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The second function of tapping the screen is to fire a bullet This is fairly simple to implement We need a sprite that will initially appear at the same position and angle as the spaceship and will travel in the direction that the spaceship is facing The bullets are implemented in a new game object class, BulletObject In addition to the standard SpriteObject properties, it also stores a movement vector that will be added to the position each update, and keeps track of the number of times the bullet has moved so that it can expire after it has traveled a certain distance.

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Note Storage engines used to be called table types (or table handlers). In the MySQL documentation, you

The roll constant can be either FPSGlove.ROLL_LEFT, FPSGlove.ROLL_RIGHT, or FPSGlove.LEVEL. The first two trigger a camera rotation around the y-axis: // global private static final double ROT_AMT = Math.PI / 36.0; // 5 degrees

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R2 is the same value as X. Thus, the outcome of a sequence of two XORs using the same value produces the original value. To see this feature of the XOR in ...

To avoid having to create and destroy bullet objects each time one is fired or expired, we use the same approach as described for the ParticleObject in the previous chapter: we keep all the bullet objects that we create and mark them as inactive when they are no longer required When a new object is required, we first look for an existing inactive object and create a new one only if no existing object can be found For this reason, all the volatile properties of the bullet are initialized in a function named InitializeBullet rather than in the class constructor because the constructor cannot be used when a bullet object is recycled InitializeBullet expects the bullet position and angle to be passed as its parameters They are placed directly into its Position and Angle properties.

will see both terms used. They mean the same thing, although the preferred description is storage engine.

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It then needs to calculate its movement vector so that the bullet travels forward each update This is easily calculated from the bullet angle using some more basic trigonometry: the Sine of the angle will provide the distance to move horizontally, whereas the Cosine will return the vertical distance The code to perform this initialization is shown in Listing 4 36 Listing 4 36 Initializing a bullet object internal void InitializeBullet(Vector2 Position, float Angle) { // Initialize the bullet properties thisPosition = Position; thisAngle = Angle; // Calculate the velocity vector for the bullet _velocity = new Vector2((float)MathSin(Angle), -(float)MathCos(Angle)); // Mark the bullet as active IsActive = true; // Reset its update count _updates = 0; }.

private void turn() { int handOrient = glove.getRoll(); switch(handOrient) { // turn left case FPSGlove.ROLL_LEFT: rotateY(ROT_AMT); break; case FPSGlove.ROLL_RIGHT: rotateY(-ROT_AMT); break; // turn right case FPSGlove.LEVEL: break; // do nothing default: System.out.println("rot "); break; // shouldn't happen } } // end of turn() rotateY() applies a rotation to the targetTG TransformGroup and to the JOAL listener: // global for repeated calcs private Transform3D toRot = new Transform3D();

As we discuss each of the available storage engines in depth, keep in mind the following questions: What type of data will you eventually be storing in your MySQL databases Is the data constantly changing Is the data mostly logs (INSERTs) Are your end users constantly making requests for aggregated data and other reports For mission-critical data, will there be a need for foreign key constraints or multiplestatement transaction control The answers to these questions will affect the storage engine and data types most appropriate for your particular application.

Updating the bullet requires a few simple tasks First, the _velocity vector is added to the sprite position (it is actually multiplied by 10 to make the bullet move faster) Then the position is checked against the edge of the window and moved to the opposite edge if it goes off the screen The _updates count is incremented, and if it reaches the lifetime of the bullet (defined as 40 updates), it is expired by setting its IsActive property to false Finally, the bullet position is checked against each of the rocks This is similar to the spaceship collision detection described in the last chapter, but is actually a little easier: because the bullet is very small, we can consider it as being just a single point rather than a rectangle.

private void rotateY(double radians) { targetTG.getTransform(t3d); toRot.rotY(radians); t3d.mul(toRot); targetTG.setTransform(t3d); // rotate the JOAL listener soundMan.turnListener((int) Math.toDegrees(radians)); } // end of rotateY()

TABLE ( ) ENGINE=EngineType option, where EngineType is one of the following: MYISAM, MEMORY, MERGE, INNODB, FEDERATED, ARCHIVE, or CSV.

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