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Jan 12, 2012 Posted on Jan 12, 2012 in Hints and Tips | 10 comments

Build an Active Flash Game Menu: Slides

Stop using static menus! Most players immediately base their initial impression of a Flash game on the menu that they see when they load it. Stand out from the crowd with an active menu!

This tutorial was first posted in December 2011, but has since been updated with extra steps that explain how to make the code more flexible!


Final Result Preview

Introduction: Static vs Active

The word “static” essentially means lacking in change. The majority of menus we see throughout web games are lacking in change, you simply press Play and the game starts. Menus like that are overused and show little creativity or innovation.

To make a menu “active” we must continuously cause change. So in this tutorial that is exactly what we are going to accomplish: a menu that continuously changes.


Step 1: Setting Up

The first thing we are going to need to create is a new Flash File (ActionScript 3.0). Set its width to 650px, its height to 350px, and the frames per second to 30. The background color can be left as white.

Now save the file; you can name it whatever you please, but I named mine menuSlides.fla.

In the next section we will create the nine MovieClips used in the menu. For reference, here is a list of all the colors used throughout the tutorial:

  • White – #FFFFFF
  • Gold – #E8A317
  • Light Gold – #FBB917
  • Blue – #1569C7
  • Light Blue – #1389FF
  • Green – #347235
  • Light Green – #3E8F1B
  • Red – #990000
  • Light Red – #C10202
  • Matte Grey – #222222

Step 2: Creating the Slide MovieClips

To start with we will create the slides used in the transitions, but before we begin let’s turn on some very useful Flash features.

Right-Click the stage and select Grid > Show Grid. By default it will create a 10px by 10px grid across the stage. Next, right-click the stage again and this time select Snapping > Snap to Grid.

Now we can begin drawing! Select the Rectangle Tool and draw a Light Gold rectangle, 650px wide and 350px tall (you can Alt-click on the stage to make this easier). Now change the color to Gold and draw groups of three squares, each 20x20px, to form the shape of an L in each corner,:

The basic Slide Design

Select the whole stage, right-click and choose Convert to Symbol. Name the MovieClip goldSlide and make sure that the type is MovieClip and the registration is top-left.

To save time and make things a whole lot easier, right-click the goldSlide MovieClip in the Library and select Duplicate Symbol three times to make three more copies. Change the colors in the new MovieClips to blue, green and red, then rename the MovieClips to blueSlide, greenSlide and redSlide.

Before we continue we should add some text to each slide. On goldSlide write PLAY, on blueSlide write INSTRUCTIONS, on greenSlide write OPTIONS and on redSlide write CREDITS.

Now that we have the text in place we can break it apart by right-clicking on it and selecting Break Apart twice; this will break the text down to a fill which will transition more smoothly. Plus as a bonus there will be no need to embed a font if you are just using it for the menu!

The Buttons

Now that we have drawn the 4 slides we can focus on the sideButton MovieClip that is used to move the slides either left or right.

First, draw a rectangle 30x60px with only a stroke (no fill), then draw diagonal lines 45 degrees from the top-right and bottom-right corners until they snap together in the middle of the opposite side. Now apply a Matte Grey fill to the triangle:

What your side Button Should Look Like

Next, delete the lines, then right-click the triangle and select Convert to Symbol. Name it sideButton, set the type to Button and make sure the registration is in the top-left corner.

Now insert 3 keyframes in the timeline by right-clicking the timeline and selecting Insert Keyframe. On the Up frame, select the fill of the triangle, go to the Windows tab and select Color. Change the Alpha to 50%. On the Over Frame repeat the same process, but this time set the alpha to 75%.

Now we can begin on the four numbered circle buttons, for jumping directly to a particular slide.

To start draw a white 30px circle with no stroke. Convert it to a symbol, name it circleOne, and set its type to Button and its registration point to the center. Insert three keyframes like we did before and then go to the Up frame.

Draw a black 25px circle with no stroke and center it to the middle through the coordinates or by using the Align menu. Next deselect the black circle, then reselect it and delete it. You should now have a white ring remaining. Now grab the text tool and put a white “1″ in the center of the ring. Then break this number apart until it is a fill.

circleOne Up Frame

Go to the Over frame and draw a black “1″. Center it and break it apart until it becomes a fill. Now deselect and reselect the fill, then delete it. Select everything on the frame and copy it, then go to the Down frame, select everything on it and hit delete. Paste in what we have copied.

circleOne Over Frame

Now create three more circle MovieClips, following the same process, for the numbers 2, 3 and 4.


Step 3: Positioning the MovieClips

Okay, we’re almost half-way done! First drag all of the slides onto the stage and position them with the following coordinates:

  • goldSlide: (0, 0)
  • blueSlide: (650, 0)
  • greenSlide: (1300, 0)
  • redSlide: (1950, 0)

Now drag and drop two copies of the sideButton. The first copy should be positioned at (10,145); before we can position the second copy we must first flip it!

Select the second copy and press Ctrl-T. Change the left-right to -100% and leave the up-down at 100%. Now move the second copy to (640,145).

Finally drag and drop the four circle MovieClips and position them as so:

  • circleOne: (30, 320)
  • circleTwo: (70, 320)
  • circleThree: (110, 320)
  • circleFour: (150, 320)

Your stage should now look like this:

What your stage Should Look Like

The blue, green and red slides are hidden just off to the right of the stage. Now select everything on the stage and convert to a symbol. Name it menuSlidesMC, set the type to MovieClip and the registration to the top-left corner, and export it for ActionScript as MenuSlidesMC.

Before we finish we must give each of the MovieClips inside menuSlidesMC an instance name. Select each slide in the order they appear from the left and name them slide1, slide2, slide3 and slide4 respectively. Name the circle buttons one, two, three and four, and finally name the side buttons left and right.


Step 4: Setting Up the Classes

Now that all of our MovieClips have been created we can start setting up the two classes we are going to use.

First go to your Flash file’s Properties and set its class to menuSlides; then, create a new ActionScript 3.0 file and save it as menuSlides.as.

Now copy the following code into it; I will explain it after:

package{
	import flash.display.MovieClip;
	import flash.events.Event;
	import flash.events.MouseEvent;

	public class menuSlides extends MovieClip{
		public var menuSlidesMC:MenuSlidesMC = new MenuSlidesMC();
		public function menuSlides(){
			addChild(menuSlidesMC);
		}
	}
}

Pretty basic – it’s a document class, into which we imported the MovieClips and Events we will use. Then we created an instance of MenuSlidesMC, and added it to the stage.

Now create a new ActionScript 3.0 file for the menuSlidesMC instance. Save it as MenuSlidesMC.as and copy the following code into it:

package{
	import flash.display.MovieClip;
	import flash.events.Event;
	import flash.events.MouseEvent;

	public class MenuSlidesMC extends MovieClip{
		public var speed:Number = new Number();
		public var activeSlide:Number = new Number();
		public function MenuSlidesMC(){
			speed = 10;
			activeSlide = 1;
			addEventListener(MouseEvent.CLICK, slidesClick);
			addEventListener(Event.ENTER_FRAME, slidesMove);
		}
	}
}

Just like last time, we imported what we are going to need, but we created two number variables. The first variable, speed, is actually how many pixels the slides are moved by each frame. (Note: this number has to evenly divide into your stage’s width to give a smooth transition). The second variable, activeSlide, tells us which slide is currently set to be on screen.

We also added two event listeners for functions we are going to create; one of them is called on a mouse click, and the other is called at the beginning of every frame.


Step 5: Creating the Event Handler Functions

To begin we will get the mouse click function out of the way. Start by creating a public function named slidesClick():

public function slidesClick(event:MouseEvent):void {

}

Next we will create some if-statements regarding the event.target.name. Basically, this property stores the name of the object that was targeted by the mouse click. We can use this to check which button is pressed:

if(event.target.name == "left"){
	if(activeSlide>1){
		activeSlide-=1;
	}
}else if(event.target.name == "right"){
	if(activeSlide<4){
		activeSlide+=1;
	}
}

if(event.target.name == "one"){
	activeSlide=1;
}else if(event.target.name == "two"){
	activeSlide=2;
}if(event.target.name == "three"){
	activeSlide=3;
}else if(event.target.name == "four"){
	activeSlide=4;
}

The code above goes in the slidesClick() function. The first set of if-statements are for the left and right side buttons; they increase or decrease the value of activeSlide, but never allow the value to become less than 1 or greater than 4 (since we only have four slides). The second set of if-statements are for the circle buttons; instead of just incrementing or decrementing the value of activeSlide they set it to the selected value.

Now let’s begin with the ENTER_FRAME handler function:

public function slidesMove(event:Event):void {

}

Add the slidesMove() function below your slidesClick() function and we’ll start adding some code to it. First, we’ll use a switch to check which slide should be on the screen, based on the value of activeSlide:

switch (activeSlide){
case 1:

break;
case 2:

break;
case 3:

break;
case 4:

break;
}

Now in each case we will create an if/else block that will check that slide’s current x-position, and move all of the slides either left, right, or not at all, depending on where the desired slide currently sits.

The first case looks like this:

if(slide1.x<0){
	slide1.x+=speed;
	slide2.x+=speed;
	slide3.x+=speed;
	slide4.x+=speed;
}else if(slide1.x>0){
	slide1.x-=speed;
	slide2.x-=speed;
	slide3.x-=speed;
	slide4.x-=speed;
}

Now all we have to do is repeat the same process for the other cases! After you are done your swtich should look like this:

switch (activeSlide){
	case 1:
		if(slide1.x<0){
			slide1.x+=speed;
			slide2.x+=speed;
			slide3.x+=speed;
			slide4.x+=speed;
		}else if(slide1.x>0){
			slide1.x-=speed;
			slide2.x-=speed;
			slide3.x-=speed;
			slide4.x-=speed;
		}
	break;
	case 2:
		if(slide2.x<0){
			slide1.x+=speed;
			slide2.x+=speed;
			slide3.x+=speed;
			slide4.x+=speed;
		}else if(slide2.x>0){
			slide1.x-=speed;
			slide2.x-=speed;
			slide3.x-=speed;
			slide4.x-=speed;
		}
	break;
	case 3:
		if(slide3.x<0){
			slide1.x+=speed;
			slide2.x+=speed;
			slide3.x+=speed;
			slide4.x+=speed;
		}else if(slide3.x>0){
			slide1.x-=speed;
			slide2.x-=speed;
			slide3.x-=speed;
			slide4.x-=speed;
		}
	break;
	case 4:
		if(slide4.x<0){
			slide1.x+=speed;
			slide2.x+=speed;
			slide3.x+=speed;
			slide4.x+=speed;
		}else if(slide4.x>0){
			slide1.x-=speed;
			slide2.x-=speed;
			slide3.x-=speed;
			slide4.x-=speed;
		}
	break;
}

And that’s it! We are all finished with the code and the menu should be working great right now.

…But wait, what if we want to add more slides or take some away?


Step 6: Adding Slides to an Array

At the moment our code isn’t very flexible due to all of those hard-coded if statements. So let’s do something bold: delete all of the code in the slidesMove() function because we will no longer be needing it, and also delete the if-statements for the circle buttons as we are going to optimize those as well.

Now declare a new variable (underneath speed and activeSlides):

public var slidesArray:Array = new Array();

The first variable, slidesArray, will be an array that contains all of our slides, which will allow us to access them by referencing an item in the array (so we can use slidesArray[2] instead of slide3).

One thing to note is that the first item in an array is given an index of 0, so we will have to make some changes to our instance names.

Select each slide in the order they appear from the left and name them slide0, slide1, slide2 and slide3, respectively. And to help us cut down on the number of lines of code we use, select each circle button in the order they appear from the left and name them circle0, circle1, circle2 and circle3, respectively.

