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.NET/Java PDF, Tiff, Barcode SDK Library

will not automatically download offline content. There are various reasons for this that are unimportant to us, because the net result is that we cannot predict how our e-mail will appear to all users. The solution is to include the content within the e-mail itself and to reference it from the HTML. An example of the HTML used to reference an inline image is shown in Listing 8-13 (but note that this technique works for any inline content, not just images). In addition to explicitly referenced inline binary content such as images, we can include unreferenced attachments in our message. The user s mail client will typically make these available for download upon receipt, so if the purpose of your e-mail is purely to transfer a file, the binary should be included as a file, not as inline content. Our example sends the same image in both modes. The code marked in bold in Listing 8-13 is an image tag referencing an image to be included in the message.

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Now modify the code of the LoadContent method in the Game1 class to load the content needed in this scene: /// <summary> /// LoadContent will be called once per game and is the place to load /// all your content /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures spriteBatch = new SpriteBatch(graphics.GraphicsDevice); Services.AddService(typeof (SpriteBatch), spriteBatch); // Create the Credits / Instruction scene helpBackgroundTexture = Content.Load<Texture2D>("helpbackground"); helpForegroundTexture = Content.Load<Texture2D>("helpForeground"); helpScene = new HelpScene(this, helpBackgroundTexture, helpForegroundTexture); Components.Add(helpScene); // Create the start scene smallFont = Content.Load<SpriteFont>("menuSmall"); largeFont = Content.Load<SpriteFont>("menuLarge"); startBackgroundTexture = Content.Load<Texture2D>("startbackground"); startElementsTexture = Content.Load<Texture2D>("startSceneElements"); startScene = new StartScene(this, smallFont$, largeFont, startBackgroundTexture, startElementsTexture); Components.Add(startScene); startScene.Show(); activeScene = startScene; } } Declare these objects in the Game1 class to see the scene in action: protected StartScene startScene; protected Texture2D startBackgroundTexture, startElementsTexture; // Fonts private SpriteFont smallFont, largeFont Execute the program, and you should see something similar to Figure 4-1.

## Sent whenever a timesheet is updated <html> <body> <h3>Timesheet updated</h3> <p>User ${timesheet.consultant.accountName} has updated one of their timesheets.</p> <p>Image attached. Should be equivalent to the following image:</p> <p><img src="cid:inlineImage"/></p> </body> </html> The cid: prefix is a URI representing message content (CID stands for common image descriptor). The inlineImage following this is the identifier we will be using to associate the link with the correct inline content. Naturally, you must select a unique name to identify unique content items. The naming format follows the RFC 1738 URL address specification, but I would recommend that you constrain yourself to simple letters and numbers. Listing 8-14 shows the implementation of our DAO to send the timesheet update with both the HTML content and images.

Up to now, you ve created only the opening and help scenes of the game. The most important scene is still missing: the game scene itself! This scene will look like the first version of Rock Rain, with the addition of some game rule changes and two-player support. Still, there is an interesting change: the use of animated sprites.

public class VelocityImageMailDaoImpl extends AbstractMailDaoImpl { private JavaMailSender mailSender; private String velocityMacroPath; private VelocityEngine velocityEngine; private Resource attachment; private Resource image;

As seen in 2, animated sprites are a basic resource in any 2D game. They allow you to have actors in the scene that are more than a single moving image, giving the illusion of animation, just as in TV cartoons. In Rock Rain s case, you re using animated sprites to animate your meteors, which now spin while they move on the screen. So, create a class called Sprite and use the code in Listing 4-2 for this GameComponent. This code is just an improved version of the code shown in 2. Put it inside the project s Core folder. Listing 4-2. The Sprite GameComponent #region Using Statements using using using using System; System.Collections.Generic; Microsoft.Xna.Framework; Microsoft.Xna.Framework.Graphics;

public void sendTimesheetUpdate(final Timesheet timesheet) { final MimeMessagePreparator preparator = new MimeMessagePreparator() { public void prepare(MimeMessage mimeMessage) throws Exception { final MimeMessageHelper message = new MimeMessageHelper( mimeMessage, true); message.setTo(rcptAddress); message.setSubject(subject); message.setFrom(fromAddress); message.addAttachment(attachment.getFilename(), attachment); final Map<String, Object> model = new HashMap<String, Object>(); model.put("timesheet", timesheet); final String text = VelocityEngineUtils .mergeTemplateIntoString(velocityEngine, velocityMacroPath, model); message.setText(text, true); message.addInline("inlineImage", image); } }; mailSender.send(preparator); } @Required public void setMailSender(final JavaMailSender mailSender) { this.mailSender = mailSender; } @Required public void setVelocityEngine(final VelocityEngine velocityEngine) { this.velocityEngine = velocityEngine; } @Required public void setVelocityMacroPath(final String velocityMacroPath) { this.velocityMacroPath = velocityMacroPath; } @Required public void setAttachment(final Resource attachment) { this.attachment = attachment; }

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