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if (components[i].Enabled) { components[i].Update(gameTime); } } base.Update(gameTime); } The drawing code for the actors is similar. For each Draw method executed in the scene, call the Draw method for each DrawableGameComponent that is inserted in the list of components of the scene: /// <summary> /// Allows the GameComponent to draw your content in the game screen /// </summary> public override void Draw(GameTime gameTime) { // Draw the child GameComponents (if drawable) for (int i = 0; i < components.Count; i++) { GameComponent gc = components[i]; if ((gc is DrawableGameComponent) && ((DrawableGameComponent) gc).Visible) { ((DrawableGameComponent) gc).Draw(gameTime); } } base.Draw(gameTime); } In short, all that this GameComponent does is correctly manipulate calling the Draw and Update methods of the game class, drawing and updating the other GameComponents that compose a scene. Also, note that the Show and Hide methods show and hide a game scene, avoiding the execution of the Draw and Update methods using the Visible and Enabled properties. Simple, isn t it Let s create three GameComponents derived from this class: one for the start scene of the game, another for the help scene, and another for the action scene itself. The game class will show the correct scene according to the game state. That is, you start in the opening scene, and then players can go to the action scene, and return to the opening after losing all their lives. Alternatively, players can choose to go to the help scene from the start scene, and so on, until they choose the option to leave the start scene. So, add three GameComponents called StartScene, HelpScene, and ActionScene, respectively. As you start with the help scene, declare it in the Game1 class of your game, as follows: // Game scenes protected HelpScene helpScene; // Active game scene protected GameScene activeScene;

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You ll create the classes used to store the skeletal animation data in a separate library, so that they can be used by the animated model processor to store the skeletal animation data and by the game application to load this data at runtime. Begin by creating a new Windows Game Library project named AnimationModelContentWin. The model processor will use the classes in this library on the Windows platform to store the skeletal animation data. If your game is targeted to the Windows platform, this library will also be used to load the skeletal animation data in runtime.

<bean id="mailSender" class="org.springframework.mail.javamail.JavaMailSenderImpl"> <property name="host" value="smtp.example.com"/> </bean>

If you re targeting the Xbox 360, you need to create one more project: an Xbox 360 Game Library named AnimationModelContentXbox. This library contains the same files as the AnimationModelContentWin library, but Xbox 360 applications use it to load the skeletal animation at runtime. You need the AnimationModelContentWin project even if you re targeting the Xbox 360 platform, because the original model files are imported and processed on the Windows platform, and this project contains the class definitions. You ll create the following three classes to store the skeletal animation data: The Keyframe class stores an animation frame of a skeletal animation, where each animation frame stores the configuration for a bone in the skeleton. The AnimationData class stores an array of keyframes, which compose a complete animation (such as running, jumping, and so on). The AnimatedModelData class stores the model skeleton (bones and hierarchy) and an array of type AnimationData, containing all the model animations.

You will need to amend the host value (highlighted in bold in Listing 8-5) to the domain name of your own SMTP mail gateway. You cannot send e-mail by using the examples in this chapter without access to a mail gateway. Setting up your own gateway is beyond the scope of this book.

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