If you are going to add more slides and buttons, now is the time to do so. Just position the extra slides at the end of the row of slides, then give them instance names following the same order. Then do the same for the circle buttons.

Now that we have the instance names correct we must add the slides to the array. Do so by adding the following code to your constructor:

slidesArray = [slide0, slide1, slide2, slide3, slide4, slide5];

Now the slides are in the array and can be accessed by their index in the array. For example, slidesArray[0] is equivalent to slide0 because that is the first item in the list.

Next, inside the “right” else-if statement, change the condition to:

if(activeSlide < slidesArray.length-1){

The value of slidesArray.length is equal to the number of elements in the array, so this new condition will now allow us to press the button and shift the slides over as long as the active slide is not the final slide.


Step 7: Handling Circle Button Presses

Now, when a circle button is clicked, we need to figure out which one it is (and which slide it refers to).

Create an array to hold all the circle buttons. First, define it, beneath the slide array:

		public var slidesArray:Array = new Array();
		public var circlesArray:Array = new Array();

Then, add the circle buttons to the array in the constructor:

			circlesArray = [circle0, circle1, circle2, circle3, circle4, circle5];

Now, move to the slidesClick() function, underneath the whole if-else block. We’re going to check whether the button clicked is in the circle buttons array:

			if (circlesArray.indexOf(event.target) != -1) {

			}

The array’s indexOf() function checks to see whether an object is in the array; if it’s not, it returns -1. So, we’re checking to see whether it’s not equal to -1, which will check to see whether it is in the array.

Assuming it is, then the indexOf() function will return the index of the button within the circle buttons array – so, if circle3 was clicked, circlesArray.indexOf(event.target) will be equal to 3. This means we can just set activeSlide to 3, and we’re done!

			if (circlesArray.indexOf(event.target) != -1) {
				activeSlide = circlesArray.indexOf(event.target);
			}

Step 8: Moving the Slides

The only thing left to do is move all of the slides. Begin by adding the same loop as we had before, in the slidesMove() function:

for(var i:int = 0; i < slidesArray.length; i++){

}

An if-else statement needs to be added now; this will use the variable activeSlide to select a slide out of the array and check where its x-position is, just like before.

if(slidesArray[activeSlide].x<0){

}else if(slidesArray[activeSlide].x>0){

}

Since activeSlide is a number, slidesArray[activeSlide] refers to one specific slide, so slidesArray[activeSlide].x is equal to that slide’s x-position.

In the first case we will add a for loop to move all of the movie clips to the right, and in the second case we will add a for loop to move all of the movie clips to the left.

Right:

for(var j:int = 0; j < slidesArray.length; j++){
	slidesArray[j].x+=speed;
}

Left:

for(var k:int = 0; k < slidesArray.length; k++){
	slidesArray[k].x-=speed;
}

If you test this now, you will notice that our optimised code has lead to a much zippier interface!


Step 9: Taking It Further

If you wanted to take this even further, you could use a for loop to position the slides and the circles, rather than needing to drag and drop them in the Flash IDE. For example, to position the slides, we’d first position slide0 in the constructor:

			slidesArray = [slide0, slide1, slide2, slide3, slide4, slide5];
			slidesArray[0].x = 0;
			slidesArray[0].y = 0;

Then, we’d loop through all the other slides, starting at slide1:

			slidesArray = [slide0, slide1, slide2, slide3, slide4, slide5];
			slidesArray[0].x = 0;
			slidesArray[0].y = 0;
			for (var i:int = 1; i < slidesArray.length; i++) {

			}

We can give all the slides an y-position of 0:

			slidesArray = [slide0, slide1, slide2, slide3, slide4, slide5];
			slidesArray[0].x = 0;
			slidesArray[0].y = 0;
			for (var i:int = 1; i < slidesArray.length; i++) {
				slidesArray[i].y = 0;
			}

…and then we can set each slide’s x-position to be 620px to the right of the slide before it:

			slidesArray = [slide0, slide1, slide2, slide3, slide4, slide5];
			slidesArray[0].x = 0;
			slidesArray[0].y = 0;
			for (var i:int = 1; i < slidesArray.length; i++) {
				slidesArray[i].x = slidesArray[i-1].x + 620;
				slidesArray[i].y = 0;
			}

If your slides aren’t 620px wide, you can even detect their width automatically!

			slidesArray = [slide0, slide1, slide2, slide3, slide4, slide5];
			slidesArray[0].x = 0;
			slidesArray[0].y = 0;
			for (var i:int = 1; i < slidesArray.length; i++) {
				slidesArray[i].x = slidesArray[i-1].x + slidesArray[i-1].width;
				slidesArray[i].y = 0;
			}

You can do the same thing with the circle buttons, but I’ll leave that up to you to experiment with.

The great thing about this is, you can add as many slides as you want to the menu; all you have to do is add them to the array, and they’ll be dealt with by this code.

(You can remove slides from the array, too, but they won’t be affected by any of the code, so you’ll probably need to reposition them in the Flash IDE.)

Conclusion

Thank you for taking the time to read through the tutorial, I hope it was helpful and that you learned a little something about active game menus.



View full post on Activetuts+

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10 Responses to “Build an Active Flash Game Menu: Slides”

  1. Tyler Seitz says:
    January 12, 2012 at 5:05 am

    Stop using static menus! Most players immediately base their initial impression of a Flash game on the menu that they see when they load it. Stand out from the crowd with an active menu!

    This tutorial was first posted in December 2011, but has since been updated with extra steps that explain how to make the code more flexible!


    Final Result Preview

    Introduction: Static vs Active

    The word “static” essentially means lacking in change. The majority of menus we see throughout web games are lacking in change, you simply press Play and the game starts. Menus like that are overused and show little creativity or innovation.

    To make a menu “active” we must continuously cause change. So in this tutorial that is exactly what we are going to accomplish: a menu that continuously changes.


    Step 1: Setting Up

    The first thing we are going to need to create is a new Flash File (ActionScript 3.0). Set its width to 650px, its height to 350px, and the frames per second to 30. The background color can be left as white.

    Now save the file; you can name it whatever you please, but I named mine menuSlides.fla.

    In the next section we will create the nine MovieClips used in the menu. For reference, here is a list of all the colors used throughout the tutorial:

    • White – #FFFFFF
    • Gold – #E8A317
    • Light Gold – #FBB917
    • Blue – #1569C7
    • Light Blue – #1389FF
    • Green – #347235
    • Light Green – #3E8F1B
    • Red – #990000
    • Light Red – #C10202
    • Matte Grey – #222222

    Step 2: Creating the Slide MovieClips

    To start with we will create the slides used in the transitions, but before we begin let’s turn on some very useful Flash features.

    Right-Click the stage and select Grid > Show Grid. By default it will create a 10px by 10px grid across the stage. Next, right-click the stage again and this time select Snapping > Snap to Grid.

    Now we can begin drawing! Select the Rectangle Tool and draw a Light Gold rectangle, 650px wide and 350px tall (you can Alt-click on the stage to make this easier). Now change the color to Gold and draw groups of three squares, each 20x20px, to form the shape of an L in each corner,:

    The basic Slide Design

    Select the whole stage, right-click and choose Convert to Symbol. Name the MovieClip goldSlide and make sure that the type is MovieClip and the registration is top-left.

    To save time and make things a whole lot easier, right-click the goldSlide MovieClip in the Library and select Duplicate Symbol three times to make three more copies. Change the colors in the new MovieClips to blue, green and red, then rename the MovieClips to blueSlide, greenSlide and redSlide.

    Before we continue we should add some text to each slide. On goldSlide write PLAY, on blueSlide write INSTRUCTIONS, on greenSlide write OPTIONS and on redSlide write CREDITS.

    Now that we have the text in place we can break it apart by right-clicking on it and selecting Break Apart twice; this will break the text down to a fill which will transition more smoothly. Plus as a bonus there will be no need to embed a font if you are just using it for the menu!

    The Buttons

    Now that we have drawn the 4 slides we can focus on the sideButton MovieClip that is used to move the slides either left or right.

    First, draw a rectangle 30x60px with only a stroke (no fill), then draw diagonal lines 45 degrees from the top-right and bottom-right corners until they snap together in the middle of the opposite side. Now apply a Matte Grey fill to the triangle:

    What your side Button Should Look Like

    Next, delete the lines, then right-click the triangle and select Convert to Symbol. Name it sideButton, set the type to Button and make sure the registration is in the top-left corner.

    Now insert 3 keyframes in the timeline by right-clicking the timeline and selecting Insert Keyframe. On the Up frame, select the fill of the triangle, go to the Windows tab and select Color. Change the Alpha to 50%. On the Over Frame repeat the same process, but this time set the alpha to 75%.

    Now we can begin on the four numbered circle buttons, for jumping directly to a particular slide.

    To start draw a white 30px circle with no stroke. Convert it to a symbol, name it circleOne, and set its type to Button and its registration point to the center. Insert three keyframes like we did before and then go to the Up frame.

    Draw a black 25px circle with no stroke and center it to the middle through the coordinates or by using the Align menu. Next deselect the black circle, then reselect it and delete it. You should now have a white ring remaining. Now grab the text tool and put a white “1″ in the center of the ring. Then break this number apart until it is a fill.

    circleOne Up Frame

    Go to the Over frame and draw a black “1″. Center it and break it apart until it becomes a fill. Now deselect and reselect the fill, then delete it. Select everything on the frame and copy it, then go to the Down frame, select everything on it and hit delete. Paste in what we have copied.

    circleOne Over Frame

    Now create three more circle MovieClips, following the same process, for the numbers 2, 3 and 4.


    Step 3: Positioning the MovieClips

    Okay, we’re almost half-way done! First drag all of the slides onto the stage and position them with the following coordinates:

    • goldSlide: (0, 0)
    • blueSlide: (650, 0)
    • greenSlide: (1300, 0)
    • redSlide: (1950, 0)

    Now drag and drop two copies of the sideButton. The first copy should be positioned at (10,145); before we can position the second copy we must first flip it!

    Select the second copy and press Ctrl-T. Change the left-right to -100% and leave the up-down at 100%. Now move the second copy to (640,145).

    Finally drag and drop the four circle MovieClips and position them as so:

    • circleOne: (30, 320)
    • circleTwo: (70, 320)
    • circleThree: (110, 320)
    • circleFour: (150, 320)

    Your stage should now look like this:

    What your stage Should Look Like

    The blue, green and red slides are hidden just off to the right of the stage. Now select everything on the stage and convert to a symbol. Name it menuSlidesMC, set the type to MovieClip and the registration to the top-left corner, and export it for ActionScript as MenuSlidesMC.

    Before we finish we must give each of the MovieClips inside menuSlidesMC an instance name. Select each slide in the order they appear from the left and name them slide1, slide2, slide3 and slide4 respectively. Name the circle buttons one, two, three and four, and finally name the side buttons left and right.


    Step 4: Setting Up the Classes

    Now that all of our MovieClips have been created we can start setting up the two classes we are going to use.

    First go to your Flash file’s Properties and set its class to menuSlides; then, create a new ActionScript 3.0 file and save it as menuSlides.as.

    Now copy the following code into it; I will explain it after:

    
    
    package{
    	import flash.display.MovieClip;
    	import flash.events.Event;
    	import flash.events.MouseEvent;
    
    	public class menuSlides extends MovieClip{
    		public var menuSlidesMC:MenuSlidesMC = new MenuSlidesMC();
    		public function menuSlides(){
    			addChild(menuSlidesMC);
    		}
    	}
    }
    

    Pretty basic – it’s a document class, into which we imported the MovieClips and Events we will use. Then we created an instance of MenuSlidesMC, and added it to the stage.

