By Keith Peters
This booklet is a compilation of complicated ActionScript 3.0 animation ideas for any person developing video games, consumer interplay, or movement keep an eye on with ActionScript. it truly is an anthology of issues that persist with from the author's past publication, starting place ActionScript 3.0 Animation: Making issues movement, and issues that turned attainable in model 10 of Flash participant. This publication covers a various number of issues that do not unavoidably lead one into the opposite. you do not need firstly bankruptcy 1 and skim it hide to hide. simply begin with any bankruptcy that appears fascinating and bounce round as you notice healthy. during this booklet, you can find chapters on complex collision detection, synthetic intelligence and guidance behaviors, isometric projection, utilizing the digital camera and microphone for enter, 3D, and lots more and plenty, even more. complicated ActionScript 3.0 Animation can be extra experimental in nature. The options proven the following is probably not how one can do issues, yet they need to paintings good and get you began on your personal efforts to accomplish an ideal implementation. actually, a few of the chapters might be obvious as introductions to very advanced subject matters that can fill an entire e-book by way of themselves. a lot of those matters were broadly coated in different places, yet no longer inevitably specific 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 basically in ActionScript. This booklet will motivate you in finding out approximately topics that you simply will possibly not have thought of earlier than, appearing as a springboard into your individual learn into the chances of ActionScript 3.0.
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Extra info for AdvancED ActionScript 3.0 Animation
In fact, Reynolds was already known for his “boids” simulation of flocking birds (see Figure 2-1). 49 CHAPTER 2 Figure 2-1. Craig Reynolds’ “boids” As of this writing, you can find Reynolds’ paper at sss*na`/`*_ki+_sn+opaan+, but a quick search for the title will also give you multiple download locations. In the paper itself, Reynolds doesn’t go into the implementations of the algorithms in much depth, although the page just mentioned does link to an open source, C++ version of the behaviors: OpenSteer (dppl6++klajopaan*okqn_abknca*jap+).
This is covered extensively in the “Conservation of Momentum” chapter of Making Things Move. This method of collision detection should increase the number of things you can have moving around the stage at one time and reacting with each other by several times. Just remember the tuning tips and test, test, test to make sure that you are getting the best performance and accurate detection. 41 CHAPTER 1 Collision detection: Not just for collisions When you think of the term collision detection, it’s natural to think only about two objects hitting each other.
Furthermore, the hit testing algorithm is coded into it as a distance-based collision detection. You might want to use a simple depPaopK^fa_p or even a bitmap-based hit test instead. So let’s create a new class that handles all these issues and is about as optimized as I could make it. Y7 eb$_ahh=99jqhhxx_ahh>99jqhh%napqnj7 33 CHAPTER 1 r]n_ahh=Hajcpd6ejp9_ahh=*hajcpd7 r]n_ahh>Hajcpd6ejp9_ahh>*hajcpd7 ++_kil]na]hhk^foejkja_ahhpk]hhejpdakpdan bkn$r]ne6ejp9,7e8_ahh=Hajcpd7e''% w r]nk^f=6@eolh]uK^fa_p9_ahh=WeY7 bkn$r]nf6ejp9,7f8_ahh>Hajcpd7f''% w r]nk^f>6@eolh]uK^fa_p9_ahh>WfY7 [_da_go*lqod$k^f=(k^f>%7 y y y lq^he_bqj_pekjcap_da_go$%6=nn]u w napqnj[_da_go7 y y y Most of this code should be familiar from the previous example.