The first 15 playing minutes are vital for players to decide if they will keep playing, so the game should provide a balance of easy-to-control movements for beginners and complex (and harder to use) movements for advanced players Replayability: This term refers to the desire players have, after finishing a game, to play again For simple games such as Tetris, the appeal of playing again is obvious, but for more complex games, you must plan this appeal in the form of built-in features (such as extra levels unlocked every time the player finishes the game), or as game extensions the player can download or buy Forgiveness: Entering in the details of game play, this concept refers to the programmer s ability to provide the correct balance between mathematical accuracy and playability.

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For example, in a shooter game, if the player shoots a bullet that passes close to an enemy without touching the enemy, it s better to count it as an accurate shot On the other hand, the programmer might choose to decrement the player s energy only for enemy shots that hit the player character s torso, ignoring bullets hitting head, arms, and legs, to make the game easier Challenge: You might say that challenge is the opposite of forgiveness It s the game s ability to provide difficult but not impossible challenges to beat If the game is too easy or too hard, the player will simply exchange it for a better-balanced one The game can provide different skill levels to choose from, and must offer levels with increasingly difficult challenges to keep the player interested..

boolean isSingleton(String name)

public override void Draw(GameTime gameTime) { float y = position.Y; for (int i = 0; i < menuItems.Count; i++) { SpriteFont font; Color theColor; if (i == SelectedIndex) { font = selectedFont; theColor = selectedColor; } else { font = regularFont; theColor = regularColor; } // Draw the text shadow spriteBatch.DrawString(font, menuItems[i], new Vector2(position.X + 1, y + 1), Color.Black); // Draw the text item spriteBatch.DrawString(font, menuItems[i], new Vector2(position.X, y), theColor); y += font.LineSpacing; } base.Draw(gameTime); } In fact, the drawn part of this class is the simplest part. This component must handle the user input as well, using the keyboard (up and down arrows) or the Xbox 360 gamepad. You want some sound effects to notify users when they change or select a menu item. In this case, add some new attributes to this class, to handle sound and user input: // Used to handle input protected KeyboardState oldKeyboardState; protected GamePadState oldGamePadState; // For audio effects protected AudioLibrary audio; As before, the Update method is the right place to handle the user input. You just check the keyboard and the gamepad state, as you saw in the previous chapters, to change the attribute s selectedIndex value:

boolean isTypeMatch(String name, Class targetType)

/// <summary> /// Allows the GameComponent to update itself /// </summary> /// <param name="gameTime">Provides a snapshot of timing values</param> public override void Update(GameTime gameTime) { GamePadState gamepadState = GamePad.GetState(PlayerIndex.One); KeyboardState keyboardState = Keyboard.GetState(); bool down, up; // Handle the keyboard down = (oldKeyboardState.IsKeyDown(Keys.Down) && (keyboardState.IsKeyUp(Keys.Down))); up = (oldKeyboardState.IsKeyDown(Keys.Up) && (keyboardState.IsKeyUp(Keys.Up))); // Handle the D-pad down |= (oldGamePadState.DPad.Down == ButtonState.Pressed) && (gamepadState.DPad.Down == ButtonState.Released); up |= (oldGamePadState.DPad.Up == ButtonState.Pressed) && (gamepadState.DPad.Up == ButtonState.Released); if (down || up) { audio.MenuScroll.Play(); if (down) { selectedIndex++; if (selectedIndex { selectedIndex } } if (up) { selectedIndex--; if (selectedIndex { selectedIndex } }

The implementation of the factory (how it actually goes about acquiring the instances and configuring their dependencies) is not really our problem. As long as we can acquire a bean factory that materializes suitable beans, we need inquire no further. The limited set of methods available should help to illustrate the fact that a BeanFactory really is a container; the methods provided to you are exclusively about querying the factory about its contents and obtaining items from it. Listing 3-5 shows the instantiation, configuration, and use of a BeanFactory implementation purely from code.

== menuItems.Count) = 0;

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