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So how can we use the Vector class and the drawPath method to help us draw the star shape The DrawingAPI folder contains a subfolder called Star with a working example. Here s the most important section of code: //Create a new Vector object for the drawing coordinates //This must be typed as Number var starCoordinates:Vector.<Number> = new Vector.<Number>(); //Push the coordinates into the starCoordinates Vector starCoordinates.push ( 30,0, 35,15, 50,10, 45,25,60,30, 45,35, 50,50, 35,45, 30,60, 25,45, 10,50, 15,35, 0,30, 15,25, 10,10, 25,15, 30,0 );
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//Create a Vector object for the drawing commands var starCommands:Vector.<int> = new Vector.<int>(); //Push the drawing commands into the starCommands Vector //1 = moveTo(), 2 = lineTo(), 3 = curveTo() starCommands.push(1,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2);
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//Create the starShape object var starShape:Shape = new Shape(); //Begin the fill starShape.graphics.beginFill(0xFFFF00); //Use the drawPath command to draw the shape using the //starCommands and starCoordinates Vectors starShape.graphics.drawPath(starCommands, starCoordinates); //End the fill starShape.graphics.endFill(); //Position the star in the center of the sprite starShape.x -= starShape.width / 2; starShape.y -= starShape.height / 2; addChild(starShape); Let s look at how this code works. First, a Vector object is created to store all of the x and y coordinates for the shape. These coordinates match those of Figure 1-23. var starCoordinates:Vector.<Number> = new Vector.<Number>(); starCoordinates.push ( 30,0, 35,15, 50,10, 45,25,60,30, 45,35, 50,50, 35,45, 30,60, 25,45, 10,50, 15,35, 0,30, 15,25, 10,10, 25,15, 30,0 ); Next, it creates another Vector object to store the commands used to connect the coordinates. Each number in the vector represents a drawing command: 1 for moveTo() 2 for lineTo() 3 for curveTo()
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var starCommands:Vector.<int> = new Vector.<int>(); starCommands.push(1,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2); Yes, that s 1 moveTo command and 16 lineTo commands! Finally, it uses the drawPath command to draw the shape. It takes two arguments, the commands vector and the coordinates vector, in that order. These must be vectors; they can t be arrays. starShape.graphics.drawPath(starCommands, starCoordinates); And there you have a very efficient way to draw complex shapes!
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Before I close this chapter, I want to introduce the topic of interfaces. This is only for reference, however, because none of the code in this book uses interfaces, and I ll never mention them again. So you can skip this section, and you won t have missed a thing. Still interfaces are an important OOP concept, and you ll almost certainly come across them in your programming career. If you need to know what they are and how to use them, here s a quick primer. What is an interface It s an AS file, like a class file, that describes the methods that a class can use. If a class then chooses to implement the interface, it must use exactly those methods no more and no less. The class signs a contract that says, I m only going to implement the methods in the interface. Why is this important Because it means that the view can use any model or views that implement the interface, and they will be guaranteed to work. In the chapter s source files, you ll find a folder called BasicInterfaceMVC. It s exactly the same as the example we looked at in this chapter, except that the model and controller implement the two interfaces: IModel and IController. Let s take a quick look at how it works. IModel is an interface. (By convention, all interface names start with an I.) It describes all the methods that any class implementing it must use. package mvc { import flash.events.IEventDispatcher; public interface IModel extends IEventDispatcher { function get direction():String function set direction(value:String):void } } This is an interface, not a class, even though it looks very similar to a class. Interfaces need to import any classes they refer to, such as IEventDispatcher in this example. Because the model will be dispatching events, it also needs to extend AS3.0 s built-in IEventDispatcher class.
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