By Keith Peters
This e-book is a compilation of complex ActionScript 3.0 animation recommendations for any person developing video games, person interplay, or movement keep an eye on with ActionScript. it really is an anthology of themes that persist with from the author's past ebook, Foundation ActionScript 3.0 Animation: Making issues Move, and issues that grew to become attainable in model 10 of Flash participant. This booklet covers a various choice of subject matters that do not unavoidably lead one into the opposite. you don't want to begin with bankruptcy 1 and skim it disguise to hide. simply begin with any bankruptcy that appears fascinating and leap round as you notice healthy. during this e-book, you will discover chapters on complicated collision detection, synthetic intelligence and guidance behaviors, isometric projection, utilizing the digital camera and microphone for enter, 3D, and lots more and plenty, even more.
AdvancED ActionScript 3.0 Animation is additionally extra experimental in nature. The recommendations proven the following may not be how you can do issues, yet they need to paintings good and get you begun on your personal efforts to accomplish an ideal implementation. in truth, the various chapters will be visible as introductions to very advanced themes that can fill an entire booklet via themselves. lots of those matters were greatly coated in different places, yet no longer unavoidably certain for Flash or ActionScript 3.0. So it took a good volume of labor to tug the information jointly and get all of it operating and clarify all of it basically in ActionScript. This booklet will encourage you in finding out approximately matters that you just would possibly not have thought of prior to, appearing as a springboard into your individual learn into the chances of ActionScript 3.0.
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Additional resources for AdvancED ActionScript 3.0 Animation
It’s also heavily coupled with the >]hh class. If you wanted to use it with another class of object, you’d have to change all references to that class. Furthermore, the hit testing algorithm is coded into it as a distance-based collision detection. You might want to use a simple depPaopK^fa_p or even a bitmap-based hit test instead. So let’s create a new class that handles all these issues and is about as optimized as I could make it. Y7 eb$_ahh=99jqhhxx_ahh>99jqhh%napqnj7 33 CHAPTER 1 r]n_ahh=Hajcpd6ejp9_ahh=*hajcpd7 r]n_ahh>Hajcpd6ejp9_ahh>*hajcpd7 ++_kil]na]hhk^foejkja_ahhpk]hhejpdakpdan bkn$r]ne6ejp9,7e8_ahh=Hajcpd7e''% w r]nk^f=6@eolh]uK^fa_p9_ahh=WeY7 bkn$r]nf6ejp9,7f8_ahh>Hajcpd7f''% w r]nk^f>6@eolh]uK^fa_p9_ahh>WfY7 [_da_go*lqod$k^f=(k^f>%7 y y y lq^he_bqj_pekjcap_da_go$%6=nn]u w napqnj[_da_go7 y y y Most of this code should be familiar from the previous example.
Object avoidance: The character can perceive objects in its path and steers to avoid them. path following: The character does its best to stay on a given path, but does so in a way that continues to be realistic in terms of physics and any other behaviors being applied. In addition to these behaviors, the complex compound behavior known as flocking simulates group behavior of similar characters and is generally created by applying three other simple behaviors: separation: Each character in the flock tries to maintain an acceptable distance from its neighbors.
We’ll be testing with 100 balls and we have a variable to hold the cumulative number of hit tests we’re doing. The constructor calls a number of methods: to create the balls, make the grid, draw the grid, assign the balls to the grid, and check the grid for collisions. Finally it traces out how many hit tests were done. Now let’s start in on the other methods of the class. deh`$^]hh%7 [^]hho*lqod$^]hh%7 y y Again, nothing too complex here. This makes an array, runs a loop creating a bunch of instances of >]hh, randomly scatters them around the stage, adds them to the display list, and pushes them in the [^]hho array.
AdvancED ActionScript 3.0 Animation by Keith Peters