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Run the SpaceShipMVC.swf file in the SpaceShipMVC/src folder of the chapter s source files. Figure 1-13 shows what you ll see: a keyboard-controlled spaceship with a map view and parallax scrolling background. This example includes all the techniques we ve looked at so far in this chapter.
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Figure 1-13. Physics-enabled space ship with a map view and parallax scrolling background There s quite a bit of code here, so I m going to let you dig around in the source files if you want to double-check any of the details. But there s absolutely nothing new going on here that we haven t already covered. Here s how it works: I ve applied the MVC framework to the Verlet-based spaceship we looked at earlier. The code is almost identical, but it has been broken down into three classes in exactly the same way that the previous MVC examples were organized. Take a look at the source code, and you ll see there are no surprises. I ve added two additional views: the star field and the map. The map view uses identical code to the previous example. I didn t need to make modifications at all. All I did was drop it in and feed it the spaceship s model. Yay, MVC! The star field effect is made up of two classes: Star (which draws each star) and StarFieldView. StarFieldView is the view class. It randomly plots the stars on the stage and updates their positions based on the model. Figure 1-14 shows how the files are organized.
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Figure 1-14. Objects organized into related packages You can see that each view is organized into a separate folder and package. The application class, SpaceShipMVC imports these classes: import spaceShip.*; import starField.*; import map.MapView; It then elegantly composes them by feeding the ship s model into the three views _model = new ShipModel(); _starField = new StarFieldView(_model); addChild(_starField); _map = new MapView(_model); addChild(_map); _controller = new ShipController(_model); _shipView = new ShipView(_model, _controller); addChild(_shipView); You should be starting to recognize the MVC s signature in this code. And the entire system is thrown into action by this very simple enterFrameHandler: private function enterFrameHandler(event:Event):void { _model.update(); StageBoundaries.wrap(_model, stage); }
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It s amazingly simple, but hides a whole lot of complexity going on behind the scenes. Fortunately, because I ve implemented the MVC framework, that complexity is completely under control. If you re like me and looking at clean, neatly organized and bug-free code makes you really, really happy, then I have only one thing to say: use MVC!
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A fun feature of this example is the parallax scrolling star field. Sixty stars are plotted on the stage at various sizes, from 1 to 10. The smaller stars move more slowly, and the bigger stars move more quickly, which gives it very realistic sense of depth. There are also more stars in the background than in the foreground, which also adds to the effect. Take a look at the StarFieldView class to see how it all works. Here, we ll go over its major features. First, an empty array is created to store the stars: _starArray = []; The code creates 60 stars (the default value of _numberOfStars) in a for loop. It gives them a random size and position on the stage, and pushes them into the _starArray. for (var i:uint = 0; i < Math.round(_numberOfStars); i++) { //Find a random star size. The random number will be weighted //to smaller sizes so that more stars appear in the background var starSize:uint = weightedRandomNumber(_starSize / 2); //Create a new star and position it randomly var star:Star = new Star(starSize, _starColor); star.x = Math.random() * stage.stageWidth; star.y = Math.random() * stage.stageHeight; //Push the star into the _starArray and add it to the stage _starArray.push(star); addChild(star); } The size of the stars is found by a method called weightedRandomNumber. It finds a value between 3 and 10, but weights the result so that it s far more likely for stars to be smaller size. This is important because for the star field effect to look realistic, there should be more small stars in the background than big stars in the foreground. private function weightedRandomNumber(weight:uint):uint { var randomNumber:int = Math.ceil(Math.random() * _starSize); var weightedNumber:int = randomNumber - (uint(Math.random() * weight)); if(weightedNumber < 3)
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{ weightedNumber = 3; } return weightedNumber; } The method first finds a random number between 1 and 10 (10 is the default value of _starSize). var randomNumber:int = Math.ceil(Math.random() * _starSize); It then finds another random number between 1 and 5 (the value of weight) and subtracts that from the first number. var weightedNumber:int = randomNumber - (uint(Math.random() * weight)); For example, let s say the first random number (between 1 and 10) is 7. The second random number, (between 1 and 5) is 3. If you subtract 3 from 7, the result is 4. Most of the numbers will be low, which is good, because it will give us a lot of small stars and only a few bigger ones. But the smallest size the stars should be is 3 pixels, so there s a check for that. if(weightedNumber < 3) { weightedNumber = 3; } This forces stars that are smaller than 3 up to a minimum size of 3. This gives a good range of star sizes. There are certainly many more solutions to this problem, and maybe you can think of a better one.
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