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// Remove all previous meteors RemoveAllMeteors(); // Let's start again Start(); break; } } } } /// <summary> /// Remove all meteors /// </summary> private void RemoveAllMeteors() { for (int i = 0; i < Components.Count; i++) { if (Components[i] is Meteor) { Components.RemoveAt(i); i--; } } } You should call the DoGameLogic method inside the Update method of the Game1 class, immediately before the line that contains the base.Update(gameTime) call. This calls your game logic inside the game loop. Execute the program and see that when the spaceship collides with the meteor, the program puts all the objects in their initial position, and continues this loop until the user leaves the application. Now let s make the player s life a little harder. In your game, a new meteor will be added after some time has passed. As the meteors behave in an independent way, you just need to add a new Meteor component to the game, and it does all the rest. This is done with the method in the following code. Call this method inside the doGameLoop method, after the foreach loop. /// <summary> /// Check if it is time for a new rock! /// </summary> private void CheckforNewMeteor() { // Add a rock each ADDMETEORTIME if ((System.Environment.TickCount - lastTickCount) > ADDMETEORTIME) { lastTickCount = System.Environment.TickCount; Components.Add(new Meteor(this, ref meteorTexture)); rockCount++; } }

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While Spring is primarily a set of libraries constituting a framework, I should mention the tools typically used when working with Spring, and the support that is available for them.

The ADDMETEORTIME constant represents the interval, in milliseconds, at which a new meteor should be added. Declare it in the Game1 class as follows: private const int ADDMETEORTIME = 5000; This 5 seconds (or 5,000 milliseconds) setting is a magic number, and you can change it to alter the game difficulty later. Two new attributes store the number of meteors added (rockCount) and the time to calculate the desired interval (lastTickCount). Declare them as follows: private const int ADDMETEORTIME = 5000; private int lastTickCount; private int rockCount; You should initialize these attributes in the Start method, so add the following code to this method: // Initialize a counter lastTickCount = System.Environment.TickCount; // Reset rock count rockCount = STARTMETEORCOUNT; So, every 5 seconds, a new meteor is added to the game. Run the game again, and see how long you can play without hitting a rock.

Spring does not require specific support from its build environment. Still, Spring s broad spectrum of support for external libraries can lure a developer into creating a project that has a complicated dependency tree. I would therefore recommend the use of a tool providing support for dependency management. For the examples in this book, I have used the Maven 2 project to manage dependencies, and it is gratifying to note that the files in the default Maven repository are well maintained for the Spring framework. Users of other dependency management tools that take advantage of Maven repositories will also benefit from this good housekeeping.

As you saw in 2, it is very simple to add music and sound effects to your games. For Rock Rain, you ll use two WAV files for sound effects and a MP3 file for background music Add the following files to the Content folder: Explosion.wav is an explosion sound that plays when the player collides with a meteor. Backmusic.mp3 is the game s background music. Newmeteor.wav plays when a new meteor is added to the game. Before you do anything else, declare the audio objects in the Game1 class: // Audio stuff private SoundEffect explosion; private SoundEffect newMeteor; private Song backMusic; Initialize them in the LoadContent method of the Game1 class: // Load audio elements explosion = Content.Load<SoundEffect>("explosion"); newMeteor = Content.Load<SoundEffect>("newmeteor"); backMusic = Content.Load<Song>("backmusic");

Spring uses XML files for its configuration, and all current integrated development environments (IDEs) will provide basic support for maintaining correct XML syntax. Most IDEs now also provide a modicum of additional support for Spring configuration files. The examples in this book were all built using the Java Development Tools edition of the Eclipse IDE. Eclipse does not provide innate support for Spring beyond its XML capabilities, but it is trivial to install the Spring IDE plug-in for Eclipse. This provides intelligent sensing of the attributes in bean configuration files, and a wizard for creating the contents

// Play the background music MediaPlayer.Play(backMusic); Also, add the following code inside the DoGameLogic method, so that the explosion sound is played before calling the Start method again: explosion.Play(); Then add the following code inside CheckforNewMeteor, immediately after the line that contains rockCount++: newMeteor.Play(); This plays a sound when a new meteor is added to the game. Run the game again. You ll see how the sound effects make the game even more entertaining.

public static UserAccount getUser() { final SecurityContext sc = SecurityContextHolder.getContext(); final Authentication auth = sc.getAuthentication(); if( auth == null ) return null; final AcegiUserDetails acegiAccount = (AcegiUserDetails)auth.getPrincipal(); if( acegiAccount == null ) return null; final UserAccount account = acegiAccount.getUserAccount(); return account; }

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