By Keith Peters
This ebook is a compilation of complex ActionScript 3.0 animation ideas for any person developing video games, person interplay, or movement regulate with ActionScript. it truly is an anthology of themes that stick to 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 ebook covers a various number of issues that do not unavoidably lead one into the opposite. you do not need first of all bankruptcy 1 and skim it hide to hide. simply commence with any bankruptcy that appears attention-grabbing and leap round as you spot healthy. during this booklet, you can find chapters on complex collision detection, synthetic intelligence and steerage behaviors, isometric projection, utilizing the digicam and microphone for enter, 3D, and masses, even more. complicated ActionScript 3.0 Animation is usually extra experimental in nature. The suggestions proven right here is probably not the way 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, some of the chapters could be obvious as introductions to very advanced themes which could fill an entire ebook via themselves. lots of those matters were generally coated in other places, yet now not unavoidably detailed 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 motivate you in finding out approximately matters that you just would possibly not have thought of ahead of, appearing as a springboard into your individual examine into the probabilities of ActionScript 3.0.
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Extra info for AdvancED ActionScript 3.0 Animation
Here’s a rough pass at the code for it: bkn$r]ne6ejp9,7e8_ahh,*hajcpd)-7e''% w r]n^]hh=6>]hh9_ahh,WeY]o>]hh7 bkn$r]nf6ejp9e'-7f8_ahh,*hajcpd7f''% w r]n^]hh>6>]hh9_ahh,WfY]o>]hh7 ++deppaopknkpdanna]_pekj^apsaaj^]hh=]j`^]hh> y y This tests each ball against every other ball, in a way that no ball is ever tested against itself, and no pair is ever tested twice. That does it for all collision detection between the balls in cell0. Now we move on to testing cell0 against cell1.
50 STEERING BEHAVIORS Behaviors First, let’s get a broad overview of the basic behaviors—what each one does and what it’s used for: seek: The character attempts to move to a specific point. This can be a fixed point or a moving target, such as another character. flee: The exact opposite of seek. The character attempts to move as far away as possible from the given point. Again, the point can be either fixed or moving. arrive: Identical to seek except that the character’s speed will slow down once it gets close enough to the point, performing an easing motion to eventually stop right at the target point.
Set the start time to the result of capPeian$% and run the following three methods ten times: i]gaCne`$%7 ]ooecj>]hhoPkCne`$%7 _da_gCne`$%7 Subtract the start time from the current time to see how long that took. da_g$% run ten times. What kind of results does that give you? 5 times faster than the basic check. Not as dramatic as I would have expected, considering we’re doing away with 4,800 hit tests, which shows that the grid method does have considerable overhead. 5 times increase in speed is a good thing, right?