I never get a say in it... I just get phone calls like, "can you use robotlegs?", "yes" "know papervision?", "yes"
and when I get there, I convert them to the light which is Away3D but when I suggest not implementing Robotlegs or PureMVC for some of the tiny projects they have me work on, the parrot learned extensibility lecture begins, so now I don't bother trying. D On 23 March 2011 19:23, rhys thomas <[email protected]> wrote: > Cool cool, I would recomend it though as bojinx works the same as robot > legs but much better at the same time and no need for half the stuff that > robot legs forces you to use, I understand what your saying though as > perhaps the client has requested robot legs but its worth suggesting bojinx > to them as its soooooo much better :) > On 23 Mar 2011 19:18, "Darcey Lloyd" <[email protected]> wrote: > > *@Rhys:* > > > I have to use Robotlegs or PureMVC - they are nearly always the job > > requirements. > > > > *@John* > > Nice video, very clean, very efficient... > > You have converted me to IntelliJ (installed and using) very nice, now I > > just need a list of shortcuts ;) > > > > The issue I have is where in RobotLegs would I place the logic for > > processing logic to render (enter frame), camera tweening and logic to > > handle a collision multiple objects (if 3D objects are considered as > > separate views). > > After watching the video I get this far: > > > > *Away3DContext.as *(mapViews to mediators and instantiate view > components) > > *Away3DEvent.as* (event constants) > > > > *Away3DViewComponent.as* (setup) > > *Away3DMediator.as* > > > > - Handle enter frame render > > - Handle render enable / disable notifications > > - Handle camera setup > > - Handle camera tweening notifications > > > > *Away3DCube1ViewComponent.as *(setup) > > *Away3DCubeMediator.as* (onClick handlers for change to random colour) > > > > *Away3DCube2ViewComponent.as* (setup) > > *Away3DCube2Mediator.as *(onClick handlers for change to random colour) > > > > > > but where would the logic go for handling the two view components (cube 1 > > and cube 2) if I was to animate them bouncing around: > > where would be the correct place to process logic for a collision and > > change of animation direction. > > > > > > From here I am not sure: > > > > 1. Where would the correct place be for the logic to handle the animation > > > of cube 1 and cube 2 view components (in the Away3DViewComponent.as)? > > 2. Where would the correct place be for the logic to handle collision > > > detection (in the Away3DViewComponent.as)? > > > > > > If I am correct (not 100%), a view component should not be aware of other > > view components and should only handle logic for themselves. > > > > I understand the event system (I hope lol), just when it comes to > > implementing Away3D or enter frame handlers on views / components which > > require handling multiple interactive views at the same time, things get > a > > unclear. A great example would be.. Each time I click on the stage it > would > > add a Cube which bounces around much like a bat and ball game, but each > time > > a cube collides they would bounce off at an angle from each other. > > > > Or am I just missing something obvious which is staring me in the face? > > > > Thanks > > > > Darcey > > > > > > > > > > > > On 23 March 2011 18:08, rhys thomas <[email protected]> wrote: > > > >> Have you had a look at bojinx I believe it to be a much nicer and easier > >> set up than robot legs > >> On 23 Mar 2011 17:32, "John Brookes" <[email protected]> wrote: > >> > http://www.youtube.com/watch?v=lsrbDkW7pVw > >> >
