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n this chapter, I present you with our sample application, a simple online timesheet. My aim is to present good working examples of all the topics that we discuss in this book. That is not to say that every fragment of code that you see in the text will exist somewhere in the sample application, but rather that all the techniques that I recommend will have their place in the code. In practice, a code sample is likely to be excluded only where it is illustrating a poor practice.

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/// <summary> /// Handle collisions with a meteor /// </summary> private void HandleDamages() { // Check collision for player 1 if (meteors.CheckForCollisions(player1.GetBounds())) { // Shake! rumblePad.RumblePad(PlayerIndex.One, 500, 1.0f, 1.0f); // Player penalty player1.Power -= 10; player1.Score -= 10; } // Check collision for player 2 if (twoPlayers) { if (meteors.CheckForCollisions(player2.GetBounds())) { // Shake! rumblePad.RumblePad(PlayerIndex.Two, 500, 1.0f, 1.0f); // Player penalty player2.Power -= 10; player2.Score -= 10; } // Check for collision between the players if (player1.GetBounds().Intersects(player2.GetBounds())) { rumblePad.RumblePad(PlayerIndex.One, 500, 1.0f, 1.0f); player1.Power -= 10; player1.Score -= 10; rumblePad.RumblePad(PlayerIndex.Two, 500, 1.0f, 1.0f); player2.Power -= 10; player2.Score -= 10; } } } The HandlePowerSourceSprite method does the same job, but with the PowerSource sprite. If a player collides with this sprite, the player gets 50 power units. The method also checks if it s time to send a new power source in the game, using an interval of 15 seconds. /// <summary> /// Handle power-up stuff /// </summary>

I have chosen the online timesheet for the example for several reasons: It is a simple concept, familiar to any office worker. It translates well into a web-based application. It requires a persistent store of data. It requires some basic authentication and authorization. Collectively these features allow me to showcase all of the important features of Spring, such as the web framework, the integration with the Hibernate persistence framework, and the Acegi security layer.

private void HandlePowerSourceSprite(GameTime gameTime) { if (powerSource.CheckCollision(player1.GetBounds())) { // Player 1 gets the power source audio.PowerGet.Play(); elapsedTime = TimeSpan.Zero; powerSource.PutinStartPosition(); player1.Power += 50; } if (twoPlayers) { // Player 2 gets the power source if (powerSource.CheckCollision(player2.GetBounds())) { audio.PowerGet.Play(); elapsedTime = TimeSpan.Zero; powerSource.PutinStartPosition(); player2.Power += 50; } } // Check for sending a new power source elapsedTime += gameTime.ElapsedGameTime; if (elapsedTime > TimeSpan.FromSeconds(15)) { elapsedTime -= TimeSpan.FromSeconds(15); powerSource.Enabled = true; } } And finally, the Draw method just draws some objects for a specified game state: /// <summary> /// Allows the GameComponent to draw itself /// </summary> /// <param name="gameTime">Provides a snapshot of timing values</param> public override void Draw(GameTime gameTime) { // Draw all GameComponents base.Draw(gameTime); if (paused) { // Draw the "pause" text spriteBatch.Draw(actionTexture, pausePosition, pauseRect, Color.White); }

I have split the timesheet application into the standard set of layers shown in Figure 2-1. As well as being an uncontroversial way of slicing up an application, these layers correspond well with the suites of Spring classes that are required to build a web application.

if (gameOver) { // Draw the "gameover" text spriteBatch.Draw(actionTexture, gameoverPosition, gameoverRect, Color.White); } Observe that once again a great deal of the game logic that you created in the previous chapter was kept. You added only the two-player support and two more game states: one when the user pauses the game (pressing the Enter key or pressing the A button on the Xbox 360 gamepad during the game), or when one of the players runs out of energy. When this happens, the game shows a message on the screen and waits for the player to press the Enter key or the A button on the Xbox 360 gamepad.

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