Video Production

Download AdvancED ActionScript 3.0 Animation by Keith Peters PDF

By Keith Peters

ISBN-10: 1430216085

ISBN-13: 9781430216087

This e-book is a compilation of complex ActionScript 3.0 animation innovations for any person growing video games, person interplay, or movement keep watch over with ActionScript. it really is an anthology of issues that persist with from the author's prior ebook, starting place ActionScript 3.0 Animation: Making issues stream, and issues that grew to become attainable in model 10 of Flash participant. This booklet covers a various collection of subject matters 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 fascinating and leap round as you notice healthy. during this publication, you will find chapters on complicated collision detection, man made intelligence and guidance behaviors, isometric projection, utilizing the digicam and microphone for enter, 3D, and masses, even more. complicated ActionScript 3.0 Animation can also be extra experimental in nature. The suggestions proven right here may not be easy methods to do issues, yet they need to paintings good and get you all started on your personal efforts to accomplish an ideal implementation. in truth, a number of the chapters should be obvious as introductions to very advanced themes which can fill a complete ebook via themselves. lots of those topics were broadly lined in other places, yet now not inevitably unique 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 truly in ActionScript. This ebook will motivate you in finding out approximately topics that you just would possibly not have thought of prior to, appearing as a springboard into your personal examine into the chances of ActionScript 3.0.

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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. There are cases when it makes sense and other times when it doesn’t.

It winds up being no different from the first row. It’s always nice when you can reuse your code. Finally, we get to the last row. See Figures 1-16 and 1-17. Figure 1-16. The last row Figure 1-17. Second column, last row Here, there is no lower row to worry about, and the upper row is done. So we just have to test each cell against the cell to the right. When we get to the last cell, there is nothing to even test against because all other cells have already tested against it. See Figure 1-18. Okay, that’s what we have to do.

This tells us in which column of the grid that ball should be. We do the same thing for the y position, which gives us the row of the grid to put it in. See Figure 1-19. 24 ADVANCED COLLISION DETECTION Figure 1-19. 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.

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