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

Figure 13-1. The game controller Using the Xbox 360 controller, the left directional button is used to rotate the player and jump (when clicked). The X and A buttons move the player forward and backward. Button LB is used to enter into the aim mode. While in the aim mode, the player cannot move, and the A button is used to shoot. The game map will have a few monsters (called NPCs for nonplayable characters, or less commonly mobs, for mobile objects) scattered in different positions. Each monster will be randomly walking around the map until it sees the player or is attacked by the player. When this happens, the monster will chase the player, and after approaching him, the monster will attack. Whenever the monster loses all its hit points, it will die. And if the player loses all his hit points, the game will be over. Finally, the game UI will be as simple as possible. It will display the player s health points, ammunition, and the number of remaining creatures alive on the planet.

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My commercial exposure to the Spring framework in general arose through a specific requirement that we use the Spring Model View Controller (Spring MVC) framework to build the web component of an application, so I have something of a soft spot for it. A Spring MVC application is cleanly divided between views, controller classes, and the model. The views are typically JSPs, though they can use a variety of other technologies. A suite of controller classes are provided that cover everything from the creation of basic forms to fully fledged wizard classes that allow you to walk a user through filling in a complex form. The implementation of the model is up to you, but typically consists of a service layer in turn calling into data access objects (DAOs) for persistence requirements. As with all good frameworks, Spring MVC does not force you to use session scope to maintain state (ensuring good scalability). While the controllers take advantage of inheritance to provide most of their functionality, it is trivially easy to implement a controller interface and aggregate in existing controller behavior, allowing your own controller classes the option to aggregate or inherit external functionality. Most other web frameworks are not as liberal.

Now you ll define some technical design items. To ease the building of the game, you ll divide the game code into three different namespaces: GameBase: This namespace contains the entire game engine, with objects such as cameras, lights, terrain, models, and effects. Note that you created almost the entire game engine in s 10, 11, and 12. GameLogic: This namespace contains the logic of the game, including player logic, the artificial intelligence (AI) for the NPCs, unit types, and others. Helpers: This namespace contains various helper objects, such as a controller helper and a random generator helper. Using these namespaces makes it easier to keep the game logic separate from the game engine, which helps you to develop, reuse, and maintain the game code. You ll start constructing the XNA TPS game by creating its game engine, and then you ll work on its game play.

public class TimesheetBeforeAdvice implements MethodBeforeAdvice { private final TimesheetSecurityAdvice advice = new TimesheetSecurityAdvice(); public void before(final Method method, final Object[] args, final Object target) throws Throwable { advice.list((UserAccount)args[0]); } }

Start the game development by creating a new Windows Game (3.0) project named XNA TPS. In this new game project, create the folders GameBase, GameLogic, and Helpers in the Solution Explorer. These folders will help you maintain the different parts of the game code, separated as described in the previous section. The game assets will be added to the Content project, which is inside the XNA TPS project. As noted in the previous section, you made most of the XNA TPS game engine in s 10, 11, and 12. Here, you ll add the classes that you created in the previous chapters to the GameBase namespace in the XNA TPS project.

public class TimesheetAfterReturningAdvice implements AfterReturningAdvice { private final TimesheetSecurityAdvice advice = new TimesheetSecurityAdvice(); public void afterReturning(final Object retVal, final Method method, final Object[] args, final Object target) throws Throwable { advice.findTimesheet((Timesheet)retVal); } } Corresponding advice interfaces exist for the other phases of the method life cycle: AfterThrowingAdvice and AfterAdvice (with MethodInterceptor corresponding to the around advice). Pointcuts are defined as implementations of the Pointcut interface. Two distinct types of pointcuts are available: static pointcuts and dynamic pointcuts. Static pointcuts are used in advance to determine the methods to which advice will be applied based purely on the method and class signatures. Runtime information such as parameter values (rather than parameter types) cannot be used in a static pointcut. A static pointcut is typically created by extending the StaticMethodMatcherPointcut interface, as shown in Listing 5-33.

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