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Imagine this scenario: You re working on big, complex platform game. You have countless classes with complex physics and collision-detection systems. You ve spent a month or two working on it, and it s running great. You re in the final stages of testing, and then you run into a problem. Sometimes your game character appears to get stuck inside a platform. It happens under certain conditions that are very hard to duplicate, but it happens frequently. You scour through your code, testing and changing, but it s impossible to pinpoint the problem. What could possibly be wrong This is by far the most common problem that novice Flash game designers face. It s the result of two factors: Not keeping the data that is used to make decisions in your game separated from the visuals on the stage Not centralizing the code that updates the positions of objects on the stage It s common for game designers to write code that checks where objects are on the stage, and then use that information to figure out where other objects should be. Instead, your code should first create an abstract model of the game, and that game model should tell the objects where on the stage they should go. This allows you to resolve any conflicts before the result is displayed on the stage. The other problem is that game designers will often write separate ENTER_FRAME events for each moving object. If you have three objects on the stage, each running its own ENTER_FRAME event, you have no control over the order in which these events run. Your collision checks might not
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resolve correctly because the game thinks two objects aren t colliding, when in fact they are. The result is that when the next frame swings by, two objects appear to be stuck together and can t be separated. In this chapter, I ll show you how to solve these problems once and for all. We re going to look at two techniques that will become the foundation of the rest of the projects in this book: Verlet integration: A highly reliable game physics system Model-View-Controller: A design pattern that clearly separates the responsibilities of an object into three parts With these two techniques under your belt, you ll be well on your way to building solid and easily configurable games. This chapter also provides two quick primers: one on the drawing API and one on interfaces.
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If you ve done any game design in the past, you ve probably written sections of code that look a lot like this: _vx += _accelerationX; _vy += _accelerationY; player.x += _vx; player.y += _vy; vx is the player object s horizontal velocity, and vy is its vertical velocity. The player object is moved by adding its velocity to its current position. If you do this repeatedly through an ENTER_FRAME loop, the object appears to move. This bit of code is essentially saying, The object is here. It s moving at a certain speed and in a certain direction. So we know that in the next frame it should be over there. This makes a lot of sense. If you re driving a car at 100 kilometers an hour, you know that in 10 minutes, you ll have covered 10 kilometers. Easy stuff! This is a system for calculating an object s position called Euler integration (named after the eighteenth century mathematician Leohnard Euler). It predicts where an object will be based on its current position and its velocity. It s widely used because it doesn t put a lot strain on the processor and it s easy to implement. It s accurate if the velocity is constant, but if the velocity changes due to friction and acceleration, it can become wildly inaccurate. In complex physics scenarios with a lot of fast-moving objects, it also has a tendency to fall apart.
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