New PDF release: AdvancED ActionScript 3.0 Animation

By Keith Peters

ISBN-10: 1430216085

ISBN-13: 9781430216087

ISBN-10: 1430216093

ISBN-13: 9781430216094

This booklet is a compilation of complicated ActionScript 3.0 animation concepts for any consumer growing video games, person interplay, or movement regulate with ActionScript. it truly is an anthology of issues that keep on 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 ebook covers a various number 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 begin with any bankruptcy that appears fascinating and bounce round as you spot healthy. during this ebook, you can find chapters on complicated collision detection, man made intelligence and steerage behaviors, isometric projection, utilizing the digicam and microphone for enter, 3D, and lots more and plenty, even more.

AdvancED ActionScript 3.0 Animation is additionally extra experimental in nature. The thoughts proven the following is probably not the way to do issues, yet they need to paintings good and get you begun on your personal efforts to accomplish an ideal implementation. in truth, a few of the chapters should be visible as introductions to very complicated issues which may fill an entire ebook by way of themselves. a lot of those topics were commonly lined somewhere else, yet no longer inevitably detailed for Flash or ActionScript 3.0. So it took a good volume of labor to tug the information jointly and get all of it operating and clarify all of it truly in ActionScript. This ebook will encourage you in finding out approximately matters that you simply will possibly not have thought of ahead of, performing as a springboard into your individual examine into the probabilities of ActionScript 3.0.

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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. pursue: An improvement on seek because the target’s velocity is taken into account.

Again, this scenario depends on the size of the cells being at least as large as the largest object you will be comparing. If either of the balls were larger than the cells, it would be possible for them to hit each other in the above scenario. Okay, that’s the basic setup. Knowing that, there are probably a number of ways to proceed. I’m not sure there is a single best way, but the goal is to test each object against all the other objects it could possibly reach and make sure that you never test any two objects against each other twice.

You’ll notice that you will get a significantly higher number of hit tests because there are more balls in each cell. This sounds bad, 28 ADVANCED COLLISION DETECTION but it also decreases the number of cells and the number of arrays you have to loop through, which can be a benefit, as you’ll soon see. Now try reducing the grid size to 40—or even 30. There are fewer hit tests, but look closely at the results. You’ll probably see an occasional missed hit—two objects touching that have not been marked as hitting (that is, they are still white).

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AdvancED ActionScript 3.0 Animation by Keith Peters


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