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Now that we know the collision is happening on the left side of the platform, we can position the cat so that it s flush against the edge of the column it s currently occupying. cat.setX = cat.mapColumn * maxTileSize; cat.vx = 0; The TileModel class has properties called mapColumn and mapRow, which tell you which column and row the center of the object is occupying. You can use these properties to move the object out of the collision, as in the preceding code. Here are the mapColumn and mapRow getters and setters from the TileModel class: public function get mapColumn():uint { _mapColumn = uint((xPos + width * 0.5) / _maxTileSize); return _mapColumn; } public function set mapColumn(value:uint):void { _mapColumn = value; } public function get mapRow():uint { _mapRow = uint((yPos + height * 0.5) / _maxTileSize); return _mapRow; } public function set mapRow(value:uint):void { _mapRow = value; } The other three corners of the object are checked in the same way. However, the overlap is a bit trickier to calculate. For example, here s how to find the amount of overlap for the bottom-right corner: overlapX = maxTileSize - ((gameObject.xPos + gameObject.width) % maxTileSize); overlapY = maxTileSize - ((gameObject.yPos + gameObject.height) % maxTileSize); We need to find the distance from the cat s bottom-right corner to the bottom-right corner of the cell.

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In Figure 4-4, the this variable in the middle-left window is the CacheController instance. The property _cache is an Array instance that contains the cached objects. Notice that stored in the cache are the objects chunkhtml01.html and chunkimage02.html, which happen to be the HTTP content retrieved by the buttons.

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The Player class doesn t actually do the job of animating the object. It doesn t have an ENTER_FRAME event or even reference its x and y sprite positions. How does the player object actually move At the beginning of the chapter, I mentioned some very important things your code should do to be reliable and easy to debug: ENTER_FRAME events should be centralized. You should have only one that controls all the objects in the entire game. First, model the object s position abstractly. Then use that abstract model to apply it to the object s real position on the stage. Here s how our two classes work together to do this: The Player class models its position with the xPos and yPos properties. The VerletIntegration class s enterFrameHandler calls the _player s update method. This runs the Verlet motion engine and finds the _player s new xPos and yPos properties. The xPos and yPos values are applied to the _player s x and y sprite properties. This is what actually changes the position of the _player object on the stage. Figure 1-3 illustrates how this works.

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Enterprise Library provides a way to have the application configuration file reference another file that stores all your configuration settings. The external file can be used by Enterprise Library or by custom components within your application. Although this is on the right track, it still forces the developer to incorporate all Enterprise Library configuration data into one file, so it still can create maintenance issues with applications requiring large amounts of configuration data. Using an external configuration file is pretty straightforward. Listing 4-7 shows the necessary changes to the application configuration. Notice the new configuration section with the name enterpriseLibrary.ConfigurationSource, which defines the section required to allow for referencing external configuration files. The new Enterprise Library section contains an

Figure 1-3. The main application class controls the Player class s update method. The VerletIntegration class uses that model to move the object within its ENTER_FRAME event by calling the _player object s update method. VerletIntegration is the main application class. If you re using Flash Professional, you ll recognize it right away as the beloved document class. It s the first class called by the program, and it s used to get the program running, instantiate the first objects, and import and coordinate all the other classes. Here s what it looks like:

element called sources, which allows you to add multiple external sources as noted by the add elements. The enterpriseLibrary.ConfigurationSource element also contains a selectedSource attribute. This attribute must be specified; otherwise, you will receive an exception that the system configuration source is not defined in the configuration file. Also make sure it is a valid source; otherwise, you will receive an exception stating that the configuration source section is not found in the application configuration file. The selectedSource attribute defines which source is used by default. In this case, the myExternalConfigurationSource source is used by default.

Implementing CacheController requires implementing a script-defined passive cache It would seem that writing a passive cache is a bad idea because the browser already does this The scriptdefined passive cache is necessary because of the browser-defined passive cache inconsistencies The script-defined passive cache does not implement any sophisticated cache algorithm However, if you wanted to extend the functionality of the cache, you could The variable CacheController implements the client side of the HTTP Validation model Implementing the HTTP Validation model on the client side requires the client to receive, store, and send entity tags when sending requests and receiving responses Then based on the HTTP return codes, the cache controller receives, stores, and returns new content, or returns old content to the consuming script of the passive cache.

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