Archive for January, 2009
Stacked Planes
Compare this to the last post to see how similar they are.
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 | package { import de.polygonal.ds.DLinkedList; import de.polygonal.ds.DListNode; import gs.TweenMax; import org.papervision3d.events.InteractiveScene3DEvent; import org.papervision3d.materials.ColorMaterial; import org.papervision3d.objects.primitives.Plane; import org.papervision3d.view.BasicView; [SWF(width="900", height="480", backgroundColor="#ffffff", frameRate="60")] public class StackedPlanes extends BasicView { private static const X_SPACING:Number = 400; private static const Z_SPACING:Number = 400; private static const NUMBER_OF_PLANES:int = 10; private static const TIME:Number = .5; private var planeList:DLinkedList = new DLinkedList(); public function StackedPlanes() { viewport.interactive = true; for(var i:int = 0; i < NUMBER_OF_PLANES; i++) { var randomColor:Number = Math.random() * 0xffffff; var colorMaterial:ColorMaterial = new ColorMaterial(randomColor); colorMaterial.interactive = true; var plane:Plane = new Plane(colorMaterial, 400, 400, 4, 4); plane.x = i * X_SPACING; plane.addEventListener(InteractiveScene3DEvent.OBJECT_CLICK, plane_objectClickHandler); planeList.append(plane); scene.addChild(plane); } flow(plane); startRendering(); } private function plane_objectClickHandler(event:InteractiveScene3DEvent):void { var plane:Plane = Plane(event.target); flow(plane); } private function flow(plane:Plane):void { var xPosition:Number = 0; var zPosition:Number = 0; TweenMax.to(plane, TIME, {x:xPosition, z:zPosition, rotationY:0}); var current:DListNode = planeList.nodeOf(plane).node; var walkLeft:DListNode = current.prev; while(walkLeft) { plane = Plane(walkLeft.data); xPosition += X_SPACING; zPosition += Z_SPACING; TweenMax.to(plane, TIME, {x:xPosition, z:zPosition}); walkLeft = walkLeft.prev; } xPosition = 0; zPosition = 0; var walkRight:DListNode = current.next; while(walkRight) { plane = Plane(walkRight.data); xPosition -= X_SPACING; zPosition -= Z_SPACING; TweenMax.to(plane, TIME, {x:xPosition, z:zPosition}); walkRight = walkRight.next; } } } } |
Flover Cow – A.K.A. Cover Flow Knockoff
I’ll do a tutorial on this later. For know, download the source and play with the example.
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 | package { import de.polygonal.ds.DLinkedList; import de.polygonal.ds.DListNode; import gs.TweenMax; import org.papervision3d.events.InteractiveScene3DEvent; import org.papervision3d.materials.ColorMaterial; import org.papervision3d.objects.primitives.Plane; import org.papervision3d.view.BasicView; [SWF(width="900", height="480", backgroundColor="#ffffff", frameRate="60")] public class FloverCow extends BasicView { private static const SPACING:Number = 400; private static const NUMBER_OF_PLANES:int = 10; private static const TIME:Number = .5; private static const Z_FOCUS:Number = -500; private static const ROTATION_Y:Number = 45; private var planeList:DLinkedList = new DLinkedList(); public function FloverCow() { viewport.interactive = true; for(var i:int = 0; i < NUMBER_OF_PLANES; i++) { var randomColor:Number = Math.random() * 0xffffff; var colorMaterial:ColorMaterial = new ColorMaterial(randomColor); colorMaterial.interactive = true; var plane:Plane = new Plane(colorMaterial, 400, 400, 4, 4); plane.x = i * SPACING; plane.addEventListener(InteractiveScene3DEvent.OBJECT_CLICK, plane_objectClickHandler); planeList.append(plane); scene.addChild(plane); } flow(plane); startRendering(); } private function plane_objectClickHandler(event:InteractiveScene3DEvent):void { var plane:Plane = Plane(event.target); flow(plane); } private function flow(plane:Plane):void { var xPosition:Number = 0; TweenMax.to(plane, TIME, {x:xPosition, z:Z_FOCUS, rotationY:0}); var current:DListNode = planeList.nodeOf(plane).node; var walkLeft:DListNode = current.prev; while(walkLeft) { plane = Plane(walkLeft.data); xPosition -= SPACING; TweenMax.to(plane, TIME, {x:xPosition, z:0, rotationY:-ROTATION_Y}); walkLeft = walkLeft.prev; } xPosition = 0; var walkRight:DListNode = current.next; while(walkRight) { plane = Plane(walkRight.data); xPosition += SPACING; TweenMax.to(plane, TIME, {x:xPosition, z:0, rotationY:ROTATION_Y}); walkRight = walkRight.next; } } } } |
ActionScript 3 – Namespaces
Click to view the video in a pop-up. Right-click and “save as” to download the video to your hard drive.
Watch Video Tutorial on Namespaces in ActionScript 3
ActionScript 3 – Public, Internal, Protected, Private
This video tutorial covers “access control modifiers”. In ActionScript 3, you’ve seen the words “public”, “internal”, “protected”, or “private” in front of every function and this video explains what they do. I keep this as simple as I can and I try to avoid all that programming lingo.
Watch Video Tutorial on Access Control Modifiers in ActionScript 3
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