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You need access to these objects through properties, of course. Declare the properties as follows: public SoundEffect Explosion { get { return explosion; } } public SoundEffect NewMeteor { get { return newMeteor; } } public SoundEffect MenuBack { get { return menuBack; } } public SoundEffect MenuSelect { get { return menuSelect; } } public SoundEffect MenuScroll { get { return menuScroll; } } public SoundEffect PowerGet { get { return powerGet; } } public SoundEffect PowerShow { get { return powerShow; } } public Song BackMusic { get { return backMusic; } } public Song StartMusic { get { return startMusic; } } And just to make everything better encapsulated, create a method to load all this content within this class: public void LoadContent(ContentManager Content) { explosion = Content.Load<SoundEffect>("explosion"); newMeteor = Content.Load<SoundEffect>("newmeteor");

winforms pdf 417 reader, winforms qr code reader, winforms upc-a reader, winforms data matrix reader, winforms gs1 128, winforms ean 13 reader, itextsharp remove text from pdf c#, pdfsharp replace text c#, winforms code 39 reader, c# remove text from pdf,

final Transport smtp = new SmtpImpl(); final LooselyCoupled lc1 = new LooselyCoupled(smtp); lc1.sendMessage(); final Transport soap = new SoapImpl(); final LooselyCoupled lc2 = new LooselyCoupled(soap); lc2.sendMessage(); In some ways, this is one of the attractive features of dependency injection. You do not have to learn a completely new programming style in order to get the associated advantages; you just have to be a little more disciplined in selecting how and when to apply this technique. Nonetheless, we do in practice use frameworks, so it is reasonable to ask what these offer over and above the benefits available from the kind of hard-coded approach used in Listing 3-4.

backMusic = Content.Load<Song>("backMusic"); startMusic = Content.Load<Song>("startMusic"); menuBack = Content.Load<SoundEffect>("menu back"); menuSelect = Content.Load<SoundEffect>("menu select3"); menuScroll = Content.Load<SoundEffect>("menu scroll"); powerShow = Content.Load<SoundEffect>("powershow"); powerGet = Content.Load<SoundEffect>("powerget"); } The idea is that all scenes have access to an instance of the class that will contain the entire audio content of your game, as with the instance of SpriteBatch. So let s initialize an instance of this class immediately after initialization of spriteBatch in the LoadContent method in the Game1 class: // Load audio elements audio = new AudioLibrary(); audio.LoadContent(Content); Services.AddService(typeof(AudioLibrary), audio); Now you can get the audio instance whenever you need to play some music or sound effects in your scenes, which you ll start to do next.

The basic container for your Spring application is a BeanFactory. As the name implies, this is a class that is responsible for manufacturing bean instances and then configuring their

Your menu for the game will be simple and functional at the same time. It will be drawn using two different fonts, where the bigger font will highlight the selected item. Start adding a new GameComponent called TextMenuComponent in the Core folder. Again, this component is a visual component, so derive it from DrawableGameComponent, instead of GameComponent. In this component, you ll need two fonts to draw the text in normal and selected status, a string list with the items to be drawn, the color of the regular and selected items, the size and position of the menu, and, as always, a SpriteBatch object to draw the text in the screen. Add the following code to the class to declare these objects: // SpriteBatch protected SpriteBatch spriteBatch = null; // Fonts protected readonly SpriteFont regularFont, selectedFont; // Colors protected Color regularColor = Color.White, selectedColor = Color.Red; // Menu position protected Vector2 position = new Vector2(); // Items protected int selectedIndex = 0; private readonly List<string> menuItems; // Size of menu in pixels protected int width, height; Also add a set of properties to handle these attributes:

/// <summary> /// Set the menu options /// </summary> /// <param name="items"></param> public void SetMenuItems(string[] items) { menuItems.Clear(); menuItems.AddRange(items); CalculateBounds(); } /// <summary> /// Width of menu in pixels /// </summary> public int Width { get { return width; } } /// <summary> /// Height of menu in pixels /// </summary> public int Height { get { return height; } } /// <summary> /// Selected menu item index /// </summary> public int SelectedIndex { get { return selectedIndex; } set { selectedIndex = value; } } /// <summary> /// Regular item color /// </summary> public Color RegularColor { get { return regularColor; } set { regularColor = value; } } /// <summary> /// Selected item color /// </summary>

dependencies. A Spring bean can be any Java object, although generally we will be referring to standard Java beans. Depending on the bean definition information retained by the bean factory, the beans it instantiates may be created on demand, or may be shared among all clients of the factory. Table 3-1 shows the methods available on classes implementing the BeanFactory interface.

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