By Keith Peters
This booklet is a compilation of complex ActionScript 3.0 animation options for any person growing video games, consumer interplay, or movement keep watch over with ActionScript. it really is an anthology of themes that stick to from the author's previous e-book, Foundation ActionScript 3.0 Animation: Making issues Move, and issues that turned attainable in model 10 of Flash participant. This ebook covers a various choice of themes that do not inevitably lead one into the opposite. you don't want first of all bankruptcy 1 and skim it hide 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 guidance behaviors, isometric projection, utilizing the digital camera and microphone for enter, 3D, and masses, even more.
AdvancED ActionScript 3.0 Animation is additionally extra experimental in nature. The thoughts proven the following may not be tips on how to do issues, yet they need to paintings good and get you all started on your personal efforts to accomplish an ideal implementation. actually, a number of the chapters might be visible as introductions to very advanced themes which may fill an entire publication via themselves. a lot of those topics were largely coated somewhere else, yet now not inevitably special 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 in actual fact in ActionScript. This e-book will motivate you in finding out approximately matters that you simply 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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This e-book is a compilation of complicated ActionScript three. zero animation concepts for any person growing video games, consumer interplay, or movement regulate with ActionScript. it is an anthology of themes that keep on with from the author's previous booklet, origin ActionScript three. zero Animation: Making issues circulate, and issues that grew to become attainable in model 10 of Flash participant.
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Additional info for AdvancED ActionScript 3.0 Animation
Again, this scenario depends on the size of the cells being at least as large as the largest object you will be comparing. If either of the balls were larger than the cells, it would be possible for them to hit each other in the above scenario. Okay, that’s the basic setup. Knowing that, there are probably a number of ways to proceed. I’m not sure there is a single best way, but the goal is to test each object against all the other objects it could possibly reach and make sure that you never test any two objects against each other twice.
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. ahho$e(f(e'-(f'-%7++_ahh^ahkspkpdanecdp The indexes e and f still refer to the main cell we are checking.
See Figures 1-11, 1-12, and 1-13. Figure 1-11. Continuing across the first row Figure 1-12. Next column in first row Figure 1-13. Final column in first row 17 CHAPTER 1 Of course, when we get to the last cell in the row, there is nothing to the right, so it’s just the two below it. We then start row two. See Figures 1-14 and 1-15. Figure 1-14. Starting the second row Figure 1-15. Next column in second row We begin to have all of the surrounding cells available, but the top row has already been completely checked against anything in the second row.