capture.avapose.com

.NET/ASP.NET/C#/VB.NET PDF Document SDK

The client application should have access to the same interface definitions as the server, and to the same parameter implementations. In the example application, you will see that I have achieved this by giving the client Maven project a dependency on the core project containing these implementations. Although this actually gives us access to the service implementation also, we do not use these local copies of the service, as you will see if you reconfigure the client and the server to execute on physically different networked machines!

winforms pdf 417 reader, winforms qr code reader, winforms upc-a reader, winforms data matrix reader, winforms ean 128 reader, winforms ean 13 reader, c# remove text from pdf, pdfsharp replace text c#, winforms code 39 reader, itextsharp remove text from pdf c#,

public PowerSource(Game game, ref Texture2D theTexture) : base(game, ref theTexture) { texture = theTexture; Frames = new List<Rectangle>(); Rectangle frame = new Rectangle(); frame.X = 291; frame.Y = 17; frame.Width = 14; frame.Height = 12; Frames.Add(frame); frame.Y = 30; Frames.Add(frame); frame.Y = 43; Frames.Add(frame); frame.Y = 57; Frames.Add(frame); frame.Y = 70; Frames.Add(frame); frame.Y = 82; Frames.Add(frame); frameDelay = 200; // Initialize the random number generator and put the power // source in your start position random = new Random(GetHashCode()); PutinStartPosition(); } /// <summary> /// Initialize position and velocity /// </summary> public void PutinStartPosition() { position.X = random.Next(Game.Window.ClientBounds.Width currentFrame.Width); position.Y = -10; Enabled = false; }

Note Strictly speaking, it is possible to avoid the need to have copies of the interface and parameter objects

public override void Update(GameTime gameTime) { // Check if the power source is still visible if (position.Y >= Game.Window.ClientBounds.Height) { position.Y = 0; Enabled = false; } // Move position.Y += 1; base.Update(gameTime); } /// <summary> /// Check if the object intersects with the specified rectangle /// </summary> /// <param name="rect">test rectangle</param> /// <returns>true, if has a collision</returns> public bool CheckCollision(Rectangle rect) { Rectangle spriterect = new Rectangle((int) position.X, (int) position.Y, currentFrame.Width, currentFrame.Height); return spriterect.Intersects(rect); } } } You did a similar thing with the Meteor class, creating an animation with the list of frames and updating its vertical position as time goes by, to give the falling effect.

in the client s classpath; it is possible to configure RMI to download these upon demand. However, for most purposes, this introduces unnecessary complexity, and I do not recommend the approach.

You re almost finished creating the components for the action scene, but the main actor is still missing: the player! In this new version, the code for the player s GameComponent is mostly the same as in the previous chapter, but with the addition of multiplayer support. This support differs from the previous version mainly in the treatment of energy, keyboard, points, and the way the player is drawn. The code of the Player class is in Listing 4-7. Listing 4-7. The Player GameComponent #region Using Statements using using using using System; Microsoft.Xna.Framework; Microsoft.Xna.Framework.Graphics; Microsoft.Xna.Framework.Input;

Listing 9-4 shows the remarkably simple context configuration necessary to make the user account service exported from the server available from the client. Spring uses Java s proxying facility to hide the RMI method calls behind a generated object that implements the specified interface.

#endregion namespace RockRainEnhanced { /// <summary> /// This is a GameComponent that implements the player ship /// </summary> public class Player : DrawableGameComponent { protected Texture2D texture; protected Rectangle spriteRectangle; protected Vector2 position; protected TimeSpan elapsedTime = TimeSpan.Zero; protected PlayerIndex playerIndex; // Screen area protected Rectangle screenBounds; // Game stuff protected int score; protected int power; private const int INITIALPOWER = 100; public Player(Game game, ref Texture2D theTexture, PlayerIndex playerID, Rectangle rectangle) : base(game) { texture = theTexture; position = new Vector2(); playerIndex = playerID; // Create the source rectangle. // This represents where the sprite picture is in the surface spriteRectangle = rectangle; #if XBOX360 // On the 360, we need to take care about the TV "safe" area. screenBounds = new Rectangle((int)(Game.Window.ClientBounds.Width * 0.03f),(int)(Game.Window.ClientBounds.Height * 0.03f), Game.Window.ClientBounds.Width (int)(Game.Window.ClientBounds.Width * 0.03f), Game.Window.ClientBounds.Height (int)(Game.Window.ClientBounds.Height * 0.03f)); #else screenBounds = new Rectangle(0, 0, Game.Window.ClientBounds.Width, Game.Window.ClientBounds.Height); #endif }

<bean id="userAccountService" class="org.springframework.remoting.rmi.RmiProxyFactoryBean"> <property name="serviceUrl" value="rmi://localhost:1001/UserAccountService"/>

/// <summary> /// Put the ship in your start position on screen /// </summary> public void Reset() { if (playerIndex == PlayerIndex.One) { position.X = screenBounds.Width/3; } else { position.X = (int) (screenBounds.Width/1.5); } position.Y = screenBounds.Height - spriteRectangle.Height; score = 0; power = INITIALPOWER; } /// <summary> /// Total points of the player /// </summary> public int Score { get { return score; } set { if (value < 0) { score = 0; } else { score = value; } } } /// <summary> /// Remaining power /// </summary> public int Power { get { return power; } set { power = value; } }

   Copyright 2020.