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 thoughts for any consumer developing video games, person interplay, or movement keep watch over with ActionScript. it really is an anthology of subject matters that stick to from the author's prior e-book, beginning ActionScript 3.0 Animation: Making issues circulation, and issues that grew to become attainable in model 10 of Flash participant. This ebook covers a various choice of subject matters that do not inevitably lead one into the opposite. you do not need firstly bankruptcy 1 and skim it conceal to hide. simply commence with any bankruptcy that appears fascinating and bounce round as you notice healthy. during this ebook, you will discover chapters on complex collision detection, man made intelligence and guidance behaviors, isometric projection, utilizing the digicam and microphone for enter, 3D, and lots more and plenty, even more. complex ActionScript 3.0 Animation is additionally extra experimental in nature. The thoughts proven the following is probably not the way to do issues, yet they need to paintings good and get you begun on your personal efforts to accomplish an ideal implementation. actually, some of the chapters should be visible as introductions to very advanced subject matters which may fill a complete ebook through themselves. a lot of those topics were generally coated somewhere else, yet no longer inevitably precise 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 essentially in ActionScript. This booklet will motivate you in finding out approximately topics that you just will possibly not have thought of sooner than, performing as a springboard into your personal study into the chances of ActionScript 3.0.

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KhheoekjCne`*]o file is in your class path. In my tests, this resulted in about 6,500 checks per frame. Note that the grid is created with a grid size of 50, which is the same value as iej@eop. This particular code does not rely on the radii of the particles, only the distance between them. Remember that you’d probably want to do some actual timing tests and adjust the grid size for best performance, however. A larger grid size will give you more checks to do, but will result in less looping through arrays.

Khheoekj$^]hh=(^]hh>%7 y y y This code does a double loop through the array, as described in Making Things Move, which results in every object in the cell compared with every other object exactly one time. ahho$e(f(e'-(f'-%7++_ahh^ahkspkpdanecdp The indexes e and f still refer to the main cell we are checking. Then e'-(f refers to the cell to the right; e)-(f'- is the cell to the lower left; e(f'- is directly below; and e'-(f'- is the lower right, exactly as shown in Figures 1-9 through 1-18.

Last but not least is the collision detection itself. 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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