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actionTexture = theTexture; spriteBatch = (SpriteBatch) Game.Services.GetService(typeof (SpriteBatch)); meteors = new MeteorsManager(Game, ref actionTexture); Components.Add(meteors); player = new Player(Game, ref actionTexture); player.Initialize(); Components.Add(player); score = new Score(game, font, Color.LightGray); score.Position = new Vector2(1, 1); Components.Add(score); powerSource = new PowerSource(game, ref actionTexture); powerSource.Initialize(); Components.Add(powerSource); } Without the two-player support, the code is much simpler. For example, here is the HandleDamages method: /// <summary> /// Handle collisions with a meteor /// </summary> private void HandleDamages() { // Check collision for player 1 if (meteors.CheckForCollisions(player.GetBounds())) { // Player penalty player.Power -= 10; } } And you re finished! You created a version of your game for a completely different platform in a short time, and now you have reached the best part: playing it.

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Just as you added your Xbox 360 in the XNA Game Studio Device Center, you should also add the Zune so you can send your game to it. Unlike the Xbox 360, your Zune does not need a LIVE connection to do this. The transfer will be made by the USB cable attached to the Zune. After you ve connected the Zune to your PC, in Visual Studio, select Tools Launch XNA Game Studio Device Center, and then click Add Device. It will automatically find the Zune connected to your computer, as shown in Figure 7-3, and will deploy XNA in the device. After that, the Zune will have a new option in the main menu called Games. Cool, right

package com.apress.timesheets.mail; import import import import import import java.io.InputStream; java.util.*; javax.mail.*; javax.mail.internet.MimeMessage; org.springframework.mail.*; org.springframework.mail.javamail.*;

Figure 7-3. The XNA Game Studio Device Center with the Zune added Now you can execute the game to check the result. Figure 7-4 shows some of the game screens on the Zune. Test and debug the game exactly as you would on your PC and the Xbox 360. Then have fun!

public class MockJavaMailSender implements JavaMailSender { private Session session; private List<Message> mimeMessages = new ArrayList<Message>(); private List<SimpleMailMessage> simpleMessages = new ArrayList<SimpleMailMessage>(); public MimeMessage createMimeMessage() { try { final Provider provider = new Provider(Provider.Type.TRANSPORT,"smtp",

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MockTransport.class.getName(),"Apress","1.0"); session = Session.getInstance(new Properties()); session.setProvider(provider); return new MimeMessage(session); } catch( final NoSuchProviderException e) { throw new RuntimeException("Mock JavaMailSender provider failed",e); } } public MimeMessage createMimeMessage(final InputStream inputStream) throws MailException { throw new UnsupportedOperationException( "Mock object does not support this method"); } public void send(final MimeMessage message) throws MailException { mimeMessages.add(message); } public void send(final MimeMessage[] messages) throws MailException { for( final Message message : messages ) mimeMessages.add(message); } public void send(final MimeMessagePreparator preparator) throws MailException { try { final MimeMessage message = createMimeMessage(); preparator.prepare(message); mimeMessages.add(message); } catch(Exception e ) { throw new MockMailException(e); } } public void send(final MimeMessagePreparator[] preparators) throws MailException {

From this chapter s example, you saw that it s easy to create games for the Zune using XNA, as long as you limit the games to 2D (using SpriteBatch), since the Zune does not have hardware 3D acceleration. However, you have other important resources to use that we haven t touched on in this chapter. For instance, it s quite simple to use music stored on the Zune as the background music of your game. Also, since every Zune has built-in wireless support, which provides the exact same network APIs as those for Windows and Xbox 360, you can write multiplayer games for the Zune that use the equivalent of SystemLink. Then you can discover other games running nearby, create lobbies, add/remove players, and build a peer-to-peer or client/ server multiplayer game as easily as you can build one for Windows or Xbox 360. For more information about developing XNA games for the Zune, see Zune Game Development Using XNA 3.0 by Dan Waters (Apress, 2009).

try { for( final MimeMessagePreparator preparator : preparators ) { final MimeMessage message = createMimeMessage(); preparator.prepare(message); mimeMessages.add(message); } } catch(Exception e ) { throw new MockMailException(e); } } public void send(final SimpleMailMessage message) throws MailException { simpleMessages.add(message); } public void send(final SimpleMailMessage[] messages) throws MailException { for( final SimpleMailMessage message : messages ) { simpleMessages.add(message); } } public List<Message> getMimeMessages() { return mimeMessages; } public List<SimpleMailMessage> getSimpleMessages() { return simpleMessages; } public int getMessageCount() { return mimeMessages.size()+ simpleMessages.size(); } public void clear() { mimeMessages.clear(); simpleMessages.clear(); } }

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