AdvancED ActionScript 3.0 Animation (Friends of Ed Adobe by Keith Peters

By Keith Peters

This e-book is a compilation of complicated ActionScript 3.0 animation strategies for any consumer developing video games, consumer interplay, or movement keep watch over with ActionScript. it is an anthology of subject matters 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 ebook covers a various number of subject matters that do not unavoidably lead one into the opposite. you don't want first of all bankruptcy 1 and browse it conceal to hide. simply begin with any bankruptcy that appears fascinating and bounce round as you spot healthy. during this ebook, you will find chapters on complicated 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.

AdvancED ActionScript 3.0 Animation is additionally extra experimental in nature. The options proven right here is probably not tips on how to do issues, yet they need to paintings good and get you begun on your personal efforts to accomplish an ideal implementation. in truth, a few of the chapters might be noticeable as introductions to very advanced themes which may fill a complete ebook via themselves. lots of those topics were broadly lined somewhere else, yet no longer inevitably precise for Flash or ActionScript 3.0. So it took a good volume of labor to tug the knowledge jointly and get all of it operating and clarify all of it sincerely in ActionScript. This e-book will encourage you in finding out approximately matters that you just would possibly not have thought of ahead of, appearing as a springboard into your personal examine into the probabilities of ActionScript 3.0.

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Thus the index is 2 * 5 + 3, or 13, and that’s exactly where you see it in the grid. kho' I]pd*bhkkn$k^f*t+[cne`Oeva%7 The next statement is another optimization trick. Instead of looping through and creating a vector for each grid cell, many of which will never be used, we just check whether or not a vector exists there. If not, we create it. This is a form of lazy instantiation. In this case “lazy” isn’t a derogatory term; it just refers to the decision to hold off creating something until you actually need it.

Figuring out which grid element a ball belongs to In this example, let’s say that the grid elements are 100100. The ball you see there is at a position of 380 on the x-axis and 280 on the y-axis. 8. Round that down to get 3, which tells us that the ball goes in column 3 of the grid. Remember that arrays are zero-indexed, so an index of 3 is actually the fourth column. Doing the same thing for y tells us that it’s in row 2 (the third row). You can easily validate the math by looking at the diagram and seeing that the center point of the ball is indeed in the fourth column, third row of the grid (counting from the top left).

So there is no need to test anything with the first cell again. We continue across the first row in the same fashion. We only need to test the current cell, the cell to its right, and the three cells below it. 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.

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