    Now create a new ActionScript 3.0 file for the menuSlidesMC instance. Save it as MenuSlidesMC.as and copy the following code into it:

    
    
    package{
    	import flash.display.MovieClip;
    	import flash.events.Event;
    	import flash.events.MouseEvent;
    
    	public class MenuSlidesMC extends MovieClip{
    		public var speed:Number = new Number();
    		public var activeSlide:Number = new Number();
    		public function MenuSlidesMC(){
    			speed = 10;
    			activeSlide = 1;
    			addEventListener(MouseEvent.CLICK, slidesClick);
    			addEventListener(Event.ENTER_FRAME, slidesMove);
    		}
    	}
    }
    

    Just like last time, we imported what we are going to need, but we created two number variables. The first variable, speed, is actually how many pixels the slides are moved by each frame. (Note: this number has to evenly divide into your stage’s width to give a smooth transition). The second variable, activeSlide, tells us which slide is currently set to be on screen.

    We also added two event listeners for functions we are going to create; one of them is called on a mouse click, and the other is called at the beginning of every frame.


    Step 5: Creating the Event Handler Functions

    To begin we will get the mouse click function out of the way. Start by creating a public function named slidesClick():

    
    
    public function slidesClick(event:MouseEvent):void {
    
    }
    

    Next we will create some if-statements regarding the event.target.name. Basically, this property stores the name of the object that was targeted by the mouse click. We can use this to check which button is pressed:

    
    
    if(event.target.name == "left"){
    	if(activeSlide>1){
    		activeSlide-=1;
    	}
    }else if(event.target.name == "right"){
    	if(activeSlide<4){
    		activeSlide+=1;
    	}
    }
    
    if(event.target.name == "one"){
    	activeSlide=1;
    }else if(event.target.name == "two"){
    	activeSlide=2;
    }if(event.target.name == "three"){
    	activeSlide=3;
    }else if(event.target.name == "four"){
    	activeSlide=4;
    }
    

    The code above goes in the slidesClick() function. The first set of if-statements are for the left and right side buttons; they increase or decrease the value of activeSlide, but never allow the value to become less than 1 or greater than 4 (since we only have four slides). The second set of if-statements are for the circle buttons; instead of just incrementing or decrementing the value of activeSlide they set it to the selected value.

    Now let’s begin with the ENTER_FRAME handler function:

    
    
    public function slidesMove(event:Event):void {
    
    }
    

    Add the slidesMove() function below your slidesClick() function and we’ll start adding some code to it. First, we’ll use a switch to check which slide should be on the screen, based on the value of activeSlide:

    
    
    switch (activeSlide){
    case 1:
    
    break;
    case 2:
    
    break;
    case 3:
    
    break;
    case 4:
    
    break;
    }
    

    Now in each case we will create an if/else block that will check that slide’s current x-position, and move all of the slides either left, right, or not at all, depending on where the desired slide currently sits.

    The first case looks like this:

    
    
    if(slide1.x<0){
    	slide1.x+=speed;
    	slide2.x+=speed;
    	slide3.x+=speed;
    	slide4.x+=speed;
    }else if(slide1.x>0){
    	slide1.x-=speed;
    	slide2.x-=speed;
    	slide3.x-=speed;
    	slide4.x-=speed;
    }
    

    Now all we have to do is repeat the same process for the other cases! After you are done your swtich should look like this:

    
    
    switch (activeSlide){
    	case 1:
    		if(slide1.x<0){
    			slide1.x+=speed;
    			slide2.x+=speed;
    			slide3.x+=speed;
    			slide4.x+=speed;
    		}else if(slide1.x>0){
    			slide1.x-=speed;
    			slide2.x-=speed;
    			slide3.x-=speed;
    			slide4.x-=speed;
    		}
    	break;
    	case 2:
    		if(slide2.x<0){
    			slide1.x+=speed;
    			slide2.x+=speed;
    			slide3.x+=speed;
    			slide4.x+=speed;
    		}else if(slide2.x>0){
    			slide1.x-=speed;
    			slide2.x-=speed;
    			slide3.x-=speed;
    			slide4.x-=speed;
    		}
    	break;
    	case 3:
    		if(slide3.x<0){
    			slide1.x+=speed;
    			slide2.x+=speed;
    			slide3.x+=speed;
    			slide4.x+=speed;
    		}else if(slide3.x>0){
    			slide1.x-=speed;
    			slide2.x-=speed;
    			slide3.x-=speed;
    			slide4.x-=speed;
    		}
    	break;
    	case 4:
    		if(slide4.x<0){
    			slide1.x+=speed;
    			slide2.x+=speed;
    			slide3.x+=speed;
    			slide4.x+=speed;
    		}else if(slide4.x>0){
    			slide1.x-=speed;
    			slide2.x-=speed;
    			slide3.x-=speed;
    			slide4.x-=speed;
    		}
    	break;
    }
    

    And that’s it! We are all finished with the code and the menu should be working great right now.

    …But wait, what if we want to add more slides or take some away?


    Step 6: Adding Slides to an Array

    At the moment our code isn’t very flexible due to all of those hard-coded if statements. So let’s do something bold: delete all of the code in the slidesMove() function because we will no longer be needing it, and also delete the if-statements for the circle buttons as we are going to optimize those as well.

    Now declare a new variable (underneath speed and activeSlides):

    
    
    public var slidesArray:Array = new Array();
    

    The first variable, slidesArray, will be an array that contains all of our slides, which will allow us to access them by referencing an item in the array (so we can use slidesArray[2] instead of slide3).

    One thing to note is that the first item in an array is given an index of 0, so we will have to make some changes to our instance names.

    Select each slide in the order they appear from the left and name them slide0, slide1, slide2 and slide3, respectively. And to help us cut down on the number of lines of code we use, select each circle button in the order they appear from the left and name them circle0, circle1, circle2 and circle3, respectively.

    If you are going to add more slides and buttons, now is the time to do so. Just position the extra slides at the end of the row of slides, then give them instance names following the same order. Then do the same for the circle buttons.

    Now that we have the instance names correct we must add the slides to the array. Do so by adding the following code to your constructor:

    
    
    slidesArray = [slide0, slide1, slide2, slide3, slide4, slide5];
    

    Now the slides are in the array and can be accessed by their index in the array. For example, slidesArray[0] is equivalent to slide0 because that is the first item in the list.

    Next, inside the “right” else-if statement, change the condition to:

    
    
    if(activeSlide < slidesArray.length-1){
    

    The value of slidesArray.length is equal to the number of elements in the array, so this new condition will now allow us to press the button and shift the slides over as long as the active slide is not the final slide.


    Step 7: Handling Circle Button Presses

    Now, when a circle button is clicked, we need to figure out which one it is (and which slide it refers to).

    Create an array to hold all the circle buttons. First, define it, beneath the slide array:

    
    
    		public var slidesArray:Array = new Array();
    		public var circlesArray:Array = new Array();
    

    Then, add the circle buttons to the array in the constructor:

    
    
    			circlesArray = [circle0, circle1, circle2, circle3, circle4, circle5];
    

    Now, move to the slidesClick() function, underneath the whole if-else block. We’re going to check whether the button clicked is in the circle buttons array:

    
    
    			if (circlesArray.indexOf(event.target) != -1) {
    
    			}
    

    The array’s indexOf() function checks to see whether an object is in the array; if it’s not, it returns -1. So, we’re checking to see whether it’s not equal to -1, which will check to see whether it is in the array.

    Assuming it is, then the indexOf() function will return the index of the button within the circle buttons array – so, if circle3 was clicked, circlesArray.indexOf(event.target) will be equal to 3. This means we can just set activeSlide to 3, and we’re done!

    
    
    			if (circlesArray.indexOf(event.target) != -1) {
    				activeSlide = circlesArray.indexOf(event.target);
    			}
    

    Step 8: Moving the Slides

    The only thing left to do is move all of the slides. Begin by adding the same loop as we had before, in the slidesMove() function:

    
    
    for(var i:int = 0; i < slidesArray.length; i++){
    
    }
    

    An if-else statement needs to be added now; this will use the variable activeSlide to select a slide out of the array and check where its x-position is, just like before.

    
    
    if(slidesArray[activeSlide].x<0){
    
    }else if(slidesArray[activeSlide].x>0){
    
    }
    

    Since activeSlide is a number, slidesArray[activeSlide] refers to one specific slide, so slidesArray[activeSlide].x is equal to that slide’s x-position.

    In the first case we will add a for loop to move all of the movie clips to the right, and in the second case we will add a for loop to move all of the movie clips to the left.

    Right:

    
    
    for(var j:int = 0; j < slidesArray.length; j++){
    	slidesArray[j].x+=speed;
    }
    

    Left:

    
    
    for(var k:int = 0; k < slidesArray.length; k++){
    	slidesArray[k].x-=speed;
    }
    

    If you test this now, you will notice that our optimised code has lead to a much zippier interface!


    Step 9: Taking It Further

    If you wanted to take this even further, you could use a for loop to position the slides and the circles, rather than needing to drag and drop them in the Flash IDE. For example, to position the slides, we’d first position slide0 in the constructor:

    
    
    			slidesArray = [slide0, slide1, slide2, slide3, slide4, slide5];
    			slidesArray[0].x = 0;
    			slidesArray[0].y = 0;
    

    Then, we’d loop through all the other slides, starting at slide1:

    
    
    			slidesArray = [slide0, slide1, slide2, slide3, slide4, slide5];
    			slidesArray[0].x = 0;
    			slidesArray[0].y = 0;
    			for (var i:int = 1; i < slidesArray.length; i++) {
    
    			}
    

    We can give all the slides an y-position of 0:

    
    
    			slidesArray = [slide0, slide1, slide2, slide3, slide4, slide5];
    			slidesArray[0].x = 0;
    			slidesArray[0].y = 0;
    			for (var i:int = 1; i < slidesArray.length; i++) {
    				slidesArray[i].y = 0;
    			}
    

    …and then we can set each slide’s x-position to be 620px to the right of the slide before it:

    
    
    			slidesArray = [slide0, slide1, slide2, slide3, slide4, slide5];
    			slidesArray[0].x = 0;
    			slidesArray[0].y = 0;
    			for (var i:int = 1; i < slidesArray.length; i++) {
    				slidesArray[i].x = slidesArray[i-1].x + 620;
    				slidesArray[i].y = 0;
    			}
    

    If your slides aren’t 620px wide, you can even detect their width automatically!

    
    
    			slidesArray = [slide0, slide1, slide2, slide3, slide4, slide5];
    			slidesArray[0].x = 0;
    			slidesArray[0].y = 0;
    			for (var i:int = 1; i < slidesArray.length; i++) {
    				slidesArray[i].x = slidesArray[i-1].x + slidesArray[i-1].width;
    				slidesArray[i].y = 0;
    			}
    

    You can do the same thing with the circle buttons, but I’ll leave that up to you to experiment with.

    The great thing about this is, you can add as many slides as you want to the menu; all you have to do is add them to the array, and they’ll be dealt with by this code.

    (You can remove slides from the array, too, but they won’t be affected by any of the code, so you’ll probably need to reposition them in the Flash IDE.)

    Conclusion

    Thank you for taking the time to read through the tutorial, I hope it was helpful and that you learned a little something about active game menus.


  2. Daniel Apt says:
    January 12, 2012 at 5:45 am
    This entry is part 2 of 2 in the series Create a Microphone-Controlled Flash Game

    In this mini-series, we’re creating a spaceship game where the main control is via the microphone: shout louder to make the ship fly higher. So far, we’ve created all the required graphical elements for the game. Now, it’s time to work on our code. We’ve got a lot to do, so let’s get started!


    Final Result Preview

    For the purposes of keeping the tutorial simple, we have done no error checking for the existence of a microphone. This means that, if you do not have a microphone plugged in, turned on, and set up for use with Flash, the game won’t work: you’ll get an Error #1009. Check the comments in Player.as in the source files for information on how to deal with this.


