.NET/Java PDF, Tiff, Barcode SDK Library

// Move position.Y += 1; networkHelper.ServerPacketWriter.Write('L'); networkHelper.ServerPacketWriter.Write(position); } base.Update(gameTime); } The Update method updates the position of only the object that is running on the server side. The HandleServerData method sets the position of the object on the client side with the data sent by the instance that runs on the server, so that both stay synchronized. You already synchronized the players, the energy source, and the game pause. Only the meteors are left.

Listing 10-7. Retrieving the Entity by Primary Key final UserAccount retrieved =;

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Note You can rename the Game1 class to better reflect your game; for example, you might name it Breakout for a Breakout game clone. If you do this, don t forget to rename the corresponding variable declaration and creation in the Program.cs file.

Having retrieved a copy of the entity from the database, we now need to check several things. Listing 10-8 checks that an entity is retrieved, that it has the same primary key as that assigned during the call to create(), and that the retrieved account entity has been created with the same account name as the one originally persisted.

The Game1 class starts by defining and creating objects that will reference the graphics device manager, most commonly referred to in the gaming world as the device, and a SpriteBatch object, used to draw text and 2D images. The Game1 class constructor also configures the root directory for the content manager, which is the entry point for the XNA Content Pipeline, so that the XNA Framework is informed of where to find game content (graphics, sounds, 3D models, fonts, and so on). The following code bit presents the device and content manager initialization: public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch;

public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; } In the next sections, you ll see some details about the device and the Content Pipeline, so you can get an overall idea of what s happening behind the scenes.

assertNotNull(retrieved); assertEquals(account.getId(), retrieved.getId()); assertEquals(account.getAccountName(), retrieved.getAccountName()); } Having examined one of the unit test methods in detail, we will now take a closer look at the implementation of the helper class and the mock objects used to construct the DAO itself for the two UserAccountDao implementations.

The graphics device manager is your entry point to the graphics handling layer. It includes methods, properties, and events that allow you to query and change this layer. In other words, the device represents the way to manage the access to the graphics card s features. For now, all you need to know is that by creating the graphics object of the GraphicsDeviceManager class, a game window is created for you, and you ll use the graphics object when performing any graphics operation. All the complexities of querying the features and initializing the 3D graphics layer are hidden from you.

The ConfigHelper implementation sets up the mock object that will be supplied to the JdbcUserAccountDaoImpl implementation class. The unit test for the JDBC-based UserAccount class is shown in Listing 10-9.

The Content Pipeline is one of the most interesting features XNA provides, because it simplifies how your game deals with content generated by different content generation tools.

public class JdbcUserAccountDaoTest extends UserAccountDaoTestHelper { public void setUp() throws Exception { final JdbcConfigHelper helper = new JdbcConfigHelper(); helper.setUp(); setHelper(helper); final JdbcUserAccountDaoImpl dao = new JdbcUserAccountDaoImpl(); dao.setJdbcTemplate(helper.getTemplate()); setDao(dao); } }

In a non-XNA game, you need to worry about how to load game content such as audio, graphics, and 3D models. Where is the content located How will your program read this content Do you have the correct libraries to read the content in the format it was generated in by the commercial 3D tool you used to create it The Content Pipeline streamlines the processing of all game content so you can deal with it easily. It comprises a number of steps, which include importers to read the content and generate a well-known format, a processor that reads this format, a content compiler that generates the ready-to-use content, and finally the content manager. Figure 1-3 presents a high-level view of the Content Pipeline.

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