeyboardState keyboardState = Keyboard.GetState(); bool backKey = (oldKeyboardState.IsKeyDown(Keys.Escape) && (keyboardState.IsKeyUp(Keys.Escape))); backKey |= (oldGamePadState.Buttons.Back == ButtonState.Pressed) && (gamepadState.Buttons.Back == ButtonState.Released); bool enterKey = (oldKeyboardState.IsKeyDown(Keys.Enter) && (keyboardState.IsKeyUp(Keys.Enter))); enterKey |= (oldGamePadState.Buttons.A == ButtonState.Pressed) && (gamepadState.Buttons.A == ButtonState.Released); oldKeyboardState = keyboardState; oldGamePadState = gamepadState; if (enterKey) { if (actionScene.GameOver) { ShowScene(startScene); }

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If the Hibernate JAR file is not made available on the client, no attempt will be made to use Hibernate s custom implementations, and the collection contents will be forcibly materialized as they are sent over the link. The user can use the Hibernate class s static initialize() methods to manually materialize the contents of collections within service methods before they are returned to the client. This is potentially inefficient if the same service methods will be used internally by the server where no such workaround is required. An alternative service class can be implemented to avoid returning Hibernate objects, either by returning all data as standard types, or by creating custom data transfer objects (DTOs) to wrap the data that would otherwise be passed as Hibernate entities. We will use the last of these three methods. The alternative interface that will be implemented to provide the service on the server, and for which a proxy will be generated on the client, is shown in Listing 9-11.

else { audio.MenuBack.Play(); !actionScene.Paused; } } if (backKey) { ShowScene(startScene); } } The ShowScene method is just a helper to Show a new scene and Hide a previous scene, as follows: /// <summary> /// Open a new scene /// </summary> /// <param name="scene">Scene to be opened</param> protected void ShowScene(GameScene scene) { activeScene.Hide(); activeScene = scene; scene.Show(); } What about the Draw method Well, all elements of your game are GameComponents now, so just let XNA do its job: /// <summary> /// This is called when the game should draw itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values</param> protected override void Draw(GameTime gameTime) { // Begin spriteBatch.Begin(); // Draw all GameComponents base.Draw(gameTime); // End spriteBatch.End(); } That s it. Compile and execute the game to see the final result. The architecture is flexible, and it s easy to add new features to your game, as you ll see in 6. Try adding new meteor types or new ways to acquire energy, for instance. You ll start to understand how games are assembled from GameComponents. actionScene.Paused =

public interface HessianUserAccountService extends Remote { public List<String> listUserNames() throws RemoteException; } This simple interface will be implemented by a wrapper delegating to the existing UserAccountService bean as shown in Listing 9-12. Calls to the listUserNames() method will return the accountName property of the accounts returned by the wrapped service s listUsers() method.

Summary

In this chapter, you started from a simple game and evolved that into a more elaborate game with simple techniques that are useful to any kind of game. You saw the value of the GameComponents and their reuse capability. Feel free to improve and change this game and build your own awesome version of Rock Rain!

public class HessianUserAccountServiceImpl implements HessianUserAccountService { private UserAccountService service; public List<String> listUserNames() { final List<UserAccount> list = service.listUsers(); final List<String> names = new ArrayList<String>(); for( final UserAccount account : list ) { names.add(account.getAccountName()); } return names; }

his chapter introduces the basic concepts involved in creating games that support networking, so you ll be prepared to create a real multiplayer game in the next chapter. Before discussing the details of XNA support for networking, let s look at networked games in general and identify some of the most common problems faced when coding such games.

@Required public void setUserAccountService(final UserAccountService service) { this.service = service; } } This delegating bean is configured within the servlet-specific bean definition file shown in Listing 9-13. Its sole configuration parameter is a reference to the service bean that it wraps.

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