    A Small Note:

    For some reason Flash Builder isn’t working perfectly. In particular, it’s ignoring code hinting – but, nevertheless, one should be able to follow the tutorial.


    Project Setup

    Don’t like ads? Download the screencast, or subscribe to Activetuts+ screencasts via iTunes!


    Creating the Player

    Don’t like ads? Download the screencast, or subscribe to Activetuts+ screencasts via iTunes!


    Creating Space Objects

    Don’t like ads? Download the screencast, or subscribe to Activetuts+ screencasts via iTunes!


    Player Animation and Collision Response

    Don’t like ads? Download the screencast, or subscribe to Activetuts+ screencasts via iTunes!


    Setting Up Scores and Lives

    Don’t like ads? Download the screencast, or subscribe to Activetuts+ screencasts via iTunes!


    Creating Our Background

    Don’t like ads? Download the screencast, or subscribe to Activetuts+ screencasts via iTunes!


    Cleaning Up Our Game

    Don’t like ads? Download the screencast, or subscribe to Activetuts+ screencasts via iTunes!


    Creating the Game Over Screen

    Don’t like ads? Download the screencast, or subscribe to Activetuts+ screencasts via iTunes!


    Conclusion

    Thank you for watching. It’s been a huge tutorial, and afterwards I would have liked to do some things differently:

    • First off the classes have just been added one by one, but it would have made more sense for the classes to be organised in packages.
    • Even though our project works fine, we do get some run time errors, which isn’t very neat.
    • Also, it’s pretty easy to get very far by saying nothing, and just sticking to the bottom of the screen.

    Nevertheless, I hope you enjoyed this tutorial, and most importantly learned something from it.


  3. Activetuts+ Editor says:
    January 12, 2012 at 6:40 am

    Interested in game design? This weekend, we feature an interesting look at game design in the NES game Megaman and its SNES sequel Megaman X, through a video by Egoraptor.


    Watch the Video

    Many games, particularly modern games aimed at a more casual audience, rely on tutorial missions and popups to teach you how to play the game; a few years ago, it was more common for games to be packed with a thick manual that explained all the controls and objectives. But there is a third option: letting the player learn through actually playing the game.

    In this video, Egoraptor examines how Megaman did a great job of teaching through gameplay, and how Megaman X refined this even further.

    Warning: there’s a lot of profanity in this, so it might not be safe for work.

    Hat tip to Jesse Freeman for posting a link to this video on Google+!

    If you’re interested in this subject, and would like to learn how to apply these lessons to app design, take a look at Dan Cook’s presentation, The Princess Rescuing Application.


  4. Kah Shiu Chong says:
    January 12, 2012 at 7:25 am

    In my previous Quick Tip, we looked at the idea of collision detection in general, and specifically at detecting collisions between a pair of circles. In this Quick Tip, we’ll look at detecting a collision between a circle and a line.


    This is the result that we will work on. Click the Restart button to reposition all circles at the top of the stage and watch them fall down.

    Note that the circles collide with the line even outside of the segment that is drawn. My next Quick Tip will show how to fix this.


    Step 1: The General Idea

    To check whether any circle has collided with a line, we have to check the perpendicular length from the line to circle. Observe the diagram below.

    Perpendicular distance to circle

    It is clear from the diagram above that cases 3 and 4 should detect a collision between the circle and the line. So we conclude that if the perpendicular length (marked in red) is equal or less than circle’s radius, a collision happened due to the circle touching or overlapping the line. Question is, how do we calculate this perpendicular length? Well, Vectors can help to simplify our problem.


    Step 2: Line Normal

    In order to draw a line on stage, we need two coordinates (c1 and c2). The line drawn from c1 to c2 will form a vector pointing to c2 (Note the direction of the arrow).

    Next, we need to find the line’s normal. The line’s normal is another line that makes 90° with the original line, and intersects with it at a point. Despite the line’s normal being yet another line, the normal’s vector form can be further identified as the left or right normal relative to the line’s vector. The left normal is the line vector itself, rotated -90°. The right normal is the same but rotated 90°. Remember, the y-axis in Flash’s coordinate space is inverted compared to the y-axis on a typical graph – so positive rotation is clockwise and negative rotation is counter-clockwise.

    Normals of a line.

    Step 3: Projection on Left Normal

    The left normal is used in our attempt to calculate the perpendicular length between the circle and the line. Details can be found in the diagram below. A refers to a vector pointing from c1 to the circle. The perpendicular length actually refers to vector A’s projection on the left normal. We derive this projection by using trigonometry: it is |A| Cosine (theta), where |A| refers to the magnitude of the vector A.

    Projection on normal.

    The simplest approach is to make use of vector operations, specifically the dot product. Starting from the equation of the dot product, we rearrange the terms so that we arrive at the second expression shown below. Note that the right side of the second equation is the projection that we wanted to calculate!

    Alternative to term.

    Also note the left and right side of the equation will ultimately produce the same result, although different in their approaches. So instead of using the right side of the equation, we can opt for the left side of equation. To easily arrive at the end result, it is favourable to use the left because variables can be easily resolved. If we insist on using the right of equation, we’d have to push ActionScript through rigourous Mathematical work in calculating the angle theta. We conclude with the diagram below.

    Projection on normal using vector.

    (*Additional note: If the circle falls below line vector, the perpendicular length calculated from the formula in above diagram will produce a negative value.)


    Step 4: Implementing Circle-Line Collision Detection

    Now that we have understood the approach mathematically, let’s proceed to implement it in ActionScript. In this first section, note the line’s vector is being rotated -90° to form the left normal.

    
    
    //declaring coordinates
    x1 = 50; y1 = 100;
    x2 = 250; y2 = 150;
    
    //drawing line
    graphics.lineStyle(3);
    graphics.moveTo(x1, y1); graphics.lineTo(x2, y2)
    
    //forming line vectors
    line = new Vector2D(x2 - x1, y2 - y1);
    leftNormal = line.rotate(Math.PI * -0.5);
    

    In this second section, I have highlighted the calculations mentioned and the condition to check for collision between circle and line.

    
    
    private function refresh(e:Event):void {
    	for (var i:int = 0; i < circles.length; i++) {
    
    		//calculating line's perpendicular distance to ball
    		var c1_circle:Vector2D = new Vector2D(circles[i].x - x1, circles[i].y - y1);
    		var c1_circle_onNormal:Number = c1_circle.projectionOn(leftNormal);
    
    		circles[i].y += 2;
    
    		//if collision happened, undo movement
    		if (Math.abs(c1_circle_onNormal) <= circles[i].radius){
    			circles[i].y -= 2;
    		}
    	}
    }
    

    For those who’d like to investigate further, the following are excerpts of methods used in Vector.as

    
    
    /**
    * Method to obtain the projection of current vector on a given axis
    * @param axis An axis where vector is projected on
    * @return The projection length of current vector on given axis
    */
    public function projectionOn(axis:Vector2D):Number
    {
    	return this.dotProduct(axis.normalise())
    }
    
    
    
    /**
    * Method to perform dot product with another vector
    * @param vector2 A vector to perform dot product with current vector
    * @return A scalar number of dot product
    */
    public function dotProduct(vector2:Vector2D):Number
    {
    	var componentX:Number = this._vecX * vector2.x;
    	var componentY:Number = this._vecY * vector2.y;
    	return componentX+componentY;
    }
    
    
    
    /**
    * Method to obtain vector unit of current vector
    * @return A copy of normalised vector
    */
    public function normalise():Vector2D
    {
    	return new Vector2D(this._vecX/this.getMagnitude(), this._vecY/this.getMagnitude())
    }
    
    
    
    /**
    * Method to obtain current magnitude of vector
    * @return Magnitude of type Number
    */
    public function getMagnitude():Number
    {
    	return Math.sqrt(_vecX * _vecX + _vecY * _vecY);
    }
    

    Step 5: The Result

    Press the Restart button to reposition all circles at the top of stage. Note that the collision is between the whole line (including the section not drawn) and the circles. In order to limit collision to line segment only, stay tuned for the next Quick Tip.

    Conclusion

    Thanks for reading. Stay tuned for the next tip.


  5. Kirit Tanna says:
    January 12, 2012 at 7:52 am

    Something a little different for you this week: a Flash slideshow framework. As well as finding it directly useful for any presentations you may give, Premium members can download the full source code, and take it apart to see how the Greensock tweening libraries were used to put it together.


    Preview

    There are three example slideshows created with the framework:



    A simple image rotator (with keyboard control).


    A grid slideshow (also with keyboard control).


    A spread slideshow (the slides scale and rotate to come into focus).

    The slideshows support images, SWFs, and FLV videos, and are all defined by a single simple XML file.


    Download

    All the files you need to actually use the slideshows are available in this free ZIP file.

    If you’re a Premium member, you can download the source files as well; these use Greensock’s LoaderMax and TweenLite libraries, so make excellent examples. You could use these files as examples of how to use those libraries, or could extend them to add your own flair or new features.


    Active Premium Membership

    We run a Premium membership system which periodically gives members access to extra tutorials, like this one! You’ll also get access to Psd Premium, Vector Premium, Audio Premium, Net Premium, Ae Premium, Cg Premium, Photo Premium, and Mobile Premium. If you’re a Premium member, you can log in and download the tutorial. If you’re not a member, you can of course join today!


  6. David Appleyard says:
    January 12, 2012 at 8:11 am

    Each month, we bring together a selection of the best tutorials and articles from across the whole Tuts+ network. Whether you’d like to read the top posts from your favourite site, or would like to start learning something completely new, this is the best place to start!


    Psdtuts+ — Photoshop Tutorials

    • Create a Festive Cocktail Using Photoshop’s 3D Capabilities

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      For many of our readers, this time of year is filled with family, friends, and celebration. In this tutorial, we will explain how to create a festive cocktail using Photoshop’s 3D capabilities just in time for your New Year’s celebrations. Let’s get started!

      Visit Article

    • Create a Dark, Conceptual Photo Manipulation With Stock Photography

      Create a Dark, Conceptual Photo Manipulation With Stock Photography

      In this tutorial we will be teaching how to integrate elements from different sources to create a realistic photo manipulation with dark and conceptual elements. You will learn some lighting and blending techniques as well as some interesting post-production tips. Let’s get started!

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    • Create High-End Action Figure Packaging – Tuts +  Premium Tutorial

      Create High-End Action Figure Packaging – Tuts + Premium Tutorial

      With collectables, the packaging of the product is often as important as the craftsmanship of the product itself. In this two-part Tuts+ Premium tutorial, author Tim Kyde will explain how to create packaging for a high-end 1/6 scale action figure. Part 1 of this tutorial will explain how to shoot your own photography and create a print-ready outer sleeve and inner packaging for our action figure. This tutorial is available exclusively to Tuts+ Premium Members — Join Now to get started!

      Visit Article


    • Nettuts+ — Web Development Tutorials

    • Wrangling with the Facebook Graph API

      Wrangling with the Facebook Graph API

      Have you ever wanted to learn how to make your applications more social with Facebook? It’s much easier than you think!

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    • From Idea to Market: How We Built Gradient

      From Idea to Market: How We Built Gradient

      Retracing the steps you’ve taken is a helpful way to understand how well you’ve executed your vision – whatever that might be. What could you have done better? What should have been avoided? Today, I’ll share what we’ve learned (and are still learning) while crafting Gradient. It’s an experience that has changed everything for us.

      Visit Article

    • Should You Learn CoffeeScript?

      Should You Learn CoffeeScript?

      I’d imagine that I represent a large portion of the web development community. I’m very intrigued by CoffeeScript; I’ve even learned the syntax and used it in a few demos. However, I haven’t yet taken the plunge and used it in a real project. It comes down to this one question for me: is CoffeeScript something that is truly worth investing time and effort into learning?

