By Keith Peters
This ebook is a compilation of complicated ActionScript 3.0 animation ideas for any consumer developing video games, person interplay, or movement keep watch over with ActionScript. it is an anthology of issues that stick to from the author's past ebook, Foundation ActionScript 3.0 Animation: Making issues Move, and issues that turned attainable in model 10 of Flash participant. This booklet covers a various collection of issues that do not unavoidably lead one into the opposite. you do not need first of all bankruptcy 1 and skim it hide to hide. simply commence with any bankruptcy that appears fascinating and bounce round as you notice healthy. during this ebook, you will find chapters on complex collision detection, man made intelligence and steerage behaviors, isometric projection, utilizing the digicam and microphone for enter, 3D, and masses, even more.
AdvancED ActionScript 3.0 Animation is additionally extra experimental in nature. The recommendations proven the following will not be the way to do issues, yet they need to paintings good and get you began on your personal efforts to accomplish an ideal implementation. in truth, the various chapters might be visible as introductions to very advanced issues that may fill a complete booklet by way of themselves. a lot of those topics were broadly coated in different places, yet no longer unavoidably specified for Flash or ActionScript 3.0. So it took a good volume of labor to tug the knowledge jointly and get all of it operating and clarify all of it essentially in ActionScript. This ebook will encourage you in finding out approximately topics that you just would possibly not have thought of sooner than, performing as a springboard into your personal learn into the chances of ActionScript 3.0.
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Extra resources for AdvancED ActionScript 3.0 Animation
The closer the particles, the stronger the force between them, and the brighter the line. khkn9,t,,,,,,%Y This metadata will work in Flex Builder or Flash CS4, but Flash CS3 will ignore it, requiring you to set the background color in the Properties Inspector instead. But because we’ll soon be using Flash 10–specific features (vectors), I’ll assume that you are using Flash CS4. This file also uses a class called >]hh, which is slightly different from the >]hh class we’ve used so far in this chapter.
Now how do we do it? Well, at most, we are going to have five cells to deal with: the main cell we are examining, the one to the right, and the three below. Each of these “cells” is actually an array of objects. Call these arrays cell0, cell1, cell2, cell3, cell4, and cell5. And to keep it simple, we’ll assume that each cell contains only >]hh objects. 18 ADVANCED COLLISION DETECTION Figure 1-18. Nothing to do here Let’s take cell0, the first array of ball objects. Any of the balls in this cell might be hitting any of the others, so we need to test them all against each other.
The most important part of a collision-detection routine is, of course, accurately detecting collisions. Testing and tuning the grid Each time you run this application, you should get a trace of how many collision checks were done. On my computer, with a screen resolution of 1440900 and running the SWF in a maximized browser, I get anywhere from 80 to 130 hit tests occurring for the exact code described previously: 100 balls of radius 25 and a grid size of 50. A smaller stage size will generate more hit tests.
AdvancED ActionScript 3.0 Animation by Keith Peters