print barcode in crystal report c# Figure 4-48. The right side also includes the part of the bottomRightCorner region. in Font

Make Code 128 Code Set C in Font Figure 4-48. The right side also includes the part of the bottomRightCorner region.

Figure 4-48. The right side also includes the part of the bottomRightCorner region.
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When you re working out Voronoi regions for polygons like this, it s often a good idea to draw them with a pencil on graph paper first, so that you can catch little snafus like this before you start coding. Paper and pencil a wonderful medium!
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When you deal with the circle-versus-hypotenuse collision, you can use the same circle-versus-line technique we used in 3. It will work just fine. However, the CircleVsTriangle source code handles it differently. It uses the technique that we used to check for an overlap between the rectangle and the hypotenuse. But instead of projecting the rectangle s half width and half height, it projects the circle s radius. Neither method is necessarily better than the other, but it s important to know that there s often more than one way to solve a problem. Check the source code for details.
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Download from Wow! eBook <www.wowebook.com>
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Left-facing triangles
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In the chapter s source files you ll find a folder called CircleVsTriangleLeft. The application class allows you to create triangles that are facing either to the right or to the left, as shown in Figure 4-49.
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Figure 4-49. Reverse the logic to create left-facing triangles. To create a left-facing triangle, use "left" as an argument in the TriangleModel s constructor. private var _t1:TriangleModel = new TriangleModel(60, 80, "left"); TriangleModel objects have a property called hypotenuse that returns the triangle s hypotenuse as a VectorModel object. The hypotenuse vector is calculated differently depending on whether the triangle s inclination is "left" or "right". The logic used to find the Voronoi regions for left-facing triangles is exactly the same as for rightfacing triangles, but some of the values are reversed. You ll find all the details in the source itself there aren t any surprises.
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COLLISIONS BETWEEN POLYGONS
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Case studies
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Now it s time to see how everything you ve learned works in actual games. We ll look at two case studies that demonstrate the techniques we ve covered so far, as well as some new ones. These case studies supply several important items you can use for your own games: A complex physics-based game environment for platform and action games A prototype for a breakout-style game A flexible template for building games that can be scaled to accommodate games of almost any size or complexity
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Case study 1: Polygon environment
We ve spent this chapter making the building blocks of game environments. And what do you do with building blocks Build things! So, like an industrious three-year-old, I emptied my bag of blocks on the kitchen floor and came up with PolygonEnvironment, which you ll find in the chapter s source files. Figure 4-50 shows the environment. Use the mouse or arrow keys to explore the environment. The circle can bounce, roll, slide, and find corners to rest in, as shown in Figure 4-51.
Figure 4-50. An interactive polygon environment with physics and gravity
Figure 4-51. Bounce, slide, and hide in a corner. The shapes that you can see on the stage use the RectangleModel, TriangleModel, and CircleModel classes. But I ve created new view classes that give the shapes a beveled appearance: RectangleBlockView, TriangleBlockView, and CircleBlockView. (You ll find these classes in the com.friendsofed.gameElements.primitives package.) The rectangles are pushed into a _rectangles array, and the triangles are pushed into a _triangles array. The enterFrameHandler loops through each array to check each type of shape for collisions with the circles. for(var i:int = 0; i < _triangles.length; i++) { circleVsTriangle(_c1, _triangles[i]); } for(var j:int = 0; j < _rectangles.length; j++) { circleVsRectangle(_c1, _rectangles[j]); } PolygonEnvironment uses all the techniques and all the code we ve covered in this chapter. I ve intentionally kept all the code in one big application class so that you can easily see how it fits together.
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