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To update the player, you ll override the Update method of the player s base class (TerrainUnit). In the Update method, you first update the transformation of the player s waist bone. Then you can call the Update method of its base class, which updates the player s position and animated model. You must call the Update method of the player s base class after the player s waist bone has been transformed, to let the current animation take the new waist bone configuration into account. After that, you need to call the UpdateChasePosition method to update the camera s chase position and direction, and finally update the player s weapon. You update the player s weapon by calling the weapon s Update method and passing the player s right hand bone as the weapon s parent bone. In this way, the weapon is updated according to the player s right hand. You also need to set the weapon s target direction as the player s front direction (as illustrated in Figure 13-9). Note that you need to transform the player s right hand bone by the player s transformation matrix before using it to update the player s weapon. Following is the code for the player s Update methods: public override void Update(GameTime time) { // Update the player's waist bone float elapsedTimeSeconds = (float)time.ElapsedGameTime.TotalSeconds; UpdateWaistBone(elapsedTimeSeconds); // Update player's base class // It's where the player's position and animated model are updated base.Update(time); // Update camera chase position UpdateChasePosition(); // Update player weapon Matrix transformedHand = AnimatedModel.BonesAnimation[RIGHT HAND BONE ID] * Transformation.Matrix; playerWeapon.Update(time, transformedHand); playerWeapon.TargetDirection = HeadingVector + UpVector * rotateWaistBone; }

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While it introduces some delightful frameworks of its own, Spring also plays nicely with existing frameworks. There is full support for the use of Apache Struts, JavaServer Faces, and Apache Tapestry in the framework. In each case, suitable classes are provided to allow you to inject dependencies into the standard implementation classes. Where possible, several approaches are offered for users who may be working under additional constraints. For example, the Struts framework can be Spring enabled by configuring your actions using either DelegatingRequestProcessor or DelegatingActionProxy. The former allows closer integration with Spring, but the latter allows you to take advantage of Spring features without giving up any custom request processors that you may be using (Struts does not allow you to configure multiple request processors). Similar support is available for most commonly used frameworks, and the approaches used for these transfer well to any other web framework that uses standard Java features and that provides for a modicum of extensibility.

The Enemy class is the one that has the enemy NPC s logic and attributes. Figure 13-10 shows the spider model used as an enemy in the game.

<bean id="velocityConfig" class="org.springframework.web.servlet.view.velocity.VelocityConfigurer"> <property name="resourceLoaderPath" value="/WEB-INF/velocity/"/> </bean> With the configurer defined, we specify a Velocity view resolver, as shown in Listing 6-30. This is conspicuously similar to the configuration of the JSP view resolver in Listing 6-10.

Figure 13-10. An alien spider model (courtesy of Psionic, http://www.psionic3d.co.uk) Unlike the player, the enemy is computer-controlled, so you need to implement its AI. The enemy s AI is simple, with only four different states: Wandering, Chasing Player, Attacking Player, and Dead. Figure 13-11 shows the diagram of the AI built for the enemies. In the AI diagram shown in Figure 13-11, each circle represents a different enemy state, and the arrows represent the actions that make an enemy change its state. The enemy s AI starts in the Wandering state. In this state, the enemy keeps moving around the map randomly looking for the player. Whenever the enemy sees the player or gets shot by the player, it changes its state to Chasing Player. In the Chasing Player state, the enemy moves closer to the player until it is near enough to attack the player. When that happens, the enemy state is altered to Attacking Player. In this state, the enemy attacks the player successively until the player dies or the player runs. If the player tries to run away from the enemy, the enemy s state is changed back to Chasing Player. Notice that once the enemy starts to chase the player, the enemy stays in a cycle between the states Chasing Player and Attacking Player, not returning to the Wandering state.

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