      Visit Article


    • Vectortuts+ — Illustrator Tutorials

    • 75 Outstanding Tutorials, Quick Tips, Articles and Interviews from Vectortuts+ in 2011

      Outstanding Tutorials, Quick Tips, Articles and Interviews from Vectortuts+ in 2011

      As the year comes to an end and we pack up our vector tools for some well deserved rest and relaxation, let’s take a look back at some of the best and most inspiring Vectortuts+ articles and tutorials for 2011.

      Visit Article

    • Community Project: 2012 Calendar Design Project

      Community Project: 2012 Calendar Design Project

      Vectortuts+ loves Illustration and discovering new talent, so today we are proud to be launching a new community project that combines both, the Vectortuts+ 2012 Calendar Design Project. The best thing is, you can be a part of it! Find out how to get involved, at the jump.

      Visit Article

    • Quick Tip: How to Create a Watercolor Background Using Adobe Illustrator

      Quick Tip: How to Create a Watercolor Background Using Adobe Illustrator

      In this tutorial we will learn how to create Watercolor Background using a Gradient Mesh, tools of deformation and Blending Modes. The techniques which are described here allow the creation of complex textural backgrounds in a simple and effective way.

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    • Webdesigntuts+ — Web Design Tutorials

    • A Year in Web Design: How the Experts Saw 2011

      A Year in Web Design: How the Experts Saw 2011

      “What did you find most memorable about the world of web design in 2011?” That’s the question I posed to some of our industry’s shining stars last week. One word cropped up more than any other (can you guess?) and everyone had plenty to say. See for yourself after the jump, and let us know what rocked your boat in 2011!

      Visit Article

    • Get Into LESS: the Programmable Stylesheet Language

      Get Into LESS: the Programmable Stylesheet Language

      I don’t like CSS. Plain and simple. It makes the World go round on the web, yet the language is restrictive and hard to manage. It’s time to spruce up the language and make it more helpful by using dynamic CSS with the help of LESS.

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    • Say Hello to the HTML Email Boilerplate

      Say Hello to the HTML Email Boilerplate

      Figuring out html email will test the patience of any human being. A seemingly small formatting issue will inevitably arise and you think to yourself, “self, I’m a world class web developer type person schooled in the latest and greatest html5/css3/whatever, I can tackle this with plenty o’ keystrokes to spare.”

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    • Phototuts+ — Photography Tutorials

    • 10 Tips to Get Started with Still Life Photography

      Tips to Get Started with Still Life Photography

      There arent many photographic practices that date back further than still life photography. When photography originated, it was necessary for exposures to be quite long, so photographing static objects was the ideal subject matter. However, as the technology developed, the fascination for capturing still life has remained and is still one of the most viable photographic professions today.

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    • Is It Worth It? Some Gear Buying Advice

      Is It Worth It? Some Gear Buying Advice

      A lot people believe their photography will improve “if only…” With the holidays approaching, a lot of avid wanna-be photographers, amateurs, and professionals will be making wish lists for gear that they erroneously believe will make them better photographers. There are many forums, YouTube videos, and articles pandering how camera/lens/light/brand/voodoo doll will make your photos better. Today, we’ll examine that idea.

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    • Cgtuts+ — Computer Graphics Tutorials

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    • Digital Matte Painting And Projection Basics: From Photoshop To Maya To Nuke, Part 1 – Tuts+ Premium

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      This Tuts+ Premium tutorial series covers a variety of basic techniques for both creating and projecting matte paintings using Photoshop, Maya and Nuke. The first part of the tutorial will cover how to approach the creation of a matte painting, the research and background knowledge you need, the concept, and finally starting to create your matte painting in Photoshop. Log in or Join Now to get started!

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    • Aetuts+ — After Effects Tutorials

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      In this tutorial we are going to take a look at a simple, but interesting idea. The main point will be to show you how to work with footage that is out of focus making if difficult to track. After we track it we are going to attach the camera interface elements and fake some depth of field to create the illusion that they are floating in space and shift in and out of focus like the rest of the scene.

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    • Audiotuts+ — Audio & Production Tutorials

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    • Quick Tip: Punchier Drums with the New York Compression Trick

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    • 3D Mixing Part 6: Depth

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    • Activetuts+ — Flash, Flex & ActionScript Tutorials

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    • AS3 Quick Tip: Hacking the Event Flow

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    • 2011 in Flash and Web Apps: A Retrospective

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      With the year 2011 at a close, it is time to reflect upon some of the major industry events of the year. A lot happened… we’ll pick out some of the bits and pieces that will be most interesting to browser app and game developers from the world of industry, web, runtimes, operating systems, mobile, and more!

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    • Wptuts+ — WordPress Tutorials

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    • Getting Loopy – Ajax Powered Loops with jQuery and WordPress

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    • 5 “Saintly” Practices that All WordPress Developers Should Strive For

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    • Mobiletuts+ — Mobile Development Tutorials

    • Getting Started With Kindle Fire Development

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    Happy New Year!

    We’d like to wish all our readers a very Happy New Year! Why not take a look at our Holiday Wishes post to see a video message from the Envato HQ team, and find out more about what you might have missed over the Christmas period.

    We hope you’ve enjoyed everything that we’ve had to share this year, and look forward to publishing thousands more top-quality tutorials, articles, freebies, and resources in 2012.

    Thanks for being part of the Tuts+ community!


  7. Joseph Labrecque says:
    January 12, 2012 at 8:31 am

    With the year 2011 at a close, it is time to reflect upon some of the major industry events of the year. A lot happened… we’ll pick out some of the bits and pieces that will be most interesting to browser app and game developers from the world of industry, web, runtimes, operating systems, mobile, and more!


    Early in the Year…

    In the first part of this year, we saw the release of Android 3.0 “Honeycomb” – a tablet-specific version of the popular mobile operating system. One of the items that this version of the OS was faulted for was its initial lack of Flash Player support. This would later be remedied, but not before a lot of negativity was expressed over the omission. Now that the year is almost at its end, we have a greater understanding of what may have contributed to this delay… and it is a sad reminder that even for large enterprises, resources are far from limitless.

    The year was still relatively young when March brought us more interesting developments. Adobe released a project on Labs, code-named “Wallaby”, an AIR application that converts specific FLA files to HTML-based output to perform animations in the browser when Flash is not supported (iOS/WP7), or when HTML output is desired. With Adobe now talking about HTML output directly from Flash Professional, one wonders whether that may be the end result of this prototype? The same month also brought us AIR 2.6 and Flash Player 10.2 for Android, which finally provided Honeycomb tablets with mobile Flash Player.

    At this same time, Unity came out with a huge surprise announcement: future versions of the platform tools would be able to compile to SWF in order to support Stage3D in the Flash Player. This announcement opened up a whole lot of existing 3D tooling for Flash developers (especially since Adobe basically has no 3D tooling support for games), and a wider distribution market for current Unity developers as well. Both camps benefit! This was also a clear demonstration of Adobe’s initial strategy around Stage3D: allowing tooling providers and framework engineers to build higher-level components around the core Stage3D APIs.

    We also saw an interesting move from Microsoft during this time, with a public effort by the company to convince users of IE6 to upgrade their browser through the ie6countdown.com website. When even Microsoft is running a campaign to get users to upgrade from IE6… well… need I say any more? The website is actually an informative little resource that tracks the decline of the much-despised browser. Here’s looking forward to 0%!


    Springtime Advances…

    A number of major announcements from Adobe occurred in the Spring, and seemed to center around the 360|Flex conference in Denver. First, Adobe announced Creative Suite 5.5 and an entirely revised release schedule: instead of a new version of the Creative Suite every 18 months, Adobe would be releasing a new version every year to keep tooling relevant in light of the rapid changes taking place on the web and through mobile devices. The announcement was followed a few weeks later by the availability of CS5.5 alongside major updates to Flash Builder, Flash Professional, and the Flex framework.

    During 360|Flex, the Adobe Flex team took the stage to make another important announcement: the founding of a new relationship between Adobe and the community in the form of the Spoon project. While Flex had actually been an open source framework for years at this point, there was no organized way in which the community could actually contribute patches and changes in an acceptable fashion. The Spoon project would establish a modified fork (or spoon [oh, now I get it - Ed]) of the codebase that would be community driven. Patches from this fork would then be accepted and integrated into Adobe’s version of Flex as need be. Now that we sit at the close of this year, we can see how vitally important this announcement was to the current situation…

    In other Adobe news, Flash Player 10.3 was released and Adobe demonstrated Flash Media Server 4.5 and the implementation of HTTP Live Streaming (HLS) – a form of streaming technology that chunks data into tiny packets for transport over the normal HTTP protocol while also allowing multi-bitrate support for varying devices and connection speeds. This enables FMS to stream video to iOS using the HTML <video> tag. Cool.

    One of the bigger announcements that came out of the Google I/O conference this year was the Google Chromebook. The Chromebook is a netbook-class device that is meant to run only browser-based applications, resulting in super-fast startup times and persistent storage in the cloud. Google also announced a new update to Google TV built on Honeycomb. With this, not only would every user get the benefits of an updated Android OS, but the Android Market would be enabled on Google TV devices, allowing developers to target these systems alongside smartphones and tablets. (The lack of Market access on the original Google TV was a huge oversight, in the opinion of many developers.)

    One last notable item for Spring was the release of the BlackBerry Playbook. This was a long time coming and provided customers looking for a powerful tablet device an alternative to iOS and Android, since the Blackberry Tablet OS is built upon QNX – known for its stability and overall reliability. Unfortunately, the tablet hasn’t really taken off since the device still doesn’t have a native email client, calendar, or Angry Birds*.

    *Yes, I am kidding about Angry Birds. Mostly.


    Summer…

    A lot happened over the summer months. Flash Builder 4.5.1 was released by Adobe, adding full Flex mobile support for Android, iOS and Playbook. Prior to this, developers needed to use all sorts of tricks to compile applications for all these devices; with 4.5.1, it could all be done through the application GUI. At the same time, Adobe also released AIR 2.7 and mysteriously dropped support for AIR on Linux Desktop with the allowance that Open Screen Partner members may adopt the responsibility to get future versions of the AIR runtime on Linux distributions… although, at the time of writing, nothing has yet come of this. (What’s going on, Adobe?)

    In Apple’s world, Mac OSX 10.7 Lion was released – marking what may be the first signs of iOS influence within the desktop operating system with an integrated app store and advanced gesture support. Many were taken aback by the integration of mobile-like elements and concepts into a desktop OS… but since then, Windows appears to be taking a similar path, so this is probably not going to be an isolated idea.

    Google took a cue from Adobe’s “Wallaby” project and released their own Flash to HTML conversion tool called Swiffy. This tool differed from “Wallaby” in that it converted SWF files instead of FLA files, and used an entirely different output. Still, the spirit and limitations of both tools are shared: convert old Flash-based content (AS2, limited capability graphics) to something that can be read natively through web browsers.

    In July Sony made news due to their joining the Open Screen Project, as well as their release of some interesting Android-based tablets. They also announced the “Adobe AIR App Challenge” to get developers interested in targeting their tablets using AIR 3 betas along with ActionScript Native Extensions (ANE) which targeted specific features of their hardware. With Adobe’s recent new focus on gaming, this was an attractive contest for developers to participate in and it gave users exposure to new possibilities with ANEs in AIR 3.

    In strange tablet news, the HP TouchPad with WebOS was released – and then discontinued merely weeks later. This was notable for Flash developers since it was long expected that Adobe was working closely with Palm and then HP to get mobile Flash Player on PalmOS/WebOS devices. Obviously this was never to be. Since that time, users have been able to get Android running on the system, giving the tablet a certain post-mortem desirability.

    Anyone who was at Adobe MAX last year will remember a prototype that was shown during the Sneaks called “Project EDGE” – which demonstrated an animation platform targeting HTML5, JavaScript, and CSS3. Adobe Edge Preview 1 was made available for download on Adobe Labs over the Summer and received a rather impressive number of downloads over the first week. While Edge Preview 1 was limited in functionality, it showed great promise.

    Around the same time that Edge first saw the light of day, Adobe also launched a new beta resource website, called The Expressive Web. This is a project which Adobe has put together with the goal of creating both a resource and a showcase for some of the most creative and expressive features being added to the web. In addition to highlighting and providing information on 12 new HTML5 and CSS3 features, the site itself makes extensive use of new features such as CSS3 Transitions, CSS3 Transform, Web Storage and more to provide a visually compelling resource for learning about HTML5 and CSS3.

    Summer also marked the end of the Adobe AIR Marketplace. The service existed for three years and was a good distribution channel for AIR applications at the time. Since then, a number of other markets have emerged on both mobile and desktop, making Adobe’s offering a bit redundant. One of the most unfortunate things about this closure is that a lot of people had links to the AIR Marketplace for app downloads… these all went dead on August 31st.


    Autumn…

    A few weeks before Adobe MAX, Microsoft held their BUILD conference at which they released a developer preview of Windows 8. This was the first hands-on of the new Metro interface borrowed from Windows Phone 7, and it was given mixed reviews by the press. The most startling revelation about Metro, though, was that Internet Explorer 10 running in Metro would have no support for browser plugins. Zero. No Flash Player, no Silverlight, no Java… nothing but HTML, CSS, and JavaScript. If a user wants to use any of these plugins, they must exit out of the Metro interface to bring up the “classic” version of IE10 within which plugins like Flash Player would function just as normal.

    So now we have two major players in mobile – Apple and Microsoft – saying “no” to mobile Flash Player in favor of a pure HTML experience. (Unfortunately, this goes against the HTML5 spec, since the spec actually now allows <embed> as a valid element!) Even more shocking were the increased rumors that Microsoft may be scaling back hard on Sliverlight moving forward. A rough time for Silverlight developers, indeed.

    October brought us Adobe MAX, at which Adobe revealed their new cloud platform, the Creative Cloud, and also a series of touch apps for tablets that aim to bring creative expression to tablet devices. While tablets are commonly seen more as consumer tools, Adobe wants to change that perspective and these tablet applications go some way toward that goal. The Creative Cloud also includes a subscription service to the Creative Suite for about $50 a license. Not too bad – but not everyone wants to be bound to a subscription model. We’ll see what the details are once this is all finalized next year.

    There were also a number of new releases timed around Adobe MAX, including Flash Player 11, AIR 3, and Edge Preview 3. The Flash Runtimes included many great new features, among which is Stage3D (formerly Molehill) which allows full GPU-accelerated 3D rendering in the browser. In fact, during the Day 2 keynote, Adobe was able to show off the full Unreal engine (ported to AS3 using Alchemy) running in Flash Player 11. Pretty spectacular. It is also worth noting that practically all of the new touch apps were built with AIR 3.

    Even with all of the great announcements for Flash developers, many who left MAX did so with a sense of foreboding… Adobe seemed to be talking up HTML a lot more than Flash – and if you didn’t go to any of the Flex futures sessions, you probably came away with a rather empty feeling. This would play out in the weeks ahead as Adobe made some rather dramatic decisions around the future of the platform.


    Winter Falls… Hard

    On November 9th, Adobe was scheduled to have its regular analyst meeting to talk about how things were going for the company and lay some groundwork for the direction of the year ahead. Also, as has become custom, everyone expected there to be a bit of restructuring and associated layoffs around the same time. What actually happened is something the industry is still reeling from.

    Reports began spreading the evening before that Adobe was set to announce the end of the mobile Flash Player. There were also rumors that the entire Flash Professional team was laid off. Now, rumors are often just that and do not ever actually see the light of day. Many in the community thought that with Adobe being so strong on mobile Flash Player with so many successes that this had to be just another ugly rumor and could not possibly be true.

    Unfortunately, this time, the rumor was 100% accurate. A press release and blog post the next morning confirmed that Adobe did intend to drop all future work on mobile Flash Player! Even more alarming was that statements around the dismissal of mobile Flash Player were always framed by statements declaring full support for HTML – even going so far as to point to HTML as the superior technology. This rightly upset a good number of Adobe’s strongest supporters in the Flash and Flex community. In addition, many well-known public figures at Adobe were part of a 750+ company-wide layoff. That’s 10% of the company’s total workforce. Ouch. For more information, I suggest reading Mike Chamber’s post about the situation. Fortunately, the rumor about the Flash Professional team has been declared false.

    Later that week Adobe posted more information about their plans for Flex and revealed that the SDK would be contributed to the Apache Foundation and maintained by Spoon, Adobe, and the community at large. Spoon, if you recall, is an organization established in April of this year which had the goal of working with Adobe to open the Flex SDK up for greater community involvement. This is the next logical step in that process. Keep in mind that Flex has actually been open source since 2006… so this has been a lengthy process. Having all of these projects (including PhoneGap) now under Apache is a good move; the Apache Foundation is respected and established. Not only has Adobe contributed the Flex SDK, but also the new generation Falcon compiler (and an experimental version of the compiler called Flacon JS), BlazeDS, and an internal set of testing tools. Flex will not shrivel and die there – Adobe has now made some truly AWESOME contributions to the open source community!

    To recap:

    • Adobe is halting development on the mobile web browser version of Flash Player for Android. This effectively places future versions of Android on the same level as iOS regarding Flash Player.
    • They are doing this as part of a massive reorg to shift resources to mobile AIR on Android and iOS. They are also focusing on tooling and contributions to open web standards. This is a good thing, overall.
    • IMPORTANT: Flash through mobile AIR on iOS, Android, Blackberry is going nowhere and is being given more resources. Again, this is what most developers have been working with – not mobile Flash Player in the browser.
    • Mobile Flash Player 11 is not going away on Android – but if Android handsets want to continue with new versions, they must license the source and compile it for their customers. It will remain available for download and use in the meantime.
    • Mobile Flash Player source is being licensed to those who wish to compile for their own platforms (like Blackberry does now). So mobile Flash Player may not be going away at all. It depends on the partners.
    • Adobe is also furthering efforts in HTML through projects like Dreamweaver, jQuery and WebKit contributions, Apache CallBack (PhoneGap), and notably their HTML/CSS/JS motion and interactivity solution Adobe Edge.
    • Flex is being placed under the Apache Foundation (where PhoneGap will also reside) and will recieve continued (hopefully envigorated) support by the Spoon project, Adobe itself, and possibly other corporate contributors.
    • An update for mobile Flash Player 11 will be provided for users of Android 4.0 (ICS) and Adobe will continue to support the runtime through security patches and bug fixes.
    • A mix of good and bad news – the good was absolutely ruined by the way the bad was communicated.

    Android 4.0 “Ice Cream Sandwich” was finally released in November. One of the great things about this announcement is that Google has released the source to both ICS and Honeycomb! All of the Android tablet manufacturers out there can finally take advantage of this resource. Even though Flash Player does not currently function with ICS, Adobe has committed to providing an update on Android that will get this working on the new OS.

    In Flash runtimes news, a lot of Stage3D resources and demos have been popping up on the web. For a good resource on using Stage3D for games, I would recommend having a look at Adobe Flash 11 Stage3D (Molehill) Game Programming Beginner’s Guide by Christer Kaitila. Amazingly enough, even renounced console publishers such as Square-Enix are having a serious look at Stage3D and have begun demonstrating some games built with these technologies. Flash Player 11.1 and AIR 3.1 were released as well. For those who want a concise, FREE resource to what is new in each of these runtimes; I suggest you check out a set of books published by O’Reilly as part of the Adobe Developer Library: What’s New in Flash Player 11 and What’s New in Adobe AIR 3. (Okay, yes, I am the author of these books but I do not get any royalties from them since they are free!)

    The web standards community set up movethewebforward.org which aims to get individuals involved in learning and contributing to standard web technologies in their own way. It’s a particularly good resource for those who may need some guidance along the current web landscape, though it does look like there’s something for everyone here.

    In a surprise move by HP, WebOS is going to be contributed to the open source community. It appears that the OS is far from dead, and HP hasn’t ruled out the manufacture of new devices which utilize the WebOS platform. Never count anyone out.

    Adobe hosted a small “Flex Community Summit” in San Francisco with 20 Flex developers from the community to discuss the future of the Flex framework. The stated goal of the Summit is to “fix the confusion, provide clarification, and rebuild trust.” Some of the most important takeaways from this discussion include:

    • There were robust apologies from Adobe executives around how the messaging was handled.
    • “For years to come Flex is going to be the best way to make applications for the web and desktop.” -Danny Winokur (Adobe)
    • Adobe’s involvement in future Flex will include “dozens of people”.
    • Apache Flex will target release runtimes.
    • AIR, Flex, and Flash Player (non-mobile) will continue to be supported.
    • “Flash isn’t just focused on gaming and video. Gaming helps push the envelop, but everyone can benefit from the improvements.”
    • “Adobe is committed to building applications with both Flex and HTML5, not just HTML5.”
    • “We have every interest that our runtime technology [Flash/AIR] is supported across as many platforms possible.”
    • Flash Catalyst has been discontinued. Design View in Flash Builder is slated for removal.
    • The new “Falcon” compiler will be ready for AS3 compilation in 2012. MXML compilation may be 2013.
    • Falcon is built to allow many back-end compilers such as FalconJS – the idea being that a developer can write in AS3/MXML and compile the code using Falcon, then cross-compile the output for JavaScript or other languages.
    • There was a great overview of the Apache Software Foundation process by Roy Fielding, an ASF founder.
    • Adobe will no longer sign RSLs, this will be done through Apache.
    • Proposal for Apache incubator is almost ready.
    • A Flex whitepaper will be published in January.

    There is still much to be done, but it is a good thing that things are moving forward in a positive way. 2012 will be an interesting year for sure.

    We close the year with rumors that Silverlight 5 will most likely be the final version of that runtime. While Silverlight never caught on the way Microsoft originally positioned it (as a “Flash killer”), it is sad that so many developers who invested their time in the technology could be left with an abandoned runtime. Silverlight did much to spur Adobe to action – ramping up development efforts for the runtimes and tooling. Without competing technologies, there is always the possibility of complacency… and that’s good for no one.


  8. Kah Shiu Chong says:
    January 12, 2012 at 9:13 am

    Collision detection is a branch of algorithms that checks whether two shapes overlap. If you build physics or action games with ActionScript, you will certainly not escape acquaintance with this topic. This is the first of the series regarding collision detection. In this Quick Tip, we shall look at ActionScript’s built-in collision detection method, hitTestObject(), and write our own to detect overlap between two circles.


    Final Result Preview

    This is the final SWF we will create in this Quick Tip. Click the blue circle and drag it towards the green one. Once they overlap, the green circle will change its color; if you remove the blue circle again, the other will return to being green.


    Step 1: Bounding Box Checks

    Those who are aquainted with ActionScript 2.0 will definitely recognise the method, hitTest(). This command checks for overlap between two shapes, or between a shape and a single point. In ActionScript 3.0 it is split into two separate methods: hitTestObject() and hitTestPoint().

    We shall look at hitTestObject() first. This commnad generally suits collision detection for box-like shapes (squares, rectangles). A bounding box is drawn around shapes and when these bounding boxes overlap each other, hitTestObject() returns true.

    Check out the example below. Drag the blue box towards the green one. As they overlap, the green box’s shade darkens.

    I attach here the corresponding ActionScript that generates the above presentation. Box is a custom written class to easily generate square shapes. I’ve included the classes in the source folder; do refer to them. The important script for collision detection is highlighted below.

