By Keith Peters
This ebook is a compilation of complex ActionScript 3.0 animation innovations for any consumer developing video games, consumer interplay, or movement regulate with ActionScript. it really is an anthology of issues that stick with from the author's past booklet, beginning ActionScript 3.0 Animation: Making issues movement, and issues that turned attainable in model 10 of Flash participant. This booklet covers a various collection of issues that do not inevitably lead one into the opposite. you don't want to begin with bankruptcy 1 and skim it hide to hide. simply begin with any bankruptcy that appears attention-grabbing and leap round as you notice healthy. during this ebook, you will discover chapters on complex collision detection, man made intelligence and steerage behaviors, isometric projection, utilizing the digital camera and microphone for enter, 3D, and lots more and plenty, even more. complex ActionScript 3.0 Animation is usually extra experimental in nature. The recommendations proven the following may not be how to do issues, yet they need to paintings good and get you begun on your personal efforts to accomplish an ideal implementation. actually, a number of the chapters may be obvious as introductions to very advanced issues which can fill an entire publication by way of themselves. a lot of those topics were largely lined in other places, yet no longer unavoidably detailed for Flash or ActionScript 3.0. So it took a good quantity of labor to drag the knowledge jointly and get all of it operating and clarify all of it truly in ActionScript. This e-book will encourage you in finding out approximately topics that you just would possibly not have thought of earlier than, appearing as a springboard into your individual study into the probabilities of ActionScript 3.0.
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Extra info for AdvancED ActionScript 3.0 Animation
But remember that when using this type of collision grid again in a new project or changing the parameters of this application, you’ll want to do some timing tests again to get it tuned. khheoekj$^]hh=6>]hh(^]hh>6>]hh%6rke` w ++lanbkni_da_g^apsaajpskej`ere`q]h^]hho r]n`t6Jqi^an9^]hh>*t)^]hh=*t7 r]n`u6Jqi^an9^]hh>*u)^]hh=*u7 r]n`eop6Jqi^an9I]pd*omnp$`t&`t'`u&`u%7 eb$`eop8^]hh=*n]`eqo'^]hh>*n]`eqo% w ^]hh=*_khkn9,tbb,,,,7 ^]hh>*_khkn9,tbb,,,,7 y y y y The main changes are the addition of the kjAjpanBn]ia$% method and ql`]pa>]hho$% method.
If you are using the Flash authoring environment, you’ll probably want to make the stage size a bit larger to handle all the particles without crowding them—say 1000800. When you run the file now, you’ll see that it is struggling significantly, achieving maybe a few frames per second. 44 ADVANCED COLLISION DETECTION Now let’s see how implementing grid-based collision detection can help. The loop that does the checking between all the particles is in bold. That’s the part we need to replace with the grid.
There are fewer hit tests, but look closely at the results. You’ll probably see an occasional missed hit—two objects touching that have not been marked as hitting (that is, they are still white). This is not good, but it should serve to remind you of the importance of the grid size being at least as large as the largest object. You could take this a step further and dynamically set the size of the grid based on the largest object in the simulation. Set the grid size back to 50 and change the line that creates each ball in i]ga>]hho to this: r]n^]hh6>]hh9jas>]hh$I]pd*n]j`ki$%&N=@EQO%7 This change shouldn’t have any effect on the number of checks; it works fine.
AdvancED ActionScript 3.0 Animation by Keith Peters