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It s important to remember how to load a Texture2D from the Content Pipeline: Texture2D MyTexture = Content.Load<Texture2D>("xna thumbnail") and how to display this texture using a SpriteBatch object: spriteBatch.Begin(); spriteBatch.Draw(MyTexture, new Vector2(0f, 0f), Color.White); spriteBatch.End(); You also saw that with a few lines of code, you can not only create sprites that collide in XNA, but also deal with player input and play sounds. When reading player input, remember the basic objects: GamePad, Keyboard, and Mouse. These three objects provide a GetState method that allows you to get the player input, returning, respectively, a GamePadState, KeyboardState, and MouseState object, each with the information from the corresponding input device. To add audio, remember that before using any sound in your game, you need to create a project in XACT, which generates the XAP content file that can be included in your game solution. Once the content is in place and the proper audio object s initialization is done, you can play sounds directly from the sound bank using the Play method, or get a Cue object from the sound bank and use its properties and methods to play, pause, resume, and stop playing a sound. With this knowledge, you re now prepared to put it all together in a real game. That s exactly what you ll do in the next chapter. Get your umbrella and prepare for the Rock Rain the complete game you ll create next!

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public interface UserDetails extends Serializable { GrantedAuthority[] getAuthorities(); String getPassword(); String getUsername(); boolean isAccountNonExpired(); boolean isAccountNonLocked(); boolean isCredentialsNonExpired(); boolean isEnabled(); }

n this chapter, you ll create your first game and explore some of the techniques discussed in the previous chapter. Your first game will be both simple and fun. It will run on a PC or on an Xbox 360 console. But as trivial as the game might seem, it still must be well planned. Many projects fail because of too little effort in this phase, which leads to projects without a defined end, or projects that are finished but do not achieve their goals. Planning involves discovering the questions that must be answered before starting a game project. This book intends to teach making games the right way, so let s start right.

The UserDetails interface does not correspond particularly well with the UserAccount object that we discussed in 4 for maintaining the login information. For example, the getAuthorities() method for retrieving authorization information returns the GrantedAuthority objects defined by the interface shown in Listing 7-13 instead of our set of UserRole objects.

You re an intergalactic explorer, and you re stuck in an endless asteroid field! How long will you resist this rock rain This is the main theme of your game, a frenetic challenge where you need to dodge a lot of asteroids that pass rapidly across the screen. It s like an Asteroids clone. This is a simple and old game concept. Players need to avoid getting hit by meteors, and the longer they remain without a collision, the more points they get. Additionally, the quantity of meteors increases as time goes by, making the challenge harder and harder. To satisfy your curiosity, Figure 3-1 shows an example of a screen in your first game. Right now, you ll clarify the game constraints and rules before you program anything. In the case of Rock Rain, they re simple: The player is able to move freely around the screen and cannot leave the screen boundaries. The meteors appear at the top of the screen and move down with a random angle and speed. After some time, a new meteor is added to this rain. The score is determined by the number of meteors on the screen. If the player collides with a meteor, the player s score will be zeroed, and the game will restart with the initial quantity of meteors. Values such as the starting quantity of meteors and how long it should take before another meteor is added to the screen were not specified, because they re game parameters, rather than rules.

Figure 3-1. Final look of Rock Rain From a game programmer s point of view, things like spaceships, meteors, and scores are objects in your game. You should also detail these objects before you start programming anything. Each object in the game has its own characteristics and behavior: the rocks fall, the player controls the spaceship, the score grows with the meteor count, and so on. The correct definition of the behavior and the state control of the game s objects are the most challenging tasks in game programming. That s why your game should be well thought out before you start to build anything. You also need to consider the audio portions for the game. For Rock Rain, you ll have only three sound effects: music that plays while the game is active, a sound that plays when a new meteor is added to the game, and an explosion sound that plays when the player collides with a meteor. And as another feature, when a collision occurs, you ll make the player s Xbox 360 gamepad shake, to give an impact effect.

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