    
    
    package
    {
    	import flash.display.Graphics;
    	import flash.display.Sprite;
    	import flash.events.MouseEvent;
    	/**
    	 * Simple hitTest with boxes
    	 * @author Shiu
    	 */
    	[SWF(width = 400, height = 300)]
    	public class Simple extends Sprite
    	{
    		private var box1:Box, box2:Box;
    
    		public function Simple() {
    			box1 = new Box(0x0000FF); addChild(box1);
    			box1.x = 250; box1.y = 250;
    			box1.addEventListener(MouseEvent.MOUSE_DOWN, start);
    			box1.addEventListener(MouseEvent.MOUSE_UP, end);
    
    			box2 = new Box(0x00FF00); addChild(box2);
    			box2.x = 100; box2.y = 50;
    		}
    		private function start(e:MouseEvent):void {
    			e.target.startDrag();
    			e.target.addEventListener(MouseEvent.MOUSE_MOVE, check);
    		}
    		private function end(e:MouseEvent):void {
    			e.target.stopDrag();
    			e.target.removeEventListener(MouseEvent.MOUSE_MOVE, check);
    		}
    		private function check(e:MouseEvent):void {
    			if (e.target.hitTestObject(box2)) box2.color = 0x00AA00;
    			else				box2.color = 0x00FF00;
    		}
    	}
    }

    Step 2: Shortcomings of Bounding Boxes

    However, collision between circles cannot be effectively checked using this command. Check out the presentation below. Drag the blue circle towards the green one. Before the shapes collide, their bounding boxes already overlap and hitTestObject() is true. We need a more accurate solution.

    This problem is prevalent not only for collision detection between circles but non-square shapes generally. Observe the diagram below. For organic shapes that are difficult to resolve by polygons, we shall make use of pixel-precise collision detection.


    Various inaccurate collision detected through hitTestObject.

    Step 3: Distance Between Centers

    The solution to this problem is quite simple: we shall measure the distance between the centers of these circles. If the centers get close enough to each other, we shall flag collision as true. But how close is close enough?


    Distance between circles.

    Observe the diagram above. r1 refers to the radius of circle1 and r2 refers to the radius of circle2. The distance between circles is calculated on every frame. If (and only if) it is equal to or less than the sum of both radii (r1+ r2), then the two circles must be touching or overlapping each other.


    Step 4: Circle-Circle Collision Detection

    Here are the important ActionScript for the implementation of the concept above:

    
    
    minDist = circle1.radius + circle2.radius;
    
    
    
    private function check(e:MouseEvent):void {
    	var distance:Number = Math2.Pythagoras(circle1.x, circle1.y, circle2.x, circle2.y);
    	if (distance <= minDist) circle2.color = 0x00FFAA;
    	else circle2.color = 0x00FF00;
    }
    

    Step 5: Sample Solution

    Here is a sample of the solution. Drag the blue circle towards to the green one. As they overlap, you will see green’s color change. It returns to normal when both circles are not colliding.

    I have included the ActionScript implementation below.

    
    
    package
    {
    	import flash.display.Sprite;
    	import flash.events.MouseEvent;
    	/**
    	* Simple collision between 2 circles
    	* @author Shiu
    	*/
    	[SWF(width = 400, height = 300)]
    	public class Simple3 extends Sprite
    	{
    		private var circle1:Circle, circle2:Circle;
    		private var minDist:Number;
    
    		public function Simple3() {
    			circle1 = new Circle(0x0055AA, 30); addChild(circle1);
    			circle1.x = 250; circle1.y = 250;
    			circle1.addEventListener(MouseEvent.MOUSE_DOWN, start);
    			circle1.addEventListener(MouseEvent.MOUSE_UP, end);
    
    			circle2 = new Circle(0x00FF00, 30); addChild(circle2);
    			circle2.x = 100; circle2.y = 50;
    
    			minDist = circle1.radius + circle2.radius;
    		}
    
    		private function start(e:MouseEvent):void {
    			e.target.startDrag();
    			e.target.addEventListener(MouseEvent.MOUSE_MOVE, check);
    		}
    
    		private function end(e:MouseEvent):void {
    			e.target.stopDrag();
    			e.target.removeEventListener(MouseEvent.MOUSE_MOVE, check);
    		}
    
    		private function check(e:MouseEvent):void {
    		var distance:Number = Math2.Pythagoras(circle1.x, circle1.y, circle2.x, circle2.y);
    			if (distance <= minDist) circle2.color = 0x00FFAA;
    			else circle2.color = 0x00FF00;
    		}
    	}
    
    }
    

    Conclusion

    As you can see, the general principle of collision detection is to use mathematical formulae to check for overlappings between different shapes. Vector mathematics plays an important role too. Next to come is collision between a circle and a line. Thanks for reading and see you soon.


  9. Kah Shiu Chong says:
    January 12, 2012 at 10:11 am

    In this tutorial, you will learn how to cast a field of view of a turret guarding a specific location. When an enemy is within the turret's field of view, the turret will shoot at them. Vector math will be used to help in implementing this field of view.


    Final Result Preview

    Let's take a look at the final result we will be working towards. Click on the turret at the bottom of stage to begin the simulation.


    Step 1: Field of View

    I’m sure most readers have used cameras. Every camera has a view angle, defined by the type of lens attached. There are narrow and wide view angles. View angles constrain the field of view into a sector. From a top-down position, they look like the diagram below. If you take a picture, eveything within the grayed area will be captured.

    Field of view: narrow and wide

    The turret's field of view in our simulation is like that of a camera. If there's an enemy within its field of view, a guard will respond (sound an alarm, take aim, shoot, etc).


    Step 2: Basic Concept

    Mathematical conditions to determine item within FOV

    The diagram above shows the field of view of turret. Usually the angle of view will be equal on both the left and the right. The radius will also be consistent throughout the sector. So to check whether an enemy is within a turret's field of view, these two mathematical conditions can be used:

    1. Distance between turret and enemy is less than radius.
    2. Angle from turret's line of sight to enemy is less than 30°.

    Step 3: Define Field of View Using Vector

    We shall use vector math to help us. In this case, the vectors in consideration are vLine2 and vLine3. We can:

    • Compare magnitudes of vLine2 and vLine3 to validate Condition 1 from Step 2.
    • Compare angle sandwiched between vLine2 and vLine3 to validate Condition 2 from Step 2.

    Using the formula of dot product between Vectors, we can find the angle sandwiched between two vectors. I have included a Flash presentation above to facilitate your understanding. Click on the buttons at the bottom to scroll through the frames.

    Here is the Actionscript in Vector2D (which I’ve used in previous tutorials, like this one) that does the job. Note that line 257 helps to determine whether the angle is on the negative or positive side. However, this is not going to help us much here as direction is not important. More explanations on this topic in the next part of this series.

    
    
    /**
     * Method to obtain the smaller angle, in radian, sandwiched from current vector to input vector
     * @param	vector2 A vector to bound the angle
     * @return Angle in radian, positive is clockwise, negative is anti-clockwise
     */
    public function angleBetween(vector2:Vector2D):Number
    {
    	//get normalised vectors
    	var norm1:Vector2D = this.normalise();
    	var norm2:Vector2D = vector2.normalise();
    
    	//dot product of vectors to find angle
    	var product:Number = norm1.dotProduct(norm2);
    	product = Math.min(1, product);
    	var angle:Number = Math.acos(product);
    
    	//sides of angle
    	if (this.vectorProduct(vector2) < 0) angle *= -1
    	return angle;
    }

    Step 4: Implementation

    I have included a presentation below that implements the concept of field of view. Feel free to click and drag the bigger gray circles around. Observe area covered by the field of view indicated by darker dots.


    Step 5: Important ActionScript

    If you'd like to see the ActionScript for the presentation above, feel free to open up AppFan.as from the source download – it’s commented to facilitate understanding. I shall only include here the important snippet that checks the conditions.

    I've highlighted the conditional statement that each of the little dots on the stage is evaluated against it to see if its within the highlighted area.

    
    
    //Calculate the magnitude and angle
    var vLine2:Vector2D = new Vector2D(b2.x - b1.x, b2.y - b1.y);
    var vLine3:Vector2D = new Vector2D(b3.x - b1.x, b3.y - b1.y);
    var ang:Number = Math.abs(vLine2.angleBetween(vLine3))	//Eliminate directional feature of angle
    var mag:Number = vLine2.getMagnitude();
    
    for each (var item:Ball in sp) {
    	var vParticle1:Vector2D = new Vector2D(item.x - b1.x, item.y - b1.y);
    
    	//Checking if falls within sector
    	//Condition: Magnitude less than mag, angle between particle ang vLine2 less than ang
    	 if(Math.abs(vLine2.angleBetween(vParticle1)) <ang
    	 && mag> vParticle1.getMagnitude()){
    		item.col = 0x000000;
    	}
    	//if outside of segment, original color
    	else item.col = 0xCCCCCC;
    	item.draw();
    }

    Step 6: Variations

    To add variation to the use of field of view, we can implement far and near attenuation. In fact, we just went through far attenuation. For far attenuation, enemies that are further away (further than the far attenuation distance) cannot be seen by the turret. For near attenuation, enemies that are too close (less than near attenuation) cannot be seen by turret. This may sound irrational, but imagine the turret sitting on a high cliff while the enemy sneaks right under the cliff.

    Okay, perhaps you are not convinced, so here is another example of different use. A guard carries a short sword, a bow and arrows. When an enemy is too far off, he may just want to keep a close eye on him. When the enemy comes within shooting range, he shoots arrows. When the enemy comes too close, he fights with short sword. You may even implement different types of guards: bowmen and swordsmen. Enemies within shooting range are dealt with by bowmen while those at at close range are dealt with by swordsmen.

    By understanding the conditions introduced in Step 2, variations can be introduced into our simulation or game.


    Step 7: Define Field of View Conditions

    I’ve included a Flash presentation below to showcase different cases and their corresponding set of conditions. Click on the buttons to check out the different cases.


    Step 8: Programming Field of View Conditions

    The following is a snippet of code for implementing the conditions as laid out in Step 7. You may want to view the whole source code in Region2.as to check out the whole implementation.

    
    
    //Checking done every frame
    private function move(e:MouseEvent):void
    {
    	//Calculate Vector from guard to enemy
    	var g_e:Vector2D = new Vector2D(enemy.x - guard.x, enemy.y - guard.y);
    	var angle:Number = r3.angleBetween(g_e);
    	//Conditions
    	var withinSector:Boolean = Math2.degreeOf(Math.abs(angle)) < sector;
    	var withinR3:Boolean = g_e.getMagnitude() < r3.getMagnitude();
    	var withinR2:Boolean = g_e.getMagnitude() < r2.getMagnitude();
    	var withinR1:Boolean = g_e.getMagnitude() < r1.getMagnitude();
    
    	//Difference example cases
    	if (example == 0) {
    		if (withinSector && withinR3) {
    			t1.text = "Within FOV"
    		}
    		else t1.text = "Beyond FOV"
    	}
    	else if (example == 1) {
    		if (withinSector && withinR3 && !withinR1) {
    			t1.text = "In between \nfar and near attenuation"
    		}
    		else t1.text = "Beyond FOV"
    	}
    	else if (example == 2) {
    		if (withinSector) {
    			if (withinR1) t1.text ="Sword attack"
    			else if (withinR2) t1.text = "Arrow shoot"
    			else if (withinR3) t1.text = "Keep observe"
    		}
    		else t1.text = "Beyond FOV"
    	}
    }
    
    //Swapping example cases in response to changes in context menu
    private function swap(e:ContextMenuEvent):void
    {
    	//swap example
    	if (e.target.caption == &quot;Basic FOV&quot;) example = 0;
    	else if (e.target.caption == &quot;Far/Near Attenuation&quot;) example = 1;
    	else if (e.target.caption == &quot;Observe/Arrow/Sword&quot;) example = 2;
    
    	//Redraw region indicating detection area
    	drawRegion();
    }
    

    Step 9: Implementation

    Here's an implementation of ideas explained in Step 6. Click on the black circle and drag it aroud the stage to check whether it’s sitting within the visible region. Right-click on stage to pop context menu out, then select from "Basic FOV", "Far/Near Attenuation" and "Observe/Arrow/Sword" to check out the different examples.


