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Dedication
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Dedication
by Keith Peters
AdvancED ActionScript 3.0 Animation
Title Page
Dedication
CONTENTS AT A GLANCE
CONTENTS
ABOUT THE AUTHOR
ABOUT THE TECHNICAL REVIEWER
ABOUT THE COVER IMAGE DESIGNER
ACKNOWLEDGMENTS
Layout conventions
Chapter 1: ADVANCED COLLISION DETECTION
Hit Testing Irregularly Shaped Objects
Hit Testing with a Large Number of Objects
Summary
Chapter 2: STEERING BEHAVIORS
Behaviors
Vector2D Class
Vehicle Class
SteeredVehicle Class
Flocking
Summary
Chapter 3: ISOMETRIC PROJECTION
Isometric versus Dimetric
Creating Isometric Graphics
Isometric Transformations
Isometric Objects
Depth Sorting
Isometric World Class
Moving in 3D
Collision Detection
Using External Graphics
Isometric Tile Maps
Summary
Chapter 4: PATHFINDING
Pathfinding Basics
A* (A-Star)
Implementing the AStar Class
Using AStar in a Game
Advanced Terrain
Summary
Chapter 5: ALTERNATE INPUT: THE CAMERA AND MICROPHONE
Cameras and Microphones
Sound as Input
Video as Input
Summary
Chapter 6: ADVANCED PHYSICS: NUMERICAL INTEGRATION
Numerical Integration and Why Euler Is "Bad"
Runge-Kutta Integration
Verlet Integration
Summary
Chapter 7: 3D IN FLASH 10
Flash 10 3D Basics
3D Positioning
3D Rotation
Field of View and Focal Length
Screen and 3D Coordinates
Pointing at Something
Summary
Chapter 8: FLASH 10 DRAWING API
Paths
Triangles
Graphics Data
Summary
Chapter 9: PIXEL BENDER
What Is Pixel Bender?
Writing a Pixel Shader
Data Types
Getting the Current Pixel Coordinates
Parameters
Sampling the Input Image
Twirl Shader for Flash
Using Pixel Bender Shaders in Flash
Using a Shader as a Filter
Using a Shader as a Blend Mode
Summary
Chapter 10: TWEEN ENGINES
The Flash Tween Class
Flex Tween Class
Tween Engines
Tweener
TweenLite/TweenGroup
KitchenSync
gTween
Summary
INDEX
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CONTENTS AT A GLANCE
To Miranda and Kristine, for their patience and support,
once again.
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