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Now, using XNA terms, each game scene is a GameComponent that has other GameComponents representing the actors of the scene Each scene has its own unique qualities, but the scenes also have some things in common For example, each scene contains its own collection of GameComponents that represents the actors in that scene Also, in each scene, a method shows it or closes it according to the flow of the scenes that the user chose (when you open the action scene, you ll need to also close the start scene, for example) You ll also be able to pause each scene This is useful when you want to interrupt a game for a fast trip to the bathroom, for example You do this by simply not executing the Update method of the scene s GameComponents Remember that XNA calls the Update method to update the status of a GameComponent.

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Note MIME is essentially a mechanism for encoding binary files into text for transmission over mediums

If it isn t called, the GameComponent won t be updated, and it will be stopped in the game scene In this architecture, the only GameComponents that will be added to the list of the game s components are the scenes, because the other GameComponents that build the scene itself will be added to the lists of components of the proper scene..

that do not understand binary data. In the early days of e-mail transmissions, not all mail servers would correctly handle binary files and so the encoding was necessary. Although the mechanism is no longer necessary for this specific reason, MIME has become the accepted standard and must therefore be used for sending binary data by e-mail. The standard has also been adopted in other circumstances, and related parts of the standard are used for other purposes, notably for identifying file types. As a result, the acronym does not automatically indicate any connection with e-mail when used in other contexts.

Figure 4-2. Flow of the game scenes You ll initially create the class that implements the common functionality of the scenes, and then add a new GameComponent called GameScene. For project organization purposes, put it inside the Core folder. Start with the code. First, your scene is a visual component, so derive it from DrawableGameComponent, instead of GameComponent. Next, as mentioned, each scene contains your own list of actors, meaning that it has your own list of GameComponents. Start declaring it in the class as follows: /// <summary> /// List of child GameComponents /// </summary> private readonly List<GameComponent> components; Also add a property to expose the Components list, to be able to add to new actors to the scene from the derived classes: /// <summary> /// Components of game scene /// </summary> public List<GameComponent> Components { get { return components; } }

The interface is shown in Listing 8-4 and is mostly concerned with the manipulation of MIME messages. However, it extends MailSender, so as a matter of convenience you can use a JavaMailSender implementation in any context where you need a MailSender implementation.

In the constructor of this class, you ll initialize this list and set that the component will not be visible or will have its status updated initially, using the attributes Visible and Enabled of the DrawableGameComponent class: /// <summary> /// Default constructor /// </summary> public GameScene(Game game) : base(game){ components = new List<GameComponent>(); Visible = false; Enabled = false; } Then, to show or hide the scene, change the values of these attributes. You create two methods for this: /// <summary> /// Show the scene /// </summary> public virtual void Show() { Visible = true; Enabled = true; } /// <summary> /// Hide the scene /// </summary> public virtual void Hide() { Visible = false; Enabled = false; } Now you need to handle the actors of the scene correctly. For each call to the Update method of the scene, you must call the respective method for each actor in the scene, to update your status. If the object of the scene is disabled (Enabled = false), then XNA won t call the Update method, and none of the actors of the scene will be updated either, because its respective Update methods won t have executed: /// <summary> /// Allows the GameComponent to update itself /// </summary> /// <param name="gameTime">Provides a snapshot of timing values</param> public override void Update(GameTime gameTime) { // Update the child GameComponents (if Enabled) for (int i = 0; i < components.Count; i++) {

public interface JavaMailSender extends MailSender { MimeMessage createMimeMessage(); MimeMessage createMimeMessage(InputStream contentStream) throws MailException; void send(MimeMessage mimeMessage) throws MailException; void send(MimeMessage[] mimeMessages) throws MailException; void send(MimeMessagePreparator mimeMessagePreparator) throws MailException; void send(MimeMessagePreparator[] mimeMessagePreparators) throws MailException; } All of the examples in this chapter use the JavaMailSenderImpl implementation of the JavaMailSender interface. Listing 8-5 shows the configuration of this bean in the application context configuration file.

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