AdvancED ActionScript 3.0 Animation by Keith Peters

By Keith Peters

This booklet is a compilation of complicated ActionScript 3.0 animation options for any person growing video games, consumer interplay, or movement keep watch over with ActionScript. it really is an anthology of issues that keep on with from the author's previous publication, Foundation ActionScript 3.0 Animation: Making issues Move, and issues that turned attainable in model 10 of Flash participant. This e-book covers a various collection of issues that do not unavoidably lead one into the opposite. you do not need first of all bankruptcy 1 and skim it conceal to hide. simply begin with any bankruptcy that appears attention-grabbing and bounce round as you spot healthy. during this publication, you can find chapters on complicated collision detection, man made 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 concepts proven the following will not be easy methods to do issues, yet they need to paintings good and get you all started on your personal efforts to accomplish an ideal implementation. in truth, the various chapters may be noticeable as introductions to very advanced issues which could fill a complete booklet through themselves. lots of those matters were largely lined somewhere else, yet now not inevitably particular for Flash or ActionScript 3.0. So it took a good quantity of labor to tug the information jointly and get all of it operating and clarify all of it basically in ActionScript. This publication will motivate you in finding out approximately matters that you simply will possibly not have thought of prior to, appearing as a springboard into your personal learn into the chances of ActionScript 3.0.

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In my tests, 100 objects were averaging between 100 and 200 individual hit tests. That’s a saving of about 4,800 checks! Because each hit test consists of several lines of code, including a fairly expensive square root calculation, the CPU savings can be significant. Of course, there is significant overhead in creating and updating the grid, assigning all the objects to it, and looping through all those arrays, which is something you’ll usually do on every frame. In the case of a large number of objects, the savings you get from the reduced number of calculations will far outweigh that overhead.

Going back to the code, we assign the results of these calculations to tlko and ulko and use them to index the two-dimensional grid. Because each element of that two-dimensional array is an array itself, we push the object onto the array in that element. When the loop is finished, each object will be in a specific element in the grid. Some grid elements will contain a single object; some will contain multiple objects; many will be empty. Now we are ready to do our hit testing. The _da_gCne`$% method does all the heavy lifting.

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. We only need to test the current cell, the cell to its right, and the three cells below it.

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