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In AS3.0, a bitmap is a DisplayObject, just like the MovieClip, Sprite, and Shape classes. Unlike those other classes, however, a single bitmap is split between two separate classes: The BitmapData class stores all the bitmap information. It contains the grid and the color of each pixel in the grid. You can think of it as a data file or array full of numbers. The Bitmap class displays the BitmapData information on the stage. It s the bitmap image that you can see. To create and use a single bitmap, you work with both of these classes together. The reason for splitting bitmaps into two classes is the same reason we ve been splitting our game objects into model and view classes. If you can separate the data from the display of that data, you have much more control and flexibility. BitmapData is the model class, and Bitmap is the view class. You ll see how useful this separation is when it comes to building a mini-map for a big scrolling environment later in this chapter. To use bitmaps in your games, you have three options: Import a bitmap image, such as a digital photograph. For example, in 2, we imported and displayed the image of Mars s moon, Phobos, in the gravity demonstration. Create a new bitmap from scratch using pure AS3.0 code. Create a bitmap object from an already existing Shape, Sprite, or MovieClip object. After you have your bitmaps in your games, the next step is dealing with collisions between them.

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interface called IPageFlow, which is used to begin a page flow, transition between web pages, and end the page flow. To handle page flows that span multiple requests, the Page Flow Application Block provides an instance store to save and retrieve instance data.

In this chapter s source files, you ll find a folder called BitmapCollision. Run the SWF, and you ll see two stars on the stage. You can move one of the stars around the stage with the mouse. If any part of the stars touch, they register a collision in the status box, as shown in Figure 5-2. The collision detection is perfect, no matter which sides or parts of the shapes are touching.

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In Figure 2-10 the page is in its final state with both rows containing data. The processing occurred at different times, and the two requests ran concurrently. Using the defined Asynchronous class, multiple requests could be running at the same time.

The Updater Application Block has been around since the original release of the application blocks for .NET Framework 1.0 and 1.1 even before the introduction of Enterprise Library. This application block allows an application to update itself when new application components become available. This simplifies an application s ongoing deployment and maintenance tasks. When Enterprise Library 1.1 was released, the Updater Application Block was updated to version 2.0 to keep it in line with Enterprise Library. .NET Framework 2.0 included a technology called ClickOnce, which essentially performs the same tasks as the Updater Application Block. However, Updater Application Block version 2.0 was updated for .NET Framework 2.0. Currently, the Microsoft patterns & practices team has archived the Updater Application Block. At the time of this writing, there are no plans for updating it.

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Figure 5-2. Pixel-perfect collision detection using bitmaps Can you imagine the brain-melting math involved if you attempted this kind of collision detection using the SAT, as in the previous chapter I get queasy just thinking about. The amazing thing is that this collision detection is done using just one method: bitmapData.hitTest There s no math at all! Let s see how this works.

To use bitmapData.hitTest, both collision objects must be bitmaps. The BitmapCollision application class has a method called makeStar that draws the stars using the drawing API techniques we covered in 1. It creates them first as vector graphics using the Shape class. It then uses those shapes to create Bitmap and BitmapData objects. Those objects are then returned to the main part of the program and used in the collision. I know that s a bit difficult to absorb all at once, so let s go through the code. First, create the star objects. //Star 1 (player's star) private var _s1:Object = makeStar(); //Star 2 private var _s2:Object = makeStar(); The stars, _s1 and _s2, are typed as Object. Creating the stars as Object types means that a single star can contain both the Bitmap and BitmapData objects. This shortcut simplifies the code a bit. The makeStar method draws each star, and returns it as Bitmap and BitmapData. The star shape is first drawn as a vector object, and then turned into a bitmap. Here s the abridged version of the method: private function makeStar():Object { //Create the starShape vector graphic var starShape:Shape = new Shape(); // draw the star using the standard drawing API //Create the BitmapData to store the star graphic var starBitmapData:BitmapData = new BitmapData(200, 200, true, 0); //Draw the vector star shape into the BitmapData starBitmapData.draw(starShape); //Use the BitmapData to create the Bitmap image of //the star that will be visible on the stage var starBitmap:Bitmap = new Bitmap(starBitmapData); //Create the star object to return to the caller. //The star object contains both the BitmapData and the Bitmap var star:Object = new Object; star.bitmapData = starBitmapData; star.bitmap = starBitmap; star.shape = starShape; return star; }

Note The Updater Application Block can be found on the CodePlex website at http://www.codeplex.com/

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