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Making the sprite bounce on the window borders is already a simple collision-detection test, but in 2D games, you usually want to test for collisions between sprites. If you do an Internet search for collision-detection algorithm, you ll find thousands of pages describing many different algorithms for detecting collisions on 2D and 3D systems. Here, we ll present a simple example to help you understand the concept. When testing for collisions, it s usually not reasonable to test every single pixel of a sprite against every single pixel of another sprite, so the collision-detection algorithms are based on approximating the object shape with some easily calculated formula. The most common collisiondetection algorithm uses bounding boxes, which approximate the object shape with one or more rectangles, or boxes. Figure 2-6 shows a plane sprite, whose form is approximated by two boxes.

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Figure 2-6. Two boxes may be used to calculate collisions for a plane sprite. An easy way to implement the bounding-box test is simply to check if the x,y position of the upper-bound corner in the first box (which wraps the first sprite you want to test) is inside the second box (which wraps the second object to test). In other words, check whether the X and Y values of the box being tested are less than or equal to the corresponding X and Y values of the other box, plus the width of the other box. In your clsSprite class, implement a method (named Collides) that will receive a sprite as a parameter, and test the received sprite against the current sprite. If there s a collision, the method will return true. public bool Collides(clsSprite otherSprite) { // Check if two sprites collide if (this.position.X + this.size.X > otherSprite.position.X && this.position.X < otherSprite.position.X + otherSprite.size.X && this.position.Y + this.size.Y > otherSprite.position.Y && this.position.Y < otherSprite.position.Y + otherSprite.size.Y) return true; else return false; } Check this code against the diagram in Figure 2-7, to be sure you understand the algorithm.

Earlier in this chapter, you saw how a view resolver could be used by Spring MVC and Spring Web Flow to convert Spring MVC view names into the concrete implementation of a JSP. Your application is not restricted to using JSPs, however. Spring supports a wide range of view technologies, and it uses the same basic mechanism for all of them: you configure a view resolver for the appropriate output format, and establish how view names are mapped to their output.

private void UpdateChasePosition() { ThirdPersonCamera camera = cameraManager.ActiveCamera as ThirdPersonCamera; if (camera != null) { // Get camera offset position for the active camera Vector3 cameraOffset = chaseOffsetPosition[cameraManager.ActiveCameraIndex]; // Get the model center Vector3 center = BoundingSphere.Center; // Calculate chase position and direction camera.ChasePosition = center + cameraOffset.X * StrafeVector + cameraOffset.Y * UpVector + cameraOffset.Z * HeadingVector; camera.ChaseDirection = HeadingVector; } }

Velocity and FreeMarker are templating languages with similar behavior and syntaxes. In some ways they are like JSPs, but unlike JSPs they are interpreted dynamically rather than being compiled by the application server into class files. A common beginners error with JSPs is to try to include lots of application logic in the page, when it really belongs in a servlet or some other controller class. Velocity and FreeMarker intentionally restrict the amount of logic that can easily be included in the page to those operations that are concerned with the presentation of the data supplied to it. In both cases, the syntax has a lot in common with the Java EE expression language used to dynamically incorporate content into JSPs. Velocity templates are defined in files. Our first step when configuring velocity is therefore to define the location from which the files will be loaded. Listing 6-29 shows the configuration of Spring s VelocityConfigurer to define the appropriate path. The velocity configurer is one of a set of wrapper and helper classes used to make the Velocity libraries more IOC friendly.

To be able to attach a weapon to the player, create the AttachWeapon method. This method receives the type of weapon to be attached as a parameter. Inside the AttachWeapon method, create and initialize a new PlayerWeapon for the player. Following is the code for the AttachWeapon method: public void AttachWeapon(EntityTypes.PlayerWeaponType weaponType) { playerWeapon = new PlayerWeapon(Game, weaponType); playerWeapon.Initialize(); }

The transfer classes (form beans) in Spring MVC are conventional POJOs, and the validation framework is both POJO-based and simple to configure.

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