By Keith Peters
This publication is a compilation of complicated ActionScript 3.0 animation strategies for any consumer growing video games, consumer interplay, or movement regulate with ActionScript. it truly is an anthology of issues that stick to from the author's prior publication, Foundation ActionScript 3.0 Animation: Making issues Move, and issues that grew to become attainable in model 10 of Flash participant. This e-book covers a various collection of subject matters that do not inevitably lead one into the opposite. you don't want firstly bankruptcy 1 and skim it conceal to hide. simply begin with any bankruptcy that appears fascinating and leap 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 strategies proven right here will not be how you can do issues, yet they need to paintings good and get you all started on your personal efforts to accomplish an ideal implementation. in reality, some of the chapters may be obvious as introductions to very advanced themes which can fill an entire booklet via themselves. lots of those topics were commonly coated in other places, yet no longer unavoidably designated for Flash or ActionScript 3.0. So it took a good volume of labor to drag the knowledge jointly and get all of it operating and clarify all of it in actual fact in ActionScript. This publication will motivate you in finding out approximately matters that you simply would possibly not have thought of earlier than, appearing as a springboard into your individual learn into the chances of ActionScript 3.0.
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Extra resources for AdvancED ActionScript 3.0 Animation
Figure 1-16. The last row Figure 1-17. Second column, last row Here, there is no lower row to worry about, and the upper row is done. So we just have to test each cell against the cell to the right. When we get to the last cell, there is nothing to even test against because all other cells have already tested against it. See Figure 1-18. Okay, that’s what we have to do. Now how do we do it? Well, at most, we are going to have five cells to deal with: the main cell we are examining, the one to the right, and the three below.
Using a single flat array as a grid There are five columns and five rows. The object is in column 3 and row 2, so x = 3, and y = 2. Thus the index is 2 * 5 + 3, or 13, and that’s exactly where you see it in the grid. kho' I]pd*bhkkn$k^f*t+[cne`Oeva%7 The next statement is another optimization trick. 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.
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). This is not good, but it should serve to remind you of the importance of the grid size being at least as large as the largest object. You could take this a step further and dynamically set the size of the grid based on the largest object in the simulation.