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What defines a player s state It s not only the player s position on the screen, but also that user s score and energy level. You need to inform the other player of an opponent s status so that the game stays synchronized. Create the status message for this. The header for this message is 'S', as the message is Position, Score, Energy. The 'S' message sends all the necessary information for a player, and both players (the local player, player1, and remote player, player2) must send their status through the network. For the remote player, add the following code in the HandleClientData method of the ActionScene class: case 'S': player2.Position = networkHelper.ClientPacketReader.ReadVector2(); player2.Power = networkHelper.ClientPacketReader.ReadInt32(); player2.Score = networkHelper.ClientPacketReader.ReadInt32(); break; If it s the 'S' message, it will be followed by the player s position (a Vector2 object) and the player s score and energy level (Int32 objects). You need to update the player2 object s attributes with only these values. Similarly, add the following code to deal with the player s movement on the server side in this case, in the HandleServerData method: case 'S': player1.Position = networkHelper.ServerPacketReader.ReadVector2(); player1.Power = networkHelper.ServerPacketReader.ReadInt32(); player1.Score = networkHelper.ServerPacketReader.ReadInt32(); break; You must alter the Player class (which represents the player1 and player2 objects) to send the player s position through the network. In fact, the class must change to stop any alterations of its state by the remote player. If alterations are allowed (such as changing the position), a message must send this change to the server.

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Listing 10-4. Creating the Bean in the Database dao.create(account);

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The purpose of our test is to establish that the data survives the round-trip to the database and back, so we need to eliminate any cached copies of the data from the underlying storage method. This is shown in Listing 10-5. Note that we are using the helper object to manipulate the mock database implementation.

If you re adding network support, you also need your instance of the NetworkHelper class. Declare it in the Player class: // Network stuff private readonly NetworkHelper networkHelper; Then initialize it in the class constructor: // Get the current server state for a networked multiplayer game networkHelper = (NetworkHelper) Game.Services.GetService(typeof (NetworkHelper)); Now let s change the Update method of this class so that it sends the 'S' message, with the ship s status. Change the code of the method as follows: if (networkHelper.NetworkGameSession != null) { if (gamer.IsLocal) { // Local gamers always use the main gamepad and keyboard keys HandleInput(PlayerIndex.One); UpdateShip(gameTime); UpdateNetworkData(); } } else { HandleInput(playerIndex); UpdateShip(gameTime); } Note that the messages are sent only to the local player. You don t need to send the remote player s changes to that player. Also, in the case of a multiplayer game via a network, the two players don t need to divide the keyboard or use two gamepads, so they always use the same gamepad or keyboard keys. The following UpdateNetworkData method creates the messages that will be sent: /// <summary> /// Update server data with the ship info /// </summary> private void UpdateNetworkData() { if (networkHelper.NetworkGameSession.IsHost) { networkHelper.ServerPacketWriter.Write('S'); networkHelper.ServerPacketWriter.Write(position); networkHelper.ServerPacketWriter.Write(power); networkHelper.ServerPacketWriter.Write(score); }

Listing 10-5. Clearing Any Cached Copies of the Bean helper.clear();

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else { networkHelper.ClientPacketWriter.Write('S'); networkHelper.ClientPacketWriter.Write(position); networkHelper.ClientPacketWriter.Write(power); networkHelper.ClientPacketWriter.Write(score); } } This adds the message data in the corresponding PacketWriter, as you did earlier. The code you added to the Update method of the Game1 class also sends this data, and the HandleClientData and HandleServerData methods of the ActionScene class handle it, the same way they handle the pause message. In this way, you ll add the network support to all the other objects that contain some game state.

Having cleared the cache, we must first check that the primary key value was assigned to the bean successfully implying, if not proving, that it was persisted successfully. We call one of the TestCase parent class s assertion methods to indicate that we expect the id property to have been assigned a value. This is shown in Listing 10-6.

The PowerSource class, which represents the item that gives energy to the player, also contains an important state in the game: its position. Through this position and the other players positions, you ll be able to know if any player managed to get any energy during a match. Create a message to tell the position of this item. This message has the header 'L' and the message Position. This state is kept only on the server. Then add the following code to the HandleServerData method of the ActionScene class: case 'L': powerSource.Position = networkHelper.ServerPacketReader.ReadVector2(); break; Think it s repetitive Great! Next, add an attribute of the NetworkHelper type and initialize it in the PowerSource class constructor, the same way as did with the Player class, and change the Update method as follows: /// <summary> /// Allows the game component to update itself /// </summary> /// <param name="gameTime">Provides a snapshot of timing values</param> public override void Update(GameTime gameTime) { if ((networkHelper.NetworkGameSession == null) || (networkHelper.NetworkGameSession.IsHost)) { // Check if the meteor is still visible if (position.Y >= Game.Window.ClientBounds.Height) { PutinStartPosition(); }

Listing 10-6. Asserting Our Expectation of a Non-null id Value assertNotNull(account.getId());

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The test of Listing 10-6 is indicative of success, but not proof, and so we will now use the assigned primary key to retrieve the appropriate entity from the database by calling the DAO s read() method in Listing 10-7.

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