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Simple .NET/ASP.NET PDF document editor web control SDK

// Create the terrain material and add it to the terrain TerrainMaterial terrainMaterial = new TerrainMaterial(); terrainMaterial.LightMaterial = new LightMaterial( new Vector3(0.8f), new Vector3(0.3f), 32.0f); terrainMaterial.DiffuseTexture1 = GetTextureMaterial( game, "Terrain1", new Vector2(40, 40)); terrainMaterial.DiffuseTexture2 = GetTextureMaterial( game, "Terrain2", new Vector2(25, 25)); terrainMaterial.DiffuseTexture3 = GetTextureMaterial( game, "Terrain3", new Vector2(15, 15)); terrainMaterial.DiffuseTexture4 = GetTextureMaterial( game, "Terrain4", Vector2.One); terrainMaterial.AlphaMapTexture = GetTextureMaterial( game, "AlphaMap", Vector2.One); terrainMaterial.NormalMapTexture = GetTextureMaterial( game, "Rockbump", new Vector2(128, 128)); gameLevel.Terrain.Material = terrainMaterial; // Add the terrain to the service container game.Services.AddService(typeof(Terrain), gameLevel.Terrain); The terrain material is composed of a LightMaterial and some TextureMaterial. After creating the terrain material, you need to set it into the terrain s effect, and you also need to add the terrain to the game services container. In the preceding code, you re using the GetTextureMaterial method to ease the creation of the TextureMaterial. The code for the GetTextureMaterial follows: private static TextureMaterial GetTextureMaterial(Game game, string textureFilename, Vector2 tile) { Texture2D texture = game.Content.Load<Texture2D>( GameAssetsPath.TEXTURES PATH + textureFilename); return new TextureMaterial(texture, tile); } Next, create the game s sky: // Create the sky gameLevel.SkyDome = new SkyDome(game); gameLevel.SkyDome.Initialize(); gameLevel.SkyDome.Load("SkyDome"); gameLevel.SkyDome.TextureMaterial = GetTextureMaterial( game, "SkyDome", Vector2.One); The game s sky also has a TextureMaterial that you can create through the GetTextureMaterial method. Last, you need to create the game s logic objects, which are the player and the enemies. The code used to create the player follows:

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Renders the enclosing form element. Renders text input elements, equivalent to a form input type of text. Renders password input elements, equivalent to a form input type of password. Renders hidden form fields. Renders form select boxes and is used in conjunction with the option and options tags. Used to render a single select option. Used to render a set of option elements. The values and labels for the options will normally be drawn from the reference data supplied by the controller. Used to render a radio input element, equivalent to a form input type of radio. An additional specially named hidden field is rendered to ensure that the binding logic can determine whether the state has changed (otherwise impossible, because an unchecked radio element s value is never submitted). Used to render a check box input element, equivalent to a form input type of checkbox. As with radiobutton, a specially named hidden field is rendered to ensure that state changes are always detectable. Renders a text area element. Renders any error messages generated during validation of the form or of the named field (if any). Renders a label element for a named field.

// Create the player gameLevel.Player = new Player(game, UnitTypes.PlayerType.Marine); gameLevel.Player.Initialize(); gameLevel.Player.Transformation = new Transformation( new Vector3(-210, 0, 10), new Vector3(0, 70, 0), Vector3.One); gameLevel.Player.AttachWeapon(UnitTypes.PlayerWeaponType.MachineGun); // Player chase camera offsets gameLevel.Player.ChaseOffsetPosition = new Vector3[2]; gameLevel.Player.ChaseOffsetPosition[0] = new Vector3(3.0f, 5.0f, 0.0f); gameLevel.Player.ChaseOffsetPosition[1] = new Vector3(3.0f, 4.0f, 0.0f); After creating the player character, you can set his initial position and rotation, modifying his transformation. To add a weapon to the player character, you use the AttachWeapon method. You can also change the default camera s chase position, creating an offset vector in the player for each game camera. Now it s time to create the game s enemies. Because the game level usually has many enemies, create a method named ScatterEnemies, to create the enemies and randomly position them on the map: private static List<Enemy> ScatterEnemies(Game game, int numEnemies, float minDistance, int distance, Player player) { List<Enemy> enemyList = new List<Enemy>(); for (int i = 0; i < numEnemies; i++) { Enemy enemy = new Enemy(game, UnitTypes.EnemyType.Beast); enemy.Initialize(); // Generate a random position with a minimum distance Vector3 offset = RandomHelper.GeneratePositionXZ(distance); while (Math.Abs(offset.X) < minDistance && Math.Abs(offset.Z) < minDistance) offset = RandomHelper.GeneratePositionXZ(distance); // Position the enemies around the player enemy.Transformation = new Transformation( player.Transformation.Translate + offset, Vector3.Zero, Vector3.One); enemy.Player = player; enemyList.Add(enemy); } return enemyList; }

The two special cases in the table are the errors and options custom tags. The former is used to render error messages resulting from validation failures of the submitted form. The latter is used to allow the options used in standard select elements to be rendered with a single tag, without resorting to additional tag libraries or scriptlets. Table 6-2 shows the additional generic Spring custom tags that are available for use throughout the page.

Therefore, you ll use bones to represent and store the skeleton Each bone stores an initial position and rotation, defining where and how it is attached to its parent bone It also stores its size, which is defined as the distance between its position and the position of a child bone This bone representation creates the necessity of having an end bone (of zero size) to define the end of the skeleton Figure 12-3 illustrates a skeleton s arm representation using bones Notice that it is necessary to have an end bone after the hand bone to define the hand bone s size and the end of the skeleton s arm Furthermore, notice that the fingers are not separately movable, as they don t have their own bones Finally, each model has a root bone, which is the main part of the model.

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