I want to create a card flip effect where I have a card front image, and a card back image. Is there a way to do it so that I have two images in 3d space, one in front of the other, and just rotate their container? If not, how can I achieve this? Also, while i'm using Five3D, i can probably figure out how to convert it if anyone has an example in another library such as papervision3D.
Soulwire has a neat solution which extends Sprite. It just adds a "front" and "back" properties (can be any DisplayObject) and handles everything else automatically. Nice if you just need simple two sided planes, but don't want to get elbow deep into a 3D framework.
http://blog.soulwire.co.uk/code/open-source/two-sided-planes-in-flash-player-10
If you don't need 3d and can use flash10, I suggest going with SideDetector.
With ppv3d, you could create 2 planes with a one-sided texture, flip one and stuff them into a group. I'd assume you can do something like that with Five3D as well.
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Currently I implemented my Flip Tile with the help of Scheduled Task, So one issue with similar approach is the Flip tile will flip the same image during the time interval. So what I am trying to achieve is I need to flip my images like cyclic tile. Ie one after another manner. One thing to notice here is I am using local (Isolated storage) images as Tile images not remote uri’s. Is it possible to achieve similar implementation in windows phone 8.
If you want to get the behaviour of the CycleTemplate then this is not possible with the FlipTemplate.
If you are trying to achieve having tiles which include a combination of images and text (set as Content in the FlipTemplate) then a solution would be to generate an image which includes the text you're interested in and then use that image, along with any other, in the CycleTemplate.
We're developing a game with impactjs that allows 'chaining' of entities as they are clicked. Basically this just draws a line between the two points, with a neon glow effect. So far, so good. Now, we have a request to make the 'chain' connections animated - fire, sparkles, etc. Essentially things that seem like they'd need actual graphic animations to look right. As the entities can be any distance/angle from each other, we're stuck at how to best implement a solution for this - that is, how to draw a diagonal image, for example, between two random points that we can animate. Any thoughts our suggestions on how to pull this off would be much appreciated.
Maybe create a particle entity with an Animation Sheet containing the necessary animations/particle effects. And then draw these particles along the line that from point A to point B.
When you want to animate it to fire/sparkles etc. run the animation for all those entities. in that line.
I'd be inclined to agree with Prat. Particle effects would most likely be what you need.
Here is a tutorial on generating particle effects in impact.js that might help you out.
http://www.pointofimpactjs.com/snippets/view/24/particle-effects-generation
I'm developing a visualization for certain parts of a Warehouse with Flex 3. In this visualization there are lot of blocks where 1 to x pallets can be placed where x is between 9 and 15. I need to represent each pallet with a black square, each place which is already assigned to a pallet but not physically taken with a grey square and each free place with a white square. I first thought to just use a canvas for each place on a block and change their color if the state changes. But the hundreds of canvases which are there as a result of this approach are not updated quickly enough for my purposes (screen freezes for a few seconds).
I don't want to use embedded images because of the great amount of images I had to embed in the application (those Images appear in 4 orientations).
My idea was to create background images which reflect the state of the whole block only when needed for that certain state and cache them, so that the computation time is spread over the whole runtime.
My problem now is I don't know how to create them in a way that I can use them as "backgroundImages". As far as I understand I would need them as a class object but I don't know how to achieve that, when not embedding the images.
I'm of course open to better approaches to solve my problem. Thanks for your support.
I would suggest using Graphics property of a Sprite for example. It provides basic drawing API, like drawing lines, circles and rectangles.
Besides, you can draw bitmap images on the Graphics to produce more advances results.
I am trying to create an animation for lemon juice and baking soda experiment, and I was wondering how can I create a foaming effect such as the one shown in this image:
The idea I have in mind is to simply draw a foam in photoshop and then use motion tween to change the size. I was hoping I could find a better solution to this.
I have something somewhat similar that you can probably use as a springboard for doing your own thing.
http://www.shaunhusain.com/SteamEffect/
http://www.shaunhusain.com/SteamEffect/srcview/index.html
Currently I'm just drawing some circles with this and then setting a blur on them (not very efficient I know but it served the purposed as I didn't need it to create a bajillion particles to still be effective as "steam" which was the intended goal). You could swap out the shapes/filter I'm using for your own drawing and use the same basic structure.
EDIT
Perhaps this requires at least a little explanation:
Basically you'd want to look at the two files SteamCanvas.mxml and BitOfSteam.as. To be honest I have no idea why I decided to write SteamCanvas as an mxml file. I chose to use Canvas as the base class so I could just wrap it around any other component as a container and be able to detect mouse clicks anywhere within a region. If this is being used in a pure Flash environment, that is one not using the Flex libraries (or mxmlc compiler) it could be changed to extend from Sprite and be written purely in AS3, essentially just the creationComplete code should be moved to the constructor. How this works is the SteamCanvas is a wrapper for whatever controls or components you want to put in it (just like a normal canvas uses absolute positioning, but could have containers that define layout nested within it if need be). The SteamCanvas sets up a timer and if the mouse is down when the timer ticks, it creates instances of BitOfSteam and sets the properties for the steam based on the SteamCanvases own currently set properties. In the project you'll also see a SteamEffectTest.mxml which is just the file you see running that has the sliders on it to change the properties of the SteamCanvas, I used these to come up with what I thought were good values to make somewhat realistic steam. If I remember I'll revisit this component tomorrow and try to take Marty's suggestions to get it updated.
I'm creating a space game in actionscript/flex 3 (flash). The world is infinitely big, because there are no maps. For this to work I need to dynamically (programatically) render the background, which has to look like open space.
To make the world feel real and to make certain places look different than others, I must be able to add filters such as colour differences and maybe even a misty kind of transformation - these would then be randomly added and changed.
The player is able to "scroll" the "map" by flying to the sides of the screen, so that a certain part of the world is only visible at once but the player is able to go anywhere. The scrolling works by moving all objects except for the player in the opposite direction, making it look like it was the player that moved into that direction. The background also needs to be moved, but has to be different on the new discovered terrain (dynamically created).
Now my question is how I would do something like this, what kind of things do I need to use and how do I implement them? Performance also needs to be taken into account, as many more objects will be in the game.
You should only have views for objects that are within the visible area. You might want to use a quad tree for that.
The background should maybe be composed of a set of tiles, that you can repeat more or less randomly (do you really need a background, actually? wouldn't having some particles be enough?). Use the same technique here you use for the objects.
So in the end, you wind up having a model for objects and tiles or particles (that you would generate in the beginning). This way, you will only add a few floats (you can achieve additional performance, if you do not calculate positions of objects, that are FAR away. The quad tree should help you with that, but I think this shouldn't be necessary) If an object having a view leaves the stage, free the view, and use the quad tree to check, if new objects appear.
If you use a lot of objects/particles, consider using an object pool. If objects only move, and are not rotated/scaled, consider using DisplayObject::cacheAsBitmap.