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package com.friendsofed.gameElements.primitives { import flash.events.Event; import flash.events.EventDispatcher; //ABSTRACT CLASS - Do not instantiate public class AVerletModel extends EventDispatcher { //Properties that don't require validation public var previousX:Number = 0; public var previousY:Number = 0; public var temporaryX:Number = 0; public var temporaryY:Number = 0; public var rotationSpeed:Number = 0; public var acceleration_X:Number = 0; public var acceleration_Y:Number = 0; public var acceleration:Number = 0; public var frictionConstant:Number = 0.96; //Global friction public var friction:Number = frictionConstant; public var friction_Vx:Number = 0; public var friction_Vy:Number = 0; public var width:uint = 1; public var height:uint = 1; public var gravity_Vx:Number = 0; public var gravity_Vy:Number = 0; public var color:uint = 0x999999; //Properties that require validation //by getters and setters private var _xPos:Number = 0; private var _yPos:Number = 0; private var _angle:Number = 0; private var _visible:Boolean = true; private var _rotationValue:Number = 0; public function AVerletModel():void { } public function update():void { temporaryX = xPos; temporaryY = yPos; vx += acceleration_X; vy += acceleration_Y;
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vx *= friction; vy *= friction; //Optional: speed trap /* if((Math.abs(vx) < 0.05) && (Math.abs(vy) < 0.05)) { _acceleration_X = 0; _acceleration_Y = 0; } */ xPos += vx + friction_Vx + gravity_Vx; yPos += vy + friction_Vy + gravity_Vy; previousX = temporaryX; previousY = temporaryY; //Listen for optional "update" events if you need to //synchronize any code with this object's frame updates dispatchEvent(new Event("update")); } //angle public function get angle():Number { return _angle; } public function set angle(value:Number):void { _angle = value; dispatchEvent(new Event(Event.CHANGE)); } //vx public function get vx():Number { return _xPos - previousX; } public function set vx(value:Number):void { previousX = _xPos - value; }
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//vy public function get vy():Number { return _yPos - previousY; } public function set vy(value:Number):void { previousY = _yPos - value; } //xPos public function get xPos():Number { return _xPos; } public function set xPos(value:Number):void { _xPos = value; dispatchEvent(new Event(Event.CHANGE)); } //yPos public function get yPos():Number { return _yPos; } public function set yPos(value:Number):void { _yPos = value; dispatchEvent(new Event(Event.CHANGE)); } //setX public function set setX(value:Number):void { previousX = value - vx; xPos = value; } //setY public function set setY(value:Number):void { previousY = value - vy; yPos = value; }
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//visible public function get visible():Boolean { return _visible; } public function set visible(value:Boolean):void { _visible = value; dispatchEvent(new Event(Event.CHANGE)); } //rotationValue public function get rotationValue():Number { return _rotationValue; } public function set rotationValue(value:Number):void { _rotationValue = value; if(_rotationValue > 360) { _rotationValue = 0; } } } }
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Note that the frictionConstant property was not created as a true constant because it could change during the game.
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You can see that this is a typical model class. It s a data storage object, with a specific method called update that helps process that data. You can tell it s an abstract class because of the uppercase A in the class name and the comment to remind you to not instantiate it. //ABSTRACT CLASS - Do not instantiate public class AVerletModel extends EventDispatcher { One thing that s different from the model classes that we looked at in the previous two chapters is that the update method fires an "update" event. dispatchEvent(new Event("update")); This is important because sometimes your games will need to know exactly when a model is being updated, without needing to be informed of other CHANGE events. You ll see some examples of how this event is used in the chapters ahead.
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We can use this abstract class to make a concrete class. The CircleModel class is such a class. It extends AVerletModel and adds its own new property, radius. Here s the CircleModel class. package com.friendsofed.gameElements.primitives { import flash.events.Event; import flash.events.EventDispatcher; public class CircleModel extends AVerletModel { private var _radius:Number = 0; public function CircleModel (radius:uint = 30, color:uint = 0x999999):void { this.radius = radius; this.color = color; } //radius public function get radius():uint { return _radius; } public function set radius(value:uint):void { _radius = value; this.width = radius * 2; this.height = radius * 2; } } } A quick glance at this code shows the main advantages of using an abstract class: It s brief and manageable! You won t need to exert any extra brain-strain sifting through AVerletModel. Because CircleModel extends AVerletModel, it inherits all of its properties. You can see this clearly in the radius setter. CircleModel doesn t contain its own height or width properties. this.height and this.width refer to the height and width properties invisibly inherited from AVerletModel. (The use of the keyword this is optional.) CircleModel is a concrete class. And, like any good concrete class, it adds a new property, radius, which is specific to circles. We have the circle s model. The next step is to create its view.
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