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public function UIView ( model:AVerletModel, controller:UIController, stage:Object ):void { this._model = model; this._controller = controller; this._stage = stage; _stage.addEventListener (KeyboardEvent.KEY_DOWN,keyDownHandler); _stage.addEventListener (KeyboardEvent.KEY_UP,keyUpHandler); _stage.addEventListener (MouseEvent.MOUSE_DOWN, mouseDownHandler); _stage.addEventListener (MouseEvent.MOUSE_UP, mouseUpHandler); } private function keyDownHandler(event:KeyboardEvent):void { _controller.processKeyDown(event); } private function keyUpHandler(event:KeyboardEvent):void { _controller.processKeyUp(event); } private function mouseDownHandler(event:MouseEvent):void { _controller.processMouseDown(event, _stage); } private function mouseUpHandler(event:MouseEvent):void { _controller.processMouseUp(event); } } If you needed to, you could further separate keyboard and mouse input views into their own classes. The UIController class has the job of processing all this input. Its methods are declared as internal because it needs to share them only with classes that are part of its same package. package com.friendsofed.gameElements.primitives { import flash.events.KeyboardEvent; import flash.ui.Keyboard; import flash.events.MouseEvent;
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public class UIController { private const EASING:Number = 0.1; private var _model:Object; private var _stage:Object; public function UIController(model:AVerletModel):void { _model = model; } internal function processKeyDown(event:KeyboardEvent):void { _model.friction = 1; if(event.keyCode == Keyboard.LEFT) { _model.acceleration_X = -0.1; } if(event.keyCode == Keyboard.RIGHT) { _model.acceleration_X = 0.1; } if(event.keyCode == Keyboard.UP) { _model.acceleration_Y = -0.1; } if(event.keyCode == Keyboard.DOWN) { _model.acceleration_Y = 0.1; } } internal function processKeyUp(event:KeyboardEvent):void { if(event.keyCode == Keyboard.LEFT ||(event.keyCode == Keyboard.RIGHT)) { _model.acceleration_X = 0; } if(event.keyCode == Keyboard.UP ||(event.keyCode == Keyboard.DOWN)) { _model.acceleration_Y = 0; } _model.friction = _model.frictionConstant; }
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internal function processMouseDown (event:MouseEvent, stage:Object):void { _model.friction = 1; //Calculate the distance from the object to the mouse var vx:Number = stage.mouseX - _model.xPos; var vy:Number = stage.mouseY - _model.yPos; //Optimized easing (does away with Math.sqrt) var m:Number = vx * vx + vy * vy; var range:uint = 1; //Move the object if it is more than 1 pixel away from the mouse if (m >= range * range) { _model.vx += (stage.mouseX - _model.xPos) * EASING / 2; _model.vy += (stage.mouseY - _model.yPos) * EASING / 2; } } internal function processMouseUp(event:MouseEvent):void { _model.friction = _model.frictionConstant; } } } The mouse movement works using a standard easing formula. Usually, Math.sqrt is used to calculate the distance from the object to the mouse, like this: var m:Number = Math.sqrt(vx * vx + vy * vy); if (m >= 1) { If the distance from the mouse to the object is greater than 1 pixel, then ease the object to the new position. This works just fine, but Math.sqrt happens to be one of the most processor-intensive math functions you can use. If there s any way to avoid it, you should, because you ll gain a noticeable performance boost. UIController uses an optimized formula for calculating distance. It adds an extra variable into the mix, but does away with Math.sqrt. var m:Number = vx * vx + vy * vy; var limit:uint = 1; if (m >= limit * limit) {
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How does this do away with Math.sqrt Let s put in some real numbers and see how they turn out. Here s what the unoptimized version of the formula looks like with 50 as the vx and vy values: var m:Number = Math.sqrt(50 * 50 + 50 * 50); m = 70 The distance from the mouse to the center of the object is 70. We need another number to tell us the range in which to activate easing. To make this example clearer, let s say the range is 20. if (70 >= 20) { // ease the object Now here s the optimized version: var m:Number = 50 * 50 + 50 * 50; m = 5000 The distance of 5000 is, of course, nowhere near 70. However, this is compensated for because the code multiplies the value of range by itself. if (5000 >= range * range) { If range is 20, the if statement will look like this: if (5000 >= 400) { Now you may be thinking that the ratio between 5000 and 400 is completely different than the ratio between 70 and 20. You would be right. 5000 / 400 = 12.5 70 / 20 = 3.5 However, 3.5 squared is 12.25. And what s the square root of 5000 You guessed it, 70! 3.5 * 3.5 = 12.25 Math.sqrt(5000) = 70 Yes, I know, it s a bit of a brain-twister, but it works! In the UIController class, the value of range is 1. var m:Number = vx * vx + vy * vy; var range:uint = 1; if (m >= range * range) {
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