By Keith Peters
This ebook is a compilation of complicated ActionScript 3.0 animation suggestions for any person 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 previous ebook, Foundation ActionScript 3.0 Animation: Making issues Move, and issues that turned attainable in model 10 of Flash participant. This publication covers a various choice of subject matters that do not inevitably lead one into the opposite. you don't want to begin with bankruptcy 1 and browse it conceal to hide. simply commence with any bankruptcy that appears fascinating and leap round as you spot healthy. during this ebook, you can find chapters on complicated collision detection, synthetic intelligence and guidance 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 innovations proven the following may not be tips on how to do issues, yet they need to paintings good and get you began on your personal efforts to accomplish an ideal implementation. in truth, a number of the chapters should be visible as introductions to very advanced issues that can fill a complete booklet through themselves. a lot of those topics were generally lined somewhere else, yet no longer unavoidably specified for Flash or ActionScript 3.0. So it took a good quantity of labor to drag the knowledge jointly and get all of it operating and clarify all of it basically in ActionScript. This publication will encourage you in finding out approximately topics that you just would possibly not have thought of earlier than, appearing as a springboard into your personal study into the probabilities of ActionScript 3.0.
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Extra resources for AdvancED ActionScript 3.0 Animation (Friends of Ed Adobe Learning Library)
Ahho$e(f(e'-(f'-%7++^ahkspkpdanecdp y y y We use a double loop to loop through each column and row of the grid. The indexes e and f represent the cell we are currently examining. khheoekj$^]hh=(^]hh>%7 y y y This code does a double loop through the array, as described in Making Things Move, which results in every object in the cell compared with every other object exactly one time. ahho$e(f(e'-(f'-%7++_ahh^ahkspkpdanecdp The indexes e and f still refer to the main cell we are checking.
Khheoekj$^]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.
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. Where that point is depends on your application and needs to be tested for. 30 ADVANCED COLLISION DETECTION Set [jqi>]hho back to 100 and run it a few times just to get an idea how long the grid-based method is taking. On my machine, I’m averaging about 55 milliseconds for the 10 runs. Now change the grid size from 50 to 75. My average goes down to about 37 milliseconds.