Driessen T.'s A bankruptcy problem and an information trading problem: PDF

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Extra resources for A bankruptcy problem and an information trading problem: Applications to k-convex games

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Usually this is done by creating a camera region that views a specified section of the game world. In Figure 3-5 you can see an example of a user-defined space where the light-blue rectangle represents the camera region (or camera window) that should be displayed in the game window. You can see outside the camera window that the desired user-defined space has its origin located in the bottom-left corner and a y-axis that increases in the upward direction. The camera window itself is defined by its bottom-left corner (Xc and Yc), its width (Wc), and its height (Hc).

Remember from Chapter 2 that content such as images should be loaded into the content project (in this case, TexturedPrimitiveContent) before being used. Do this by right-clicking the content project and selecting Add ➤ Existing Item. png to TexturedPrimitiveContent. They can be found in this chapter’s Book_Img folder. protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. sSpriteBatch = new SpriteBatch(GraphicsDevice); // Create the primitives.

B" toggles back to window ... Pressed) mCurrentIndex = (mCurrentIndex + 1) % kNumObjects; // Update currently working object with thumb sticks. Update(gameTime); } Observations With all the necessary components of the TexturedPrimitive project completed, it is time to build and run the project while making some observations. Run the project and experiment with its functionality. Observe the behavior of the images when moving each thumbstick separately, as well as when toggling to and from full-screen mode.

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A bankruptcy problem and an information trading problem: Applications to k-convex games by Driessen T.


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