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Let s start with the most simple scene in this game. In this scene, you ll show the game instructions, and the user will be able to click the A button on the Xbox 360 gamepad or the Enter key on the keyboard to go back to the initial scene. This scene contains only the instructions for how to play the game, and you can create it just by showing a simple image with the game instructions. However, as the scene is composed of GameComponents, first you need one GameComponent to draw images. Add a new GameComponent to the Core folder and name it ImageComponent.cs. Again, this component is a visual component, so derive it from DrawableGameComponent instead of GameComponent. This GameComponent is able to draw a texture on the screen in centered mode or stretched mode, to fit the image on the screen. Add the following enumeration, which the constructor will use to inform the component that the image must be drawn: public enum DrawMode { Center = 1, Stretch, }; You already know that you need a Texture2D object, a Rectangle object, and a SpriteBatch object to draw an image, along with the proper attribute that describes how the image will be drawn in this case. Declare these objects in the class: // Texture to draw protected readonly Texture2D texture; // Draw mode protected readonly DrawMode drawMode; // SpriteBatch protected SpriteBatch spriteBatch = null; // Image Rectangle protected Rectangle imageRect; In the class constructor, calculate the destination rectangle of the image on the screen, which depends on how the image will be drawn, in the DrawMode enumeration value: /// <summary> /// Default constructor /// </summary> /// <param name="game">The game object</param> /// <param name="texture">Texture to draw</param> /// <param name="drawMode">Draw mode</param> public ImageComponent(Game game, Texture2D texture, DrawMode drawMode) : base(game)

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public class SimpleMailDaoImpl extends AbstractMailDaoImpl { private static final Logger log = Logger.getLogger(SimpleMailDaoImpl.class); private MailSender mailSender; public void sendTimesheetUpdate(final Timesheet timesheet) { try { final SimpleMailMessage message = new SimpleMailMessage(); message.setTo(rcptAddress); message.setFrom(fromAddress); message.setSubject(subject); message.setText("A timesheet has been updated by user: " + timesheet.getConsultant().getAccountName()); mailSender.send(message); } catch (MailException e) { log.error("Failed to send timesheet update message", e); throw e; } } @Required public void setMailSender(MailSender mailSender) { this.mailSender = mailSender; } } Listing 8-8 shows the configuration of this implementation; we have defined an abstract configuration bean that specifies the common properties of the beans to be configured, and then configured our specific implementation with this as its parent.

{ thistexture = texture; thisdrawMode = drawMode; // Get the current sprite batch spriteBatch = (SpriteBatch) GameServicesGetService(typeof (SpriteBatch)); // Create a rectangle with the size and position of the image switch (drawMode) { case DrawModeCenter: imageRect = new Rectangle((GameWindowClientBoundsWidth textureWidth)/2,(GameWindowClientBoundsHeight textureHeight)/2,textureWidth, textureHeight); break; case DrawModeStretch: imageRect = new Rectangle(0, 0, GameWindowClientBoundsWidth, GameWindowClientBoundsHeight); break; } } In the Draw method, you just use the SpriteBatch object to draw the image: /// <summary> /// Allows the GameComponent to draw itself /// </summary> /// <param name="gameTime">Provides a snapshot of timing values</param> public override void Draw(GameTime gameTime) { spriteBatchDraw(texture, imageRect, ColorWhite); baseDraw(gameTime); } Putting an image in a scene might not be as simple as you thought it would be.

<bean id="abstractEmailDao" abstract="true"> <property name="fromAddress" value="timesheets@example.com"/> <property name="rcptAddress" value="admin@example.com"/> <property name="mailSender" ref="mailSender"/> <property name="subject" value="Timesheet Update Message"/> </bean> <bean id="simpleEmailDao" class="com.apress.timesheets.mail.SimpleMailDaoImpl" parent="abstractEmailDao"/> Because our bean does not require any additional configuration details beyond those common to the other implementations in this chapter, it does not require any other properties to be specified; they are all inherited from the abstract parent bean. You should note that the abstract bean configuration has no relationship to the abstract DAO implementation that we created in Listing 8-6. One is a convenience for the implementation of the DAO, and the other is a convenience for its configuration. Either could exist without the other, and the properties of the abstract bean configuration do not have to (and do not) correspond to the properties available in the AbstractMailDaoImpl implementation. Figure 8-1 shows an example of the resulting plain-text e-mail that will be sent by the basic e-mail DAO implementation.

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