AdvancED ActionScript 3.0 Animation by Keith Peters

By Keith Peters

This e-book is a compilation of complicated ActionScript 3.0 animation strategies for any consumer growing video games, person interplay, or movement keep an eye on with ActionScript. it truly is an anthology of themes that persist with from the author's previous booklet, Foundation ActionScript 3.0 Animation: Making issues Move, and issues that turned attainable in model 10 of Flash participant. This publication covers a various collection of issues that do not inevitably lead one into the opposite. you do not need firstly bankruptcy 1 and browse it conceal to hide. simply begin with any bankruptcy that appears attention-grabbing and leap round as you notice healthy. during this publication, you will find chapters on complex collision detection, synthetic intelligence and guidance behaviors, isometric projection, utilizing the digital camera and microphone for enter, 3D, and lots more and plenty, even more.

AdvancED ActionScript 3.0 Animation is additionally extra experimental in nature. The ideas proven the following may not be how one can do issues, yet they need to paintings good and get you began on your personal efforts to accomplish an ideal implementation. in reality, some of the chapters might be noticeable as introductions to very complicated subject matters which may fill a complete booklet by way of themselves. lots of those matters were commonly coated somewhere else, yet now not unavoidably precise 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 sincerely in ActionScript. This booklet 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 study into the probabilities of ActionScript 3.0.

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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. ahho$e(f(e'-(f'-%7++hksannecdp y y y This doesn’t do anything different from the earlier example.

Evade: The opposite of pursue. The character predicts where the point will be based on its velocity and tries to get as far away from that point as possible. wander: A random but smooth and realistic motion. object avoidance: The character can perceive objects in its path and steers to avoid them. path following: The character does its best to stay on a given path, but does so in a way that continues to be realistic in terms of physics and any other behaviors being applied. In addition to these behaviors, the complex compound behavior known as flocking simulates group behavior of similar characters and is generally created by applying three other simple behaviors: separation: Each character in the flock tries to maintain an acceptable distance from its neighbors.

See Figure 1-10. 16 ADVANCED COLLISION DETECTION Figure 1-9. Test all the objects in the first cell with all the objects in the surrounding cells. Figure 1-10. Continuing with the next cell With this one, there are a couple more available cells surrounding it, but remember that we already compared all the objects in that first cell with all the objects in the three surrounding cells, which includes the one being tested now. So there is no need to test anything with the first cell again. We continue across the first row in the same fashion.

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