    Step 10: The Scenario

    Now to put into context whatever we have learnt, we are going to create a simulation. Here's the scenario:

    A turret is stationed at one end of the stage. Its role is to eliminate as many troops that invade its space as possible. Of course, turret will have to see those troops (within field of view) in order to shoot lasers – and bye-bye troops. Since it can only shoot a beam of laser at any instance, it’s going to choose the closest enemy in sight.

    On the other hand, troops will try to successfully cross to the other side. They will have to cross a river and, as they do, they will slow down. Now these troops are going to respawn on top of stage whenever they die or go out of stage.

    Image depicting scenario 1

    Step 11: Basic Setup

    The implementation of this example will be hard-coded. The basic setup is as below. On initialisation we will draw the graphics of elements (river, troops, turret) and position then nicely. On clicking on the purple turret, animation will start. On every frame we will see them animate according to the behaviours of each element.

    
    
    public function Scene1() {
    	makeTroops();
    	makeRiver();
    	makeTurret();
    	turret.addEventListener(MouseEvent.MOUSE_DOWN, start);
    	function start ():void {
    		stage.addEventListener(Event.ENTER_FRAME, move);
    	}
    }
    private function move(e:Event):void {
    	behaviourTroops();
    	behaviourTurret();
    }
    

    Below are the variables of this class.

    
    
    private var river:Sprite;
    
    private var troops:Vector.<Ball>;
    private var troopVelo:Vector.<Vector2D>;
    
    private var turret:Sprite;
    private var fieldOfView:Sprite;
    
    private var lineOfSight:Vector2D = new Vector2D (0, -300);	//line of sight facing north
    private var sectorOfSight:Number = 	20			//Actually half of sector, in degrees
    

    Step 12: Draw and Position River

    Drawing and positioning river. Pretty simple.

    
    
    private function makeRiver():void {
    	river = new Sprite; addChild(river);
    
    	//Specify the location & draw graphics of river
    	with (river) {
    		x = 0; y = 150;
    		graphics.beginFill(0x22BBDD, 0.2);
    		graphics.drawRect(0, 0, 500, 50);
    		graphics.endFill();
    	}
    }

    Step 13: Draw and Position Troops

    Drawing troops will be simple. However, I wanted a "V" formation on troops. So I position the troop at the bottom of "V" first, followed by troops on both sides of its wing. You may want to adjust its center position through center and the spacing between troops through xApart and yApart. Note that troops and its corresponding troopVelo share the same index. All troops are heading south.

    
    
    private function makeTroops():void {
    	troops = new Vector.<Ball>;		//Initiate troops
    	troopVelo = new Vector.<Vector2D>;	//initiate velocity
    
    	//local variables
    	var center:Vector2D = new Vector2D(stage.stageWidth * 0.5, 150);
    	var xApart:int = 20; var yApart:int = 15; 
    
    	//Locating troops & velocities
    	var a:Ball = new Ball; stage.addChild(a); troops.push(a);
    	a.x = center.x; a.y = center.y;
     	//troops heading south
    	var aV:Vector2D = new Vector2D(0, 1); troopVelo.push(aV);	
    
    	for (var i:int = 1; i < 11; i++) {
    		var b:Ball = new Ball; stage.addChild(b); troops.push(b);
    		b.x = center.x + i * xApart; b.y = center.y - i * yApart;
    		var bV:Vector2D = new Vector2D(0, 1); troopVelo.push(bV);
    
    		var c:Ball = new Ball; stage.addChild(c); troops.push(c);
    		c.x = center.x - i * xApart; c.y = center.y - i * yApart;
    		var cV:Vector2D = new Vector2D(0, 1); troopVelo.push(cV);
    	}
    }

    Step 14: Draw and Position Turret

    Here, we shall draw, position, and orient the turret and its field of view to face north towards the enemy. Note that the line of sight is facing north.

    
    
    private function makeTurret():void {
    	//instantiate, locate, orient turret
    	turret = new Sprite; stage.addChild(turret);
    	turret.x = stage.stageWidth * 0.5,
    	turret.y = stage.stageHeight;
    	turret.rotation = -90;
    	turretRot = 2;				//rotation speed
    
    	//Draw turret graphics
    	var w:int = 30; var h:int = 10;
    	turret.graphics.beginFill(0x9911AA);
    	turret.graphics.lineStyle(2); turret.graphics.moveTo( 0, -h / 2);
    	turret.graphics.lineTo(w, -h / 2); turret.graphics.lineTo(w, h / 2);
    	turret.graphics.lineTo(0, h / 2); turret.graphics.lineTo(0, -h / 2);
    	turret.graphics.endFill();
    
    	//Setting data for field of view's graphics
    	var point1:Vector2D = new Vector2D(0, 0);
    	var point2:Vector2D = new Vector2D(1, 0);
    	var point3:Vector2D = new Vector2D(0, 0);
    	point1.polar(lineOfSight.getMagnitude(), Math2.radianOf(sectorOfSight));
    	point2.setMagnitude(lineOfSight.getMagnitude()/Math.cos(Math2.radianOf(sectorOfSight)));
    	point3.polar(lineOfSight.getMagnitude(), Math2.radianOf(-sectorOfSight));
    
    	//instantiate, locate, orient field of view
    	fieldOfView = new Sprite; addChild(fieldOfView);
    	fieldOfView.x = turret.x; fieldOfView.y = turret.y;
    	fieldOfView.rotation = -90;
    
    	//draw turret's field of view
    	fieldOfView.graphics.beginFill(0xff9933, 0.1);
    	fieldOfView.graphics.lineStyle(1);
    	fieldOfView.graphics.moveTo(0, 0);
    	fieldOfView.graphics.lineTo(point1.x, point1.y);
    	fieldOfView.graphics.curveTo(point2.x, point2.y, point3.x, point3.y);
    	fieldOfView.graphics.lineTo(0, 0);
    	fieldOfView.graphics.endFill();
    }

    A little detail here on the drawing the line of sight. I’ve included image below for clarification:

    Image to clarify points in drawing FOV

    Step 15: Troops' Behaviour

    Troops will be animated across time. Here's their behaviour. Note that the last two lines of code are commented. If you would like dead troops to be removed from animation, you may uncomment them.

    
    
    //troops' behaviour
    private function behaviourTroops():void
    {
    	//for each troop
    	for (var i:int = 0; i < troops.length; i++) {
    
    		//If troop reach bottom of screen, respawn on top of screen
    		if (troops[i].y > stage.stageHeight) {
    			troops[i].y = 0; troops[i].x = Math.random() * (stage.stageWidth - 100) + 100;
    		}
    		//if wading through river, slow down
    		//else normal speed
    		if (river.hitTestObject(troops[i])) troops[i].y += troopVelo[i].y*0.3;
    		else troops[i].y += troopVelo[i].y
    
    		//If troop is dead ( alpha < 0.05 ), respawn on top of screen
    		if (troops[i].alpha < 0.05) {
    			troops[i].y = 0; troops[i].x = Math.random() * (stage.stageWidth - 100) + 100;
    			troops[i].col = 0xCCCCCC; troops[i].draw(); troops[i].alpha = 1;
    			//stage.removeChild(troops[i]); troops.splice(i, 1);
    			//troopVelo.splice(i, 1);
    		}
    	}
    }

    Step 16: Turret’s Behaviour

    The turret will guard its post by panning its field of view around, but within certain angles. Here, I’ve defined the panning angle to be between -135 and -45 (using Flash angles). If there's an enemy within sight, it will attack it. But if there's more than one enemy, it's going to choose the closest to attack.

    
    
    //turret's behaviour
    private function behaviourTurret():void
    {
    	//rotate turret within boundaries of -135 & -45
    	if (turret.rotation > -45)	turretRot = -2
    	else if (turret.rotation < -135) turretRot = 2
    
    	//shoot closest enemy within sight
    	graphics.clear();
    	if (enemyWithinSight() != null) {
    
    		//closest enemy in sight
    		var target:Ball = enemyWithinSight();
    		target.col = 0; target.draw(); 	//turns to black &
    		target.alpha -= 0.2;		//health deteriorates
    
    		//orient turret towards enemy
    		var turret2Target:Vector2D = new Vector2D(target.x - turret.x, target.y - turret.y);
    		turret.rotation = Math2.degreeOf(turret2Target.getAngle());
    
    		//draw laser path to enemy
    		graphics.lineStyle(2);	graphics.moveTo(turret.x, turret.y);	graphics.lineTo(target.x, target.y);
    	}
    
    	//no enemy within sight, continue scanning
    	else { turret.rotation += turretRot }
    
    	//turn field of view and line of sight of turret according to turret's rotation
    	fieldOfView.rotation = turret.rotation;
    	lineOfSight.setAngle(Math2.radianOf(turret.rotation));
    }

    Step 17: Getting Closest Enemy

    The turret will locate the closest enemy in its field of view and react by shooting a laser at it. To see how it finds the closest enemy, check out the ActionScript implementation below.

    
    
    //return the closest enemy within sight
    private function enemyWithinSight():Ball {
    	var closestEnemy:Ball = null;
    	var closestDistance:Number = lineOfSight.getMagnitude();
    
    	for each (var item:Ball in troops) {
    		var turret2Item:Vector2D = new Vector2D(item.x - turret.x, item.y - turret.y);
    
    		//check if enemy is within sight
    		//1. Within sector of view
    		//2. Within range of view
    		//3. Closer than current closest enemy
    		var c1:Boolean = Math.abs(lineOfSight.angleBetween(turret2Item)) < Math2.radianOf(sectorOfSight) ;
    		var c2:Boolean = turret2Item.getMagnitude() < lineOfSight.getMagnitude();
    		var c3:Boolean = turret2Item.getMagnitude() < closestDistance;
    
    		//if all conditions fulfilled, update closestEnemy
    		if (c1 && c2&& c3){
    			closestDistance = turret2Item.getMagnitude();
    			closestEnemy = item;
    		}
    	}
    	return closestEnemy;
    }

    Step 18: Launching Simulation

    You may now press Ctrl + Enter in FlashDevelop and observe this simulation. Click the turret to start the demo below.


    Step 19: A Step Further

    We can make use of this understanding to:

    • Implement a field of view for enemies.
    • Implement more turrets.
    • Introduce variation to the field of view as explained in Step 9.

    …and so on.

    Hopefully, this will spark some ideas and perhaps help in your next simulation or game.

    Conclusion

    Thanks for reading. As usual, do drop a comment to let me know if this has been helpful to you. I'll be writing the next tutorial to check out how enemies can stay out of turret's field of view by "hiding" behind obstacles. Stay tuned.


  10. Michael James Williams says:
    January 12, 2012 at 11:00 am

    Merry Quizmas! This month, I’m quizzing you on your understanding of two popular formats for data used by web apps: JSON and XML.


    Let’s Get Quizzy

    Having Trouble?

    If you get stuck, take a look at our previous posts: Understanding JSON and AS3 101: XML.


    Just So You Know…

    This quiz was built with the jQuizzy Quiz Engine by Siddharth, ace reviewer for Envato. jQuizzy is available for purchase over on Codecanyon :)



    Thanks also to Orman Clark and MediaLoot for their graphical contributions to the Activetuts+ Coffee Break Quizzes.


    What Would You Like To Be Tested On?

    If you’ve got an idea for an Activetuts+-related quiz subject, let us know in the comments!


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