bar code generator in c# Drawing and rotating the cannon in Font

Creation Code128 in Font Drawing and rotating the cannon

Drawing and rotating the cannon
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The TurretView class draws a rectangle that represents the barrel of the cannon. Its middle center is at 0, and the rectangle is drawn toward the left, as shown in Figure 5-20. _turretShape.graphics.drawRect (0,model.height / 2, -model.width, -model.height); This aligns the shape accurately so that it rotates correctly according to the formula we ll use.
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Figure 5-20. Set the barrel of the cannon so that it s aligned to the left of the shape s middle center point. This puts it at a starting rotation position of 0 degrees. You can think of this position as lying flat on the ground. You ll notice in the SWF that the cannon can t make a full 360-degree rotation around the lander. The rotation is constrained within a certain range. This creates the effect of the lander s hull blocking the cannon s movement, as shown in Figure 5-21.
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Figure 5-21. Constrain the cannon s rotation within a specific range. The cannon can move freely between 20 to 160 degrees, but not outside that range. The TurretModel has constrainLeft and contrainRight properties, which can be initialized in its constructor. They are the last two arguments in the constructor method: private var _turret:TurretModel = new TurretModel
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(15, 3, 0x000000, -20, -160); The first three arguments set the cannon s width, height, and color. To move the cannon, the TurretUIView listens for mouse movements and sends that information to the TurretUIController s processMouseMove method to figure out what should happen. internal function processMouseMove(stage:Object):void { //Figure out the angle based on the mouse's stage position var angle:Number = Math.atan2 (_model.yPos - stage.mouseY, _model.xPos - stage.mouseX); //Constrain angle to the top arc of the lander if(angle * 180 / Math.PI > _model.constrainLeft || angle * 180 / Math.PI < _model.constrainRight) { _model.angle = angle; } } This is the same formula for calculating an angle of rotation using Math.atan2 described in Foundation Game Design with Flash. The TurretModel has an angle property that it has inherited from its parent, the AVerletModel superclass. When the angle changes, AVerletModel dispatches a CHANGE event. The TurretView listens for that event, and its changeHandler updates the rotation of the turret shape. override protected function changeHandler(event:Event):void { super.changeHandler(event); _turretShape.rotation = model.angle * 180 / Math.PI; } This is the same way that view classes update an object s visual position on the stage based on changing xPos and yPos values in the model. Instead of changing its x and y position, it s just changing its angle. Figure 5-22 is a map of the turret s MVC system so you can see how it all fits together. I ve removed all but the most essential code, so make sure you refer to the original source files for a complete working example. This diagram is just to help you understand the relationship between the classes.
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Figure 5-22. The turret s MVC system
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Firing bullets
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The turret doesn t actually fire any bullets. It just gives permission to the application class to add them to the stage.
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The TurretModel has a Boolean variable called fireBullet, which determines whether bullets can be added to the stage. It s set to true by the turret s controller when the mouse button is clicked. internal function processMouseDown(event:MouseEvent):void { if(_model.turretIsActive) { _model.fireBullet = true; } } You can see how this bit of code fits into the grand scheme of things in Figure 5-22. The Bullets application class checks whether fireBullet is true. In that case, it creates the bullets and adds them to the stage at the end of the cannon s barrel. It uses the turret s angle property and some trigonometry to find the right spot to place them. (This trigonometry is also covered in detail in Foundation Game Design with Flash.) It also gives them their initial velocity and adds the bullet model and views to arrays. if(_turret.fireBullet == true) { //Create the bullet model and push it into the _bulletModels array var bulletModel:CircleModel = new CircleModel(2); _bulletModels.push(bulletModel); //Position the bullet model at the end of the turret //and give it an initial velocity bulletModel.setX = _turret.xPos - _turret.width * Math.cos(_turret.angle); bulletModel.setY = _turret.yPos - _turret.width * Math.sin(_turret.angle); bulletModel.vx = Math.cos(_turret.angle) * -10; bulletModel.vy = Math.sin(_turret.angle) * -10; bulletModel.friction = 1; //Add the bullet view and push it into the _bulletViews array var bulletView:CircleBlockView = new CircleBlockView(bulletModel); addChild(bulletView); _bulletViews.push(bulletView); //Reset the turret so that it can fire again _turret.fireBullet = false; } The last thing it does is set the turret s fireBullet property to false. This prevents a bullet from firing again until the next mouse click.
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