AdvancED ActionScript 3.0 Animation by Keith Peters

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.

Show description

Read or Download AdvancED ActionScript 3.0 Animation PDF

Similar video production books

The MPEG handbook: MPEG-1, MPEG-2, MPEG-4

An entire specialist `bible' on all elements of audio and video compression utilizing MPEG expertise. The MPEG instruction manual is either a theoretical and sensible remedy of the topic. primary wisdom is supplied along functional tips eg the way to steer clear of caliber loss or the construction of MPEG simple streams and their multiplexing into shipping streams (including the issues occupied with synchronizing the entire signs in a multiplex).

Creating Motion Graphics with After Effects, Fourth Edition: Essential and Advanced Techniques

Trish and Chris Meyer proportion fifteen years of real-world movie and video creation adventure contained in the seriously acclaimed growing movement portraits with After results. greater than a step by step assessment of the beneficial properties in After results, you'll learn the way this system thinks so you might observe your individual visions extra fast and successfully.

Digital video processing

Based on the growth in video processing, and multimedia structures and companies, this ebook presents a entire evaluation of video photo processing. Covers the basics of photo and video compression and the rising international criteria for numerous video and photo conversation functions, together with high-definition television, multimedia workstations, videoconferencing, videophone, and cellular photo communications.

Extra resources for AdvancED ActionScript 3.0 Animation

Sample text

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.

Download PDF sample

Rated 4.42 of 5 – based on 47 votes