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/// <summary> /// Indicate the 2-players game mode /// </summary> public bool TwoPlayers { get { return twoPlayers; } set { twoPlayers = value; } } /// <summary> /// True, if the game is in gameOver state /// </summary> public bool GameOver { get { return gameOver; } } /// <summary> /// Paused mode /// </summary> public bool Paused { get { return paused; } set { paused = value; if (paused) { MediaPlayer.Pause(); else { MediaPlayer.Resume(); } }

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As with all the other scenes, you can use the Show and Hide methods to initialize and release scene components. In the Show method, you start playing the background music and setting the player2 status if you have a two-player game: /// <summary> /// Show the action scene /// </summary> public override void Show() { MediaPlayer.Play(audio.BackMusic); meteors.Initialize(); powerSource.PutinStartPosition();

of a basic Spring 2 project. I provide a walk-through of the basic features of this plug-in in the appendix.

player1.Reset(); player2.Reset(); paused = false; pausePosition.X = (Game.Window.ClientBounds.Width pauseRect.Width)/2; pausePosition.Y = (Game.Window.ClientBounds.Height pauseRect.Height)/2; gameOver = false; gameoverPosition.X = (Game.Window.ClientBounds.Width gameoverRect.Width)/2; gameoverPosition.Y = (Game.Window.ClientBounds.Height gameoverRect.Height)/2; // Is it a two-player game player2.Visible = twoPlayers; player2.Enabled = twoPlayers; scorePlayer2.Visible = twoPlayers; scorePlayer2.Enabled = twoPlayers; base.Show(); } /// <summary> /// Hide the scene /// </summary> public override void Hide() { // Stop the background music MediaPlayer.Stop(); // Stop the rumble rumblePad.Stop(PlayerIndex.One); rumblePad.Stop(PlayerIndex.Two); base.Hide(); } And, as always, the Update method synchronizes all these objects, checking the collisions and changing the game state for game over when some players die. /// <summary> /// Allows the GameComponent to update itself /// </summary> /// <param name="gameTime">Provides a snapshot of timing values</param> public override void Update(GameTime gameTime) {

Spring is more than the sum of its parts. Although some of the subcomponents of Spring are important projects in their own right (Spring MVC is the example that springs to mind), Spring s major contribution is that it presents a unifying concept. Spring has a definite philosophy of design, and wrappers are provided for libraries that deviate from this philosophy. To a large extent, when you have learned to use one library within the Spring API, you will have equipped yourself with a large part of the mental toolkit that is required to use all the others. Rather than worrying about the time it will take to use a new technology, Spring developers for the most part can be confident that they will know how to configure and interact with the tools it comprises. The freedom to integrate tools into an application without the fear of spiraling complexity encourages us away from the tyranny of Not Invented Here syndrome. In short: Spring makes you more productive. In the next chapter, you ll look at the sample application that we ll be using to illustrate the use of the Spring framework as a whole, and then in subsequent chapters I ll take you through the individual features and show you how they are used to build the application.

if ((!paused) && (!gameOver) && (!Guide.IsVisible)) { // Check collisions with meteors HandleDamages(); // Check if a player gets a power boost HandlePowerSourceSprite(gameTime); // Update score scorePlayer1.Value = player1.Score; scorePlayer1.Power = player1.Power; if (twoPlayers) { scorePlayer2.Value = player2.Score; scorePlayer2.Power = player2.Power; } // Check if player is dead gameOver = ((player1.Power <= 0) || (player2.Power <= 0)); if (gameOver) { player1.Visible = (player1.Power > 0); player2.Visible = (player2.Power > 0) && twoPlayers; // Stop the music MediaPlayer.Stop(); // Stop rumble rumblePad.Stop(PlayerIndex.One); rumblePad.Stop(PlayerIndex.Two); } // Update all other GameComponents base.Update(gameTime); } // In gameOver state, keep the meteors' animation if (gameOver) { meteors.Update(gameTime); } } The HandleDamages and HandlePowerSourceSprite methods check the collisions with the meteors (and lose some player power), check the collision with the power source (and add some power to the player), and check if a player has zero or less power to end the game and put the player in a game over state. The HandleDamages method is also similar to the collision test method from the previous chapter. Again, this method checks the collision with the players and meteors and one player with another player. For each collision, the player loses ten points and ten power units.

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