Difference between revisions of "Z-order.as"

From Organic Design wiki
m
(Use new ball)
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 +
#include "ball.as"
 
balls = 6;
 
balls = 6;
 
zbuff = [];
 
zbuff = [];
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// Create some balls each of different colours and put in z-buffer
 
// Create some balls each of different colours and put in z-buffer
 
for ( i = 0; i < balls; i++ ) {
 
for ( i = 0; i < balls; i++ ) {
attachMovie( 'ball', 'ball'+i, i );
+
createBallMovieClip( 'ball'+i, i );
 
zbuff[i] = _root['ball'+i];
 
zbuff[i] = _root['ball'+i];
 
j = i + 1;
 
j = i + 1;
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g = (j & 2) ? 0xff : 0;
 
g = (j & 2) ? 0xff : 0;
 
b = (j & 4) ? 0xff : 0;
 
b = (j & 4) ? 0xff : 0;
c = new Color( zbuff[i] );
+
//c = new Color( zbuff[i] );
c.setTransform( { ra:r, ga:g, ba:b } );
+
//c.setTransform( { ra:r, ga:g, ba:b } );
 
}
 
}
  

Revision as of 11:48, 24 March 2006

  1. include "ball.as"

balls = 6; zbuff = []; angle = 0; arc = 2 * Math.PI / balls;

// Create some balls each of different colours and put in z-buffer for ( i = 0; i < balls; i++ ) { createBallMovieClip( 'ball'+i, i ); zbuff[i] = _root['ball'+i]; j = i + 1; r = (j & 1) ? 0xff : 0; g = (j & 2) ? 0xff : 0; b = (j & 4) ? 0xff : 0; //c = new Color( zbuff[i] ); //c.setTransform( { ra:r, ga:g, ba:b } ); }

// Per frame function reduce() {

// Sort the z-buffer by z zbuff.sort( function(a,b) { return a.z > b.z; } );

// Set ball coordinates, scales and depths for this frame angle += 0.05; for ( i = 0; i < balls; i++ ) { obj = _root['ball'+i]; b = angle + arc * i; obj.z = obj._xscale = obj._yscale = 20 + Math.cos(b) * 5; obj._x = width / 2 + Math.sin(b) * width / 3; obj._y = height / 2 + obj.z * 2; zbuff[i].swapDepths(i); }

}