Difference between revