ActionScript 3.0 Design Patterns
460 | Chapter 12: Model-View-Controller Pattern The Controller The controller responds to keyboard input, and updates the model ...
Example: Cars | 461 The Views We will implement two nested views: one for keyboard input and another that will draw and update t ...
462 | Chapter 12: Model-View-Controller Pattern Building the Car As in our previous examples, building the MVC triad is straight ...
Custom Views | 463 The car should now move on the stage and turn based on left- and right-arrow key presses. Note that there are ...
464 | Chapter 12: Model-View-Controller Pattern Direction Gauge View Example 12-29 shows theDirectionGaugeViewclass. This is a c ...
Custom Views | 465 Adding the Custom Views Adding the custom views to the nested view structure is easy, without worrying about ...
466 | Chapter 12: Model-View-Controller Pattern kbInputView.add(gps); // add gps view to keyboard input // view as child compone ...
Adding a Chase Car | 467 The controller sets the chase algorithm; the utility of using the strategy pattern here should be clear ...
468 | Chapter 12: Model-View-Controller Pattern // register chase car to receive notifications from the model chaseCarModel.addE ...
469 Chapter 13 CHAPTER 13 Symmetric Proxy Pattern 13 Now an allegory is but a translation of abstract notions into a picture-lan ...
470 | Chapter 13: Symmetric Proxy Pattern that describe the game. This process gets more challenging when the players are making ...
Simultaneous Game Moves and Outcomes | 471 Indicate that a remote player has made a move (onProxyMove). Records the move of the ...
472 | Chapter 13: Symmetric Proxy Pattern Reset the game variables to the beginning conditions. Because the players have been k ...
The Symmetric Proxy Pattern | 473 Even though both of the solutions are workable, they may lack the flexibility and reusability ...
474 | Chapter 13: Symmetric Proxy Pattern Key Features Most of the key features of the Symmetric Proxy pattern have been describ ...
Key OOP Concepts Used with the Symmetric Proxy | 475 The only real difference between Figure 13-4 and Figure 13-3 is that the pr ...
476 | Chapter 13: Symmetric Proxy Pattern were reviewed, we’d like to focus on a more general key OOP concept for the Sym- metri ...
The Player Interface | 477 With a single template method, and three methods that make up the template method within an abstract ...
478 | Chapter 13: Symmetric Proxy Pattern At this point, we’ll provide a quick overview of what each method does. In order to ge ...
The Referee | 479 developed with an eye to the order in which they’ll be placed. We’ll begin with a look at the Referee class to ...
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