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We already know that a Windows Phone XNA game project must contain exactly one class that derives from Microsoft.Xna.Framework.Game, and by default Visual Studio creates new XNA projects with one such class present. In order to use the game framework, we must change the inheritance of this class so that it instead derives from GameFramework.GameHost, as shown in Listing 3 14. Listing 3 14. The declaration of a game class using the game framework /// <summary> /// This is the main type for your game /// </summary> public class MultipleObjectsGame : GameFramework.GameHost {

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RenderSystemList* getAvailableRenderers(void); Root also provides several other methods for obtaining information about and manipulating the render system list: void addRenderSystem(RenderSystem* newRend); RenderSystem* getRenderSystemByName(const String& name); void setRenderSystem(RenderSystem* system); RenderSystem* getRenderSystem(void); Typically you will only use the setRenderSystem() method in conjunction with the getAvailableRenderers() method, to instruct Ogre to use a render system, usually as a result of a user s choice (see Listing 4-6) Listing 4-6 Setting the Render System to Use in an Ogre Application // RenderSystemList is a std::vector RenderSystemList *rlist = root->getAvailableRenderers(); RenderSystemList::iterator it = rList->begin(); while (it != rList->end()) { // Ogre strings are typedefs of std::string RenderSystem *rSys = *(it++); if (rSys->getName()find("OpenGL")) { // set the OpenGL render system for use root->setRenderSystem(rSys); break; } } // note that if OpenGL wasn't found, we haven't set a render system yet! This // will cause an exception in Ogre's startup.

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Now that we are set up to use the 17.200 game framework, we can start writing code to use it. In the MultipleGameObjects example, there are two classes that derive from the game framework s SpriteObject: BoxObject and BallObject. Each of these contains all the logic required for that object to update and draw itself.

Before you embark on any ORM endeavor in your application, it is important that you first understand a handful of basic design patterns required for successful implementation. This section by no means provides a comprehensive list of patterns. However, it is a good starting point for building a solid understanding of pattern-based development. For those of you who read this and still want to know more, at the end of this chapter I provide a list of additional reading that I have found beneficial.

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BoxObject is the more straightforward of the two derived object classes. Its constructor is shown in Listing 3 15. Listing 3 15. The constructor for the BoxObject class internal BoxObject(MultipleObjectsGame game, Texture2D texture) : base(game, Vector2.Zero, texture) { // Store a strongly-typed reference to the game _game = game; // Set a random position PositionX = GameHelper.RandomNext(0, _game.Window.ClientBounds.Width); PositionY = GameHelper.RandomNext(0, _game.Window.ClientBounds.Height); // Set the origin Origin = new Vector2(texture.Width, texture.Height) / 2; // Set a random color SpriteColor = new Color(GameHelper.RandomNext(0, 256), GameHelper.RandomNext(0, 256), GameHelper.RandomNext(0, 256)); // Set a random movement speed for the box

The code in Listing 4-6 will look for the OpenGL render system in the list of available render systems, and set it if it exists Like the warning says at the end of the listing, this code will cause an exception within the initialise() method of Root if no render system has been set, so treat this example as just that: an example Most likely what you will do is populate a drop-down menu in your application s GUI with the names of the available render systems as provided by getAvailableRenderers(), and then call setRenderSystem() with the user s selection addRenderSystem() typically should only be called from a plug-in initialization function, unless the render system implementation comes from another source (such as a custom application logic loading system) getRenderSystemByName() is useful for quick detection of installed render systems, and returns NULL if the named render system has not been loaded.

_moveSpeed = GameHelperRandomNext(20f) + 2; // Set a random rotation speed for the box _rotateSpeed = GameHelperRandomNext(-50f, 50f); } It accepts parameters that are relevant for the box, namely a reference to the MultipleGameObjects game class and the texture to display in the box After storing the game class reference, the constructor randomizes the object ready for display on the screen This process consists of setting random values for the PositionX, PositionY, and SpriteColor properties (all of which are provided by the SpriteObject base class) It also sets the Origin property to be at the center of the sprite, calculated by halving the width and height of the provided texture Once the base class properties have been set, the constructor code also generates random values for its own class-specific variables.

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Figure 3-39 shows this expression in the expression builder. The empty quotation marks (" ") add a space between the first name and last name. You can type ...

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