By Keith Peters
This booklet is a compilation of complicated ActionScript 3.0 animation concepts for any person developing video games, consumer interplay, or movement keep an eye on with ActionScript. it truly is an anthology of subject matters that keep on with from the author's past booklet, Foundation ActionScript 3.0 Animation: Making issues Move, and issues that turned attainable in model 10 of Flash participant. This e-book covers a various choice of themes that do not inevitably lead one into the opposite. you do not need first of all bankruptcy 1 and browse it disguise to hide. simply commence with any bankruptcy that appears attention-grabbing and leap round as you notice healthy. during this ebook, you will find chapters on complicated collision detection, synthetic intelligence and steerage behaviors, isometric projection, utilizing the digicam and microphone for enter, 3D, and lots more and plenty, even more.
AdvancED ActionScript 3.0 Animation is additionally extra experimental in nature. The concepts proven right here will not be the way to do issues, yet they need to paintings good and get you all started on your personal efforts to accomplish an ideal implementation. in reality, the various chapters may be obvious as introductions to very complicated subject matters that can fill a complete ebook through themselves. a lot of those topics were commonly lined in other places, yet no longer inevitably specific for Flash or ActionScript 3.0. So it took a good volume of labor to drag 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 will possibly not have thought of prior to, appearing as a springboard into your personal learn into the chances of ActionScript 3.0.
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Extra info for AdvancED ActionScript 3.0 Animation
Just try to get an idea of which areas of the grid we’ll be doing collision detection with. Exactly how we’ll do all that will be discussed next. Implementing grid-based collision detection We’ll start in the upper-left corner. I’ll reduce the grid size a bit to make things simpler. See Figure 1-9. You’ll want to test all the objects in that first darker cell with all the objects in all the surrounding cells. Of course, there are no cells to the left or above it, so you just need to check the three light gray cells.
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. Next is the i]gaCne`$% method: lner]pabqj_pekji]gaCne`$%6rke` w [cne`9jas=nn]u$%7 ++op]case`pd+cne`oeva9jqi^ankb_khqijo bkn$r]ne6ejp9,7e8op]ca*op]caSe`pd+CNE@[OEVA7e''% w [cne`WeY9jas=nn]u$%7 ++op]cadaecdp+cne`oeva9jqi^ankbnkso bkn$r]nf6ejp9,7f8op]ca*op]caDaecdp+CNE@[OEVA7f''% w [cne`WeYWfY9jas=nn]u$%7 y y y 23 CHAPTER 1 Here we create a two-dimensional array in which each element represents a square portion of the screen.
The _da_gCne`$% method does all the heavy lifting. In fact, it relies on a few other methods that you’ll soon see as well. ahho$e(f(e'-(f'-%7++^ahkspkpdanecdp y y y We use a double loop to loop through each column and row of the grid. The indexes e and f represent the cell we are currently examining. khheoekj$^]hh=(^]hh>%7 y y y This code does a double loop through the array, as described in Making Things Move, which results in every object in the cell compared with every other object exactly one time.