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The following is an abridged version of the FastColorExplosion application class that shows how the values are precalculated and then used to create the explosion effect. I ve included only the code that creates and builds the lookup tables. The values are stored in Vector objects, because their numerical data can be read faster than Array objects. public class FastColorExplosion extends Sprite { //1. Determine the number of particles //and their size, maximum speed and colors private var _numberOfParticles:uint = 100; private var _particleSize:uint = 2; private var _speedLimit:int = 5; //2. Create Vectors (typed arrays) for the particle velocities private var _particle_Vx:Vector.<Number> = new Vector.<Number>; private var _particle_Vy:Vector.<Number> = new Vector.<Number>; //3. Create a Vector to store the colors private var _colors:Vector.<uint> = new Vector.<uint>; private var _randomColors:Vector.<uint> = new Vector.<uint>; // public function FastColorExplosion():void { //4. Add colors to the _colors Vector _colors.push(0xFF6600, 0xFF9900, 0xFFCC00); //5. Create random velocities and colors for all the particles //and store them in the Vectors for (var i:uint = 0; i< _numberOfParticles; i++) { //A. Give them a random velocity _particle_Vx[i] = (Math.random() * _speedLimit) - _speedLimit * 0.5; _particle_Vy[i] = (Math.random() * _speedLimit) - _speedLimit * 0.5; //B. Populate the _colors Vector with random colors var randomColor:uint = uint(Math.random() * _colors.length); _randomColors.push(_colors[randomColor]); } // } } This code creates three vectors: one for the vx values, one for the vy values, and a third for the color values. What does the data in these vectors look like Each of the three vectors contains 100 numbers. If you trace _particle_Vx, the first ten numbers look like this:

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First, the this variable is assigned to the instance variable The assignment is important because it is a variable that is managed by JavaScript. Second, the property onreadystatechange is assigned a dynamic anonymous function. An anonymous function is a function without an identifier, which contains only a signature and implementation. Using an anonymous function in the context of a function allows the referencing of variables in the anonymous function that were defined in the function itself. This means the variable instance is available for referencing in the anonymous function. What makes this feature a big deal is that when the anonymous function is called, the caller of Asynchronous_call will already have exited the function and be doing something else. The reason the local variable instance is still available is because JavaScript sees a reference and does not garbage-collect it until the this_xmlhttp instance is garbagecollected. Putting all of this together in the HTML code, the Asynchronous property complete is assigned the functions AsyncUpdateEvent and AsyncUpdateEvent2. Whenever any of these functions are called, the this references a valid instance of Asynchronous. Then the code that was referencing myState, which should have worked, would work. Looking at the HTML code, you can see that the AsyncUpdateEvent this references the variable asynchronous, and AsyncUpdateEvent2 this references the variable asynchronous2. Figure 2-8 shows the proof that the this variable is assigned.

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0.6410878617316484, -0.29987990390509367, -1.9093330716714263, 2.3980771633796394, 0.029475553892552853, 1.3315631006844342, -2.0507941488176584, -2.0083568221889436, 2.305694443639368, -0.6968122068792582, This is what a lookup table looks like. It s just a big list of precalculated values. The next step is to use this information to create the explosions. The vectors and other data are sent to the ColorExplosion class, which is the class that creates the explosion. It then adds the new explosion to the stage. var explosion:ColorExplosion = new ColorExplosion ( _numberOfParticles, _particleSize, _particle_Vx, _particle_Vy, _randomColors ); explosion.x = _bulletModels[i].xPos - explosion.width * 0.5; explosion.y = _bulletModels[i].yPos - explosion.height * 0.5; addChild(explosion); _explosions.push(explosion); The ColorExplosion class uses the color and velocity values when it creates the particle objects, and then displays them using blitting. It no longer needs to do any math to figure out the velocities and colors. This removes a big processing bottleneck in the system. You can find the ColorExplosion class in the com.friendsofed.gameElements.effects package. Take a good a look at how it reads the precalculated values to create the particles. I ve highlighted all the most important lines of code. package com.friendsofed.gameElements.effects { import flash.events.Event; import flash.display.*; import flash.geom.Point; import flash.geom.Rectangle;

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import flash.events.TimerEvent; import flash.utils.Timer; import com.friendsofed.vector.*; public class ColorExplosion extends Bitmap { private var _fadeCounter:int = 50; private var _numberOfParticles:int = 100; private var _gravity:Number = 0.1; private var _size:Number; private var _animationTimer:Timer = new Timer(16); //The array that stores the particles private var _particles:Array = []; //Create a blank BitmapData object as the canvas for this bitmap private var _explosionBitmapData:BitmapData = new BitmapData(500, 500, true, 0); public function ColorExplosion ( numberOfParticles:uint, particleSize:uint, particle_Vx:Vector.<Number>, particle_Vy:Vector.<Number>, randomColors:Vector.<uint> ):void { this._numberOfParticles = numberOfParticles; this._size = particleSize; //Add the blank BitmapData to this Bitmap object this.bitmapData = _explosionBitmapData; //Create all the particles for (var i:uint = 0; i< _numberOfParticles; i++) { //Create the particle object var particle:Object = new Object(); //Create the particle's BitmapData based on the //colors from the precalculated Vector particle.bitmapData = new BitmapData(_size, _size, false, randomColors[i]); //Give it an initial position particle.x = 0; particle.y = 0;

In Figure 2-8 the debugger shows that this references an instance of Asynchronous. In the example HTML code, the methods AsyncUpdateEvent and AsyncUpdateEvent2 do not use the this variable, but they could. Now you re ready to put it all together and execute the HTML code. Click the Get a Document button and then click the Get a Document2 button. The HTML page in Figure 2-9 is generated.

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