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Simple .NET/ASP.NET PDF document editor web control SDK

if (keyboard.IsKeyDown(Keys.W)) { position.Y -= 3; } if (keyboard.IsKeyDown(Keys.S)) { position.Y += 3; } if (keyboard.IsKeyDown(Keys.A)) { position.X -= 3; } if (keyboard.IsKeyDown(Keys.D)) { position.X += 3; } } /// <summary> /// Draw the ship sprite /// </summary> public override void Draw(GameTime gameTime) { // Get the current sprite batch SpriteBatch sBatch = (SpriteBatch) Game.Services.GetService(typeof (SpriteBatch)); // Draw the ship sBatch.Draw(texture, position, spriteRectangle, Color.White); base.Draw(gameTime); } /// <summary> /// Get the bound rectangle of ship position on screen /// </summary> public Rectangle GetBounds() { return new Rectangle((int) position.X, (int) position.Y, spriteRectangle.Width, spriteRectangle.Height); } } } As you can see, this is practically the same class as in the previous chapter, but in the Update method, you handle the user input a little differently, testing the PlayerIndex to check for the correct gamepad or keyboard keys. In a multiplayer game, you ll instantiate two objects for this class with different PlayerIndexes and different rectangles in texture, for different ship sprites.

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Hessian and Burlap are remoting mechanisms created by Caucho Technology, creators of the Resin application server. Hessian is based around binary data, and Burlap around XML data. Both were designed for the provision of web services over HTTP and HTTPS, but both can now be used over ordinary TCP sockets. Burlap s implementation has a particularly small footprint with no reliance on external libraries, so it is simple to deploy and well suited to constrained memory environments (such as JME devices).

Now you have all the action scene components. The meteors, the score, and the player (or players) are ready to be put to work. Next, add a class called ActionScene. This scene is the most complex scene of the game. It coordinates the action of all the components, as well as controls the game state, such as pause and gameOver. Start declaring all elements of this scene, as follows: // Basics protected Texture2D actionTexture; protected AudioLibrary audio; protected SpriteBatch spriteBatch = null; // Game elements protected Player player1; protected Player player2; protected MeteorsManager meteors; protected PowerSource powerSource; protected SimpleRumblePad rumblePad; protected ImageComponent background; protected Score scorePlayer1; protected Score scorePlayer2; // GUI stuff protected Vector2 pausePosition; protected Vector2 gameoverPosition; protected Rectangle pauseRect = new Rectangle(1, 120, 200, 44); protected Rectangle gameoverRect = new Rectangle(1, 170, 350, 48); // GameState elements protected bool paused; protected bool gameOver; protected TimeSpan elapsedTime = TimeSpan.Zero; protected bool twoPlayers; These look like the attributes from the game in the previous chapter, but you now have two Player instances (for a multiplayer game); two attributes for controlling the game state (paused and gameOver); the components for Score, PowerSource, and Meteors; and so on. The constructor initializes all these objects, as follows: /// /// /// /// /// /// /// <summary> Default constructor </summary> <param name="game">The main game object</param> <param name="theTexture">Texture with the sprite elements</param> <param name="backgroundTexture">Texture for the background</param> <param name="font">Font used in the score</param>

Hessian and Burlap provide something of a halfway house between the complexity of SOAP and the simplicity of RMI. These protocols are not as well known among Java developers as RMI, and they are much less prominent in general than SOAP. The ease of configuration of the client and server components is comparable with RMI. The cross-platform support (for clients) is comprehensive. In my opinion, Burlap is a good choice when the client device is memory constrained. Hessian is a good choice if you want to publish a web service, at minimal inconvenience to yourself, but which can still be supported by developers of third-party clients.

public ActionScene(Game game, Texture2D theTexture, Texture2D backgroundTexture, SpriteFont font) : base(game) { // Get the audio library audio = (AudioLibrary) Game.Services.GetService(typeof(AudioLibrary)); background = new ImageComponent(game, backgroundTexture, ImageComponent.DrawMode.Stretch); Components.Add(background); actionTexture = theTexture; spriteBatch = (SpriteBatch) Game.Services.GetService(typeof (SpriteBatch)); meteors = new MeteorsManager(Game, ref actionTexture); Components.Add(meteors); player1 = new Player(Game, ref actionTexture, PlayerIndex.One, new Rectangle(323, 15, 30, 30)); player1.Initialize(); Components.Add(player1); player2 = new Player(Game, ref actionTexture, PlayerIndex.Two, new Rectangle(360, 17, 30, 30)); player2.Initialize(); Components.Add(player2); scorePlayer1 = new Score(game, font, Color.Blue); scorePlayer1.Position = new Vector2(10, 10); Components.Add(scorePlayer1); scorePlayer2 = new Score(game, font, Color.Red); scorePlayer2.Position = new Vector2( Game.Window.ClientBounds.Width - 200, 10); Components.Add(scorePlayer2); rumblePad = new SimpleRumblePad(game); Components.Add(rumblePad); powerSource = new PowerSource(game, ref actionTexture); powerSource.Initialize(); Components.Add(powerSource); } Here, you create two instances for the Player class. For each player, just change the PlayerIndex and the Rectangle of the image of the ship in the texture. You also need to control the game state and define if the game is for one or two players, or check if some of the players are already dead. Add these properties to the class:

Hessian is similar in design to the Spring HTTP invoker and is therefore configured in a similar manner. Again, for convenience we give it its own dispatcher servlet (configured in Listing 9-10) to allow its services to have their own bean definition context and their own request path.

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