Download AdvancED ActionScript 3.0 Animation by Keith Peters PDF

By Keith Peters

This e-book is a compilation of complicated ActionScript 3.0 animation concepts for any person developing video games, person interplay, or movement regulate with ActionScript. it truly is an anthology of subject matters that stick to from the author's previous booklet, Foundation ActionScript 3.0 Animation: Making issues Move, and issues that grew to become attainable in model 10 of Flash participant. This e-book covers a various collection of subject matters that do not inevitably lead one into the opposite. you do not need first of all bankruptcy 1 and browse it hide to hide. simply begin with any bankruptcy that appears attention-grabbing and bounce round as you spot healthy. during this e-book, you will discover chapters on complicated 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 strategies proven the following will not be how one can do issues, yet they need to paintings good and get you began on your personal efforts to accomplish an ideal implementation. in truth, some of the chapters may be noticeable as introductions to very advanced issues which can fill an entire ebook by means of themselves. a lot of those topics were widely coated somewhere else, yet now not inevitably distinctive for Flash or ActionScript 3.0. So it took a good quantity of labor to tug the knowledge jointly and get all of it operating and clarify all of it sincerely in ActionScript. This e-book will motivate you in finding out approximately topics that you just would possibly not have thought of prior to, performing as a springboard into your personal study into the probabilities of ActionScript 3.0.

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Example text

24 ADVANCED COLLISION DETECTION Figure 1-19. Figuring out which grid element a ball belongs to In this example, let’s say that the grid elements are 100100. The ball you see there is at a position of 380 on the x-axis and 280 on the y-axis. 8. Round that down to get 3, which tells us that the ball goes in column 3 of the grid. Remember that arrays are zero-indexed, so an index of 3 is actually the fourth column. Doing the same thing for y tells us that it’s in row 2 (the third row). You can easily validate the math by looking at the diagram and seeing that the center point of the ball is indeed in the fourth column, third row of the grid (counting from the top left).

Khheoekj$% method, which hasn’t changed at all. In my tests, this application runs almost twice as fast as the first example, owing mainly to the use of vectors and probably to the fact that we create vectors for cells only when we actually need them (lazy instantiation). We’re ready for prime time with this, which means we can start to animate it. Animating is really not much different from the single hit test; you just do it more often. Also, because we’ve presumably tuned the engine to the stage size and number of objects and have figured out our ideal grid size, we can get rid of the timing loop.

We’ve gotten all the way down to the point where we have two objects to test against each other. khheoekj$%, passing in a reference to each of them. da_go property. Then we do a standard distance-based, collision-detection method using the square of the distances between the two balls on the x-axis and y-axis. If it is less than the sum of their radii, we color them both red. We could actually do even more optimization by 27 CHAPTER 1 getting rid of the square root, squaring the sum of the radii, and comparing them.

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