AdvancED ActionScript 3.0 Animation by Keith Peters

By Keith Peters

This publication is a compilation of complex ActionScript 3.0 animation innovations 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 publication, Foundation ActionScript 3.0 Animation: Making issues Move, and issues that turned attainable in model 10 of Flash participant. This booklet covers a various collection of themes that do not inevitably lead one into the opposite. you don't want first of all bankruptcy 1 and browse it hide to hide. simply commence with any bankruptcy that appears attention-grabbing and bounce round as you notice healthy. during this publication, you will find chapters on complicated collision detection, synthetic intelligence and steerage 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 right here will 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. in reality, a few of the chapters should be noticeable as introductions to very advanced issues that may fill an entire booklet by way of themselves. a lot of those topics were generally coated somewhere else, yet no longer inevitably exact for Flash or ActionScript 3.0. So it took a good volume of labor to drag the information jointly and get all of it operating and clarify all of it in actual fact in ActionScript. This ebook will encourage you in finding out approximately matters that you just will possibly not have thought of earlier than, appearing as a springboard into your individual examine into the chances of ActionScript 3.0.

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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.

5 times increase in speed is a good thing, right? Furthermore, the more objects you have, the better savings you’re going to see. If I increase the [jqi>]hho property to 1000, the grid-based method handles it in less than a second, whereas the basic check takes more than 13 seconds. ) On the other hand, if I reduce the number of balls down to 50, the basic check is actually faster. So there is a make/break point where the overhead starts to outweigh the savings in the hit testing you’re getting, and it’s better to switch over to a simple test.

There’s a single timer loop because I was interested only in testing this new class. You can certainly add another timer loop for the basic check to compare that as well, but you should already have an 38 ADVANCED COLLISION DETECTION idea of how long that takes. In that loop, we call [cne`*_da_g$[^]hho%. We’ve already looked at that in depth. When that is finished, we know that [cne`o*_da_go contains a vector of objects to compare. khheoekj$[cne`*_da_goWfY]o>]hh( [cne`*_da_goWf'-Y]o>]hh%7 y Here we loop through that vector, incrementing by 2 each time; then we get references to the next 2 items with the indexes f and f'-.

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