By Keith Peters
This ebook is a compilation of complicated ActionScript 3.0 animation ideas for any consumer growing video games, person interplay, or movement keep watch over with ActionScript. it really is an anthology of issues that stick with from the author's prior ebook, starting place ActionScript 3.0 Animation: Making issues stream, and issues that turned attainable in model 10 of Flash participant. This ebook covers a various number of issues that do not inevitably lead one into the opposite. you don't want to begin with bankruptcy 1 and browse it hide to hide. simply commence with any bankruptcy that appears fascinating and leap round as you spot healthy. during this booklet, you will discover chapters on complicated collision detection, synthetic intelligence and steerage behaviors, isometric projection, utilizing the digicam and microphone for enter, 3D, and lots more and plenty, even more. complex ActionScript 3.0 Animation can be extra experimental in nature. The recommendations proven the following will 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. actually, the various chapters might be noticeable as introductions to very complicated issues that can fill a complete publication through themselves. lots of those topics were greatly lined in different places, yet now not unavoidably specific 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 ebook will motivate you in finding out approximately topics that you simply would possibly not have thought of sooner than, performing as a springboard into your individual study into the chances of ActionScript 3.0.
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Additional info for AdvancED ActionScript 3.0 Animation
How do the two methods stack up against each other? Are we really seeing any benefit? Well, obviously we must be seeing some benefit or this chapter wouldn’t be here, but instead of taking my word for it, I’ll let you see for yourself. What we’ll do is do run our grid-based code ten times and then run this method ten times, and see which takes less time to run. da_g$%7 y ah]loa`9capPeian$%)op]npPeia7 pn]_a$>]oe__da_g(ah]loa`%7 y Here we create variables for the start time and elapsed time of each test.
It makes the grid, assigns the objects to it, and generates a list of objects that could potentially be colliding. It’s up to you, the user of the class, to go through this array and do the actual collision detection. Next, it loops through the vector of @eolh]uK^fa_po passed to it and assigns each one to the grid. kho' I]pd*bhkkn$k^f*t+[cne`Oeva%7 ++kjhu_na]pa_ahhdanaeb]jk^fa_peo]ooecja`pke eb$[cne`Wej`atY99jqhh% w [cne`Wej`atY9jasRa_pkn*8@eolh]uK^fa_p:7 y ++lqppdak^fa_pejpda_ahh [cne`Wej`atY*lqod$k^f%7 y Again, we are using a one-dimensional vector instead of a two-dimensional array.
We know we are beating that in terms of raw number of checks, but there is a heck of a lot less overhead than all that grid stuff. How do the two methods stack up against each other? Are we really seeing any benefit? Well, obviously we must be seeing some benefit or this chapter wouldn’t be here, but instead of taking my word for it, I’ll let you see for yourself. What we’ll do is do run our grid-based code ten times and then run this method ten times, and see which takes less time to run. da_g$%7 y ah]loa`9capPeian$%)op]npPeia7 pn]_a$>]oe__da_g(ah]loa`%7 y Here we create variables for the start time and elapsed time of each test.
AdvancED ActionScript 3.0 Animation by Keith Peters