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You override the Draw method of the GameScreen base class to add your drawing code. You can separate the drawing code in two parts, where you first draw the 3D scene objects, and then draw the 2D objects (such as text and sprites) on top of those. Following is the code to draw the 3D scene objects: GraphicsDevice.Clear(Color.Black); BaseCamera activeCamera = gameLevel.CameraManager.ActiveCamera; gameLevel.SkyDome.Draw(gameTime); gameLevel.Terrain.Draw(gameTime); gameLevel.Player.Draw(gameTime); // Draw enemies foreach (Enemy enemy in gameLevel.EnemyList) { if (enemy.BoundingSphere.Intersects(activeCamera.Frustum)) enemy.Draw(gameTime); } First, you clear the screen before drawing anything on it, and then you call the Draw method of all the scene objects to render them to the screen. Note that the order in which you draw the scene objects here is not important. Next, you need to draw the 2D UI objects. You draw all these objects using the XNA s SpriteBatch class. Following is the code to draw the game s UI: spriteBatch.Begin(SpriteBlendMode.AlphaBlend, SpriteSortMode.Deferred, SaveStateMode.SaveState); // Project weapon target position weaponTargetPosition = GraphicsDevice.Viewport.Project(weaponTargetPosition, activeCamera.Projection, activeCamera.View, Matrix.Identity); // Draw weapon reticule int weaponRectangleSize = GraphicsDevice.Viewport.Width / 40; if (activeCamera == gameLevel.CameraManager["FPSCamera"]) spriteBatch.Draw(weaponTargetTexture, new Rectangle( (int)(weaponTargetPosition.X - weaponRectangleSize * 0.5f), (int)(weaponTargetPosition.Y - weaponRectangleSize * 0.5f), weaponRectangleSize, weaponRectangleSize), (aimEnemy == null) Color.White : Color.Red); // Draw text Player player = gameLevel.Player; spriteBatch.DrawString(spriteFont, "Health: " + player.Life + "/" + player.MaxLife, new Vector2(10, 5), Color.Green); spriteBatch.DrawString(spriteFont, "Weapon bullets: " + player.Weapon.BulletsCount + "/" + player.Weapon.MaxBullets, new Vector2(10, 25), Color.Green);

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In this chapter, I have given you a tour of Spring MVC and Spring Web Flow, building a small part of the example application with them (see the source code available from the Source Code/Download area of the Apress website,, for plenty more examples). In the next chapter, you will look at the Spring Security framework (also known as Acegi Security) and see how this uses filters to achieve URL-based security, and how it allows you to enforce authorization and authentication concerns throughout your web application.

spriteBatch.DrawString(spriteFont, "Enemies Alive: " + numEnemiesAlive + "/" + gameLevel.EnemyList.Count, new Vector2(10, 45), Color.Green); spriteBatch.End(); base.Draw(gameTime); You should place all the code used to draw the 2D objects between the Begin and End methods of the SpriteBatch class. The SpriteBatch usually changes some render states before drawing the 2D objects. Because you don t want the hassle of restoring them after you finished using the SpriteBatch, you can make the SpriteBatch restore them for you automatically after the objects have been drawn. To do that, you need to call the Begin method of the SpriteBatch, passing its third parameter as the SaveStateMode.SaveState. The first and second parameters passed to the SpriteBatch s Begin method are the default parameters. Next, you need to draw the weapon reticule sprite. However, before you can draw it, you need to transform its position from 3D world coordinates to 2D screen coordinates. To do that, you can project the weapon s target position on the screen using the Project method of the Viewport class. In this case, you need to call this method from the Viewport property of the current GraphicsDevice, which takes the screen resolution and aspect ratio into account. After that, you just need to scale the sprite, making it independent of the screen resolution. Finally, you use the DrawString method of the SpriteBatch class and the SpriteFont that you have loaded to draw the player s health, number of weapon bullets, and number of remaining enemies in the map.

he Acegi security system was originally created independently of the core Spring development effort but from the beginning was designed with the Spring environment in mind. The project was so successful that it has now been adopted wholesale as the standard for security in the Spring framework, and is therefore now known interchangeably as Spring Security or Acegi Security. Security as a whole breaks down into three areas of concern: Authentication determines that a user is who he claims to be. Authorization determines what the user is allowed to do if he is indeed that person. Channel security ensures that nobody can eavesdrop on the conversation.

The last class you create is the TPSGame class, which extends the Game class and is the main game class. Start the TPSGame class, declaring its attributes: GraphicsDeviceManager graphics; InputHelper inputHelper; The GraphicsDeviceManager attribute is responsible for creating and managing the GraphicsDevice for the game. Also, you use the InputHelper attribute to handle the user input. Now, create the constructor for the TPSGame class: public TPSGame() { Window.Title = "XNA TPS v1.0"; Content.RootDirectory = "Content"; // Creating and configuring graphics device GameSettings gameSettings = SettingsManager.Read( Content.RootDirectory + "/" + GameAssetsPath.SETTINGS PATH + "GameSettings.xml"); graphics = new GraphicsDeviceManager(this); ConfigureGraphicsManager(gameSettings);

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