package com.JM.baseClasses.designPatterns.singleton_baseClass{ //A singleton pattern baseclass. //for any object that should never have //more than one instance. public class Singleton_BaseClass { private static var oneInstanceExists:Boolean = false; public function Singleton_BaseClass() { if(oneInstanceExists){ throw new Error("classes that derive from singleton can only be instantiated ONCE."); }else{ oneInstanceExists = true; }//[x] } }//class }//packageThe idea was to make multiple singleton classes that could extend from this base class. And make it so you could only have ONE instance of each unique singleton class. This base class did not work, because all classes that extend from "Singleton_BaseClass" share the same static variables. I was hoping each class that extended from the "Singleton_BaseClass" would get a UNIQUE copy of the static variable "oneInstanceExists". This has not been the case. Idea to make this work: Make "oneInstanceExists" a dictionary instead of a boolean. Make classes derived from "Singleton_BaseClass" self-identify their type and load that type into the dictionary. The base-class constructor will check to make sure the type does not already exist in the dictionary. If it does, we throw an error.
Friday, August 31, 2012
Failed Singleton Base Class
Failed Singleton base class:
Thursday, August 23, 2012
Sin Blast Pooler Class
This is a demo of a sin-wave based particle effect I coded.
In order to code this effect I made a "sinParticle" class and then
a compound particle effect class called "sinBlast". I then made a pooling
class that holds "sinBlast" instances so that their instantiation is easy
to implement and efficient on memory and processing power.
NOTE: You need to wait about 3 seconds before clicking as the screen
needs to get ready. I'll work on fixing this glitch later.
Monday, August 13, 2012
Liquid Boom Box
I made this as a demo for the collision class I wrote.
All code written from the ground up in AS3.0.
AS3 Optimization: Rectangle Vector Vs. 4 Integer Vectors
Speed Test: I honestly thought the vector of rectangles would be faster because I am only accessing using an index ONCE vs FOUR times. And I know that cutting down on that with the use of a temp variable has helped me speed up things in the past. For example: Something[i].x Something[i].y is slower than: temp = something[i]; temp.x temp.y Maybe the four vectors are faster because I am using integers? And the rectangle type uses number type? Anyways: I ran 3 tests: 5 vs 43 milliseconds 8 vs 68 milliseconds 4 vs 35 milliseconds
import flash.geom.Rectangle; import flash.utils.Timer; var t1:int; var t2:int; var tt:int; var g:int; //rectangle in vectors: var T:Vector.= new Vector. (10); var L:Vector. = new Vector. (10); var B:Vector. = new Vector. (10); var R:Vector. = new Vector. (10); //Vs: //Rectangle: var VEC:Vector. = new Vector. (0); for(var i:int = 0; i<10; i++) { var t:int = 1*i; var l:int = 2*i; var b:int = 3*i; var r:int = 4*i; //Make vectors: T[i] = t; L[i] = l; B[i] = b; R[i] = r; //Make rectangle: VEC[i] = new Rectangle(t,l,b,r); } var retNum:int = 12345; var rec:Rectangle; var n:int; var temp:int; t1=getTimer(); for(n=0; n
Friday, August 10, 2012
Liquid Bomb Surface LBS
Refactored an effects class I made so that it is easily instantiated.
Reasoning: If I decide to implement this code 3 months for now, it will
be really simple. Took about a day and a half to refactor everything,
but it is worth it.
I am going to use this code to create a missile defense game, a chain
reaction game, and maybe an asteroid type game.
It might be a little bit bad of me to use the same effect in all 3 games,
so I will think of ways to edit my particle system when I work on the first
game. Though the first game will NOT have any edits to the system as I just
want the bear minimum required to make a missile defense game with these effects.
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