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To animate a sprite using a storyboard, we apply a single transition to one or more of its properties over a defined duration. For example, we might ask a sprite to translate from point A to point B over the next five seconds, or rotate to an angle of 90 degrees during the next 0.3 seconds. Given one of these instructions, the sprite will automatically perform the movement asynchronously, without requiring any additional interaction from our code.

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Two keywords are unique to SQL statements used in defining triggers: OLD and NEW. These keywords allow you to refer to the data before and after the activating event takes place. For example, if you have defined a trigger that is activated before an update, you will be able to reference fields in the current database record with OLD.<fieldname>. You can also reference fields in the incoming record with NEW.<fieldname>. Listings 13-3 and 13-7 showed examples of using the OLD syntax: customer_id = OLD.customer_id, name = OLD.name, You ll see examples of the NEW syntax in getting and setting record values in upcoming examples.

sceneBG.compile(); // fix the scene } // end of createSceneGraph() addFloor() constructs the subtree on the right of Figure 6-3, starting at the OG (OrderedGroup) node. movingBalls() creates the MovingBalls branches and the TimeBehavior instance.

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Clearly this is quite a different approach to how we have animated things in the past, but it doesn t need to be too dissimilar in practice. For example, the class representing a sprite might decide to calculate a new sprite position twice per second and generate a continuing series of half-second storyboards. The final screen positions would all be calculated by the storyboard, but the start and end points of each storyboard would be finely controlled by the game code.

4. We attempted to find a limit for the number of lines in a trigger. However, after successfully running a script-generated, one million-line trigger (which required a change to the max_allowed_packet setting to process the CREATE statement), we figured we would call it limitless.

addFloor() builds the multitextured floor and the splash shapes that lie on top of it: // global private float[][] heights; // heights map for the floor

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In addition to simply transitioning properties between a start and an end value, storyboards offer a number of additional features that can be very useful in your games The first of these is a feature called easing Figure 13 6 shows that the transitions between the defined values all use linear interpolation they are joined by straight lines Easing allows the storyboard to gently introduce the transition at the beginning of the movement or to gently fade it away at the end (or both) As a result, objects can appear to accelerate into movement rather than immediately jump into motion Other easing functions allow for more dramatic movement, such as bouncing to a stop at the end of the storyboard All the easing functions can operate in three different modes EaseIn mode applies the easing effect to the beginning of the storyboard, but has no effect on the end.

Note The OLD and NEW keywords are extensions to SQL:2003. However, the OLD and NEW keywords are more like predefined names that the SQL:2003 standard allows for when using the REFERENCING syntax. MySQL doesn t currently support the REFERENCING keyword, so rather than letting you specify the name of the old and new record, MySQL predefines them as OLD and NEW. In some ways, this makes the coding less clear, because you can t specify the names for the records, but it also means you ll have uniform syntax throughout all your triggers.

private void addFloor() { MultiFloor floor = new MultiFloor("grass.gif", 4, "stoneBits.gif", 2); heights = floor.getHeightMap(); /* Use an ordered group to avoid rendering conflicts between the floor and the splash shapes. */ OrderedGroup floorOG = new OrderedGroup(); floorOG.addChild(floor); // load the textures for the splashes Texture2D flowersTex = loadTexture("images/flowers.jpg"); Texture2D waterTex = loadTexture("images/water.jpg"); // add splashes for(int i=0; i < 8; i++) // 8 splashes of flowers floorOG.addChild( new SplashShape(flowersTex, heights) ); for (int i=0; i < 3; i++) // 3 pools of water floorOG.addChild( new SplashShape(waterTex, heights) ); // add all the meshes to the scene sceneBG.addChild( floorOG ); } // end of addFloor() The two files named in the MultiFloor constructor hold the grass and stone textures. Their contents are shown in Figures 6-4 and 6-5.

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