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Your game is almost ready. Now let s add one more effect to the game: the vibration. When players collide with a meteor, in addition to the explosion sound, you ll make the Xbox 360 gamepad vibrate to simulate the impact. As you saw in the previous chapter, you can start and finish the Xbox 360 gamepad vibration through the SetVibration method. You re going to create a nonvisual GameComponent that will help you with this effect. Add a new GameComponent to the project with the following code: #region Using Statements using System; using System.Collections.Generic; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Input; #endregion namespace FirstGame { /// <summary> /// This component helps shake your Xbox 360 gamepad /// </summary> public class SimpleRumblePad : Microsoft.Xna.Framework.GameComponent { private int time; private int lastTickCount; public SimpleRumblePad(Game game) : base(game) { } /// <summary> /// Allows the game component to update itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> public override void Update(GameTime gameTime) { if (time > 0) { int elapsed = System.Environment.TickCount - lastTickCount; if (elapsed >= time) { time = 0; GamePad.SetVibration(PlayerIndex.One, 0, 0); } } base.Update(gameTime); }

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public interface UserAccountService { @Secured({"ROLE_ADMINISTRATOR","ROLE_USER"}) UserAccount findUser(String username); @Secured({"ROLE_ADMINISTRATOR"}) void createUser(UserAccount account);

/// <summary> /// Turn off the rumble /// </summary> protected override void Dispose(bool disposing) { GamePad.SetVibration(PlayerIndex.One, 0, 0); base.Dispose(disposing); } /// <summary> /// Set the vibration /// </summary> /// <param name="Time">Vibration time</param> /// <param name="LeftMotor">Left Motor Intensity</param> /// <param name="RightMotor">Right Motor Intensity</param> public void RumblePad(int Time, float LeftMotor, float RightMotor) { lastTickCount = System.Environment.TickCount; time = Time; GamePad.SetVibration(PlayerIndex.One, LeftMotor, RightMotor); } } } In this class, the RumblePad method receives the amount of time that the controller should vibrate and the vibration motor s intensity as parameters. As usual, declare it in the Game1 class, as follows: // Rumble effect private SimpleRumblePad rumblePad; Initialize it in the Initialize method of the Game1 class: rumblePad = new SimpleRumblePad(this); Components.Add(rumblePad); Make the controller vibrate immediately after executing the explosion sound, in the DoGameLogic method: // Shake! rumblePad.RumblePad(500, 1.0f, 1.0f); Congratulations you ve just finished your first game!

@Secured({"ROLE_ADMINISTRATOR"}) void deleteUser(UserAccount account); @Secured({"ROLE_ADMINISTRATOR"}) void updateUser(UserAccount account); @Secured({"ROLE_ADMINISTRATOR","ROLE_USER"}) List<UserAccount> listUsers(); } Listing 7-23 shows the advice configuration needed to support the use of the @Secured annotation used in Listing 7-22.

You know that XNA technology allows you to create games for the PC as well as the Xbox 360. If you wish to make a console version of Rock Rain, all you need to do is create a copy of this project for Xbox 360. Just right-click the RockRain project in the Solution Explorer window and choose

<bean id="attributes" class="org.acegisecurity.annotation.SecurityAnnotationAttributes"/> <bean id="objectDefinitionSource" class="org.acegisecurity.intercept.method.MethodDefinitionAttributes"> <property name="attributes" ref="attributes"/> </bean> <bean id="securityAnnotationInterceptor" class= "org.acegisecurity.intercept.method.aopalliance.MethodSecurityInterceptor"> <property name="authenticationManager" ref="authenticationManager"/> <property name="accessDecisionManager" ref="accessDecisionManager"/> <property name="objectDefinitionSource" ref="objectDefinitionSource"/> </bean> The attributes bean allows classes to be checked for Acegi security annotations. The object definition source bean stores the detected annotation information, and the security annotation interceptor bean then intercepts the methods so annotated and applies the appropriate security level for the role requirements detected. Note that the interceptor of Listing 7-23 requires independent access to an access decision manager. Rather than duplicate the configuration used in the security interceptor filter of Listing 7-5, we would create a bean definition for it as shown in Listing 7-24, and reference this bean from both the security interceptor filter and the security annotation interceptor s accessDecisionManager property.

Create Copy of Project for Xbox 360, as shown in Figure 3-6. Compile the project, and it s ready to go. You immediately have a game that works on the Xbox 360.

<bean id="accessDecisionManager" class="org.acegisecurity.vote.AffirmativeBased"> <property name="allowIfAllAbstainDecisions" value="false" /> <property name="decisionVoters"> <list> <bean class="org.acegisecurity.vote.RoleVoter"/> <bean class="org.acegisecurity.vote.AuthenticatedVoter"/> </list> </property> </bean>

Figure 3-6. Creating an Xbox 360 version of Rock Rain However, not everything is that simple. First, to deploy your game to the Xbox 360, you need an XNA Creators Club subscription, which enables your PC and the correctly registered console to communicate. (Your subscription can be renewed annually or every three months.) Additionally, to deploy the game, your console must be connected to the Xbox LIVE network. You also need to take into account the difference between TVs (used by the console games) and monitors (used by the PC games). With an ordinary PC monitor, you have access to all areas of the screen. With a TV, you re forced to use what is called the safe area, which is the area visible on the TV screen. In other words, not everything that you put on the screen is visible on an ordinary TV. Older TVs can display less of the space outside the safe area than ones made more recently. Flat-panel, plasma, and liquid crystal display (LCD) screens generally can show most of the unsafe area. This leads you to a problem regarding the margin of the screen. As the player cannot leave the margin of the screen, knowing exactly where the visible margin of the screen is can be a problem. Normally, the game industry works with a 3 to 5 percent physical margin. So, in your Ship class, which represents the player s spaceship, add this code in the part where you calculated the size of the screen, in the class constructor:

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