By Keith Peters
This ebook is a compilation of complex ActionScript 3.0 animation thoughts for any person developing video games, consumer interplay, or movement keep watch over with ActionScript. it truly is an anthology of themes 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 ebook covers a various collection of issues that do not unavoidably lead one into the opposite. you don't want to begin with bankruptcy 1 and browse it conceal to hide. simply begin with any bankruptcy that appears fascinating and bounce round as you spot healthy. during this ebook, you will discover chapters on complex collision detection, synthetic intelligence and steerage 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 recommendations 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 truth, some of the chapters might be noticeable as introductions to very advanced issues that may fill an entire booklet via themselves. a lot of those matters were largely coated in different places, yet now not inevitably particular for Flash or ActionScript 3.0. So it took a good volume of labor to tug the knowledge jointly and get all of it operating and clarify all of it sincerely in ActionScript. This ebook will encourage you in finding out approximately matters that you just would possibly not have thought of earlier than, performing as a springboard into your individual study into the probabilities of ActionScript 3.0.
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Extra info for AdvancED ActionScript 3.0 Animation
We could actually do even more optimization by 27 CHAPTER 1 getting rid of the square root, squaring the sum of the radii, and comparing them. Any time you can avoid a I]pd function, you can save some CPU time. Whew. That’s a lot of work, but remember that you are avoiding executing the last method possibly thousands of times. If all goes well, you should wind up with something like Figure 1-20. Figure 1-20. One hundred objects, successfully hit-tested Verify that all the balls that are touching are red, and those that are not touching are white.
Khheoekj$^]hh=6>]hh(^]hh>6>]hh%6rke` w ++lanbkni_khheoekj_paop^apsaajpskej`ere`q]h^]hho r]n`t6Jqi^an9^]hh>*t)^]hh=*t7 r]n`u6Jqi^an9^]hh>*u)^]hh=*u7 r]n`eop6Jqi^an9I]pd*omnp$`t&`t'`u&`u%7 eb$`eop8^]hh=*n]`eqo'^]hh>*n]`eqo% w ^]hh=*_khkn9,tbb,,,,7 ^]hh>*_khkn9,tbb,,,,7 y y y y The main changes are in the constructor. khheoekjCne` class and just take a single line of code each, I removed the separate methods for i]gaCne`$% and `n]sCne`$% and just do those things directly in the constructor.
Not as dramatic as I would have expected, considering we’re doing away with 4,800 hit tests, which shows that the grid method does have considerable overhead. 5 times increase in speed is a good thing, right? Furthermore, the more objects you have, the better savings you’re going to see. If I increase the [jqi>]hho property to 1000, the grid-based method handles it in less than a second, whereas the basic check takes more than 13 seconds. ) On the other hand, if I reduce the number of balls down to 50, the basic check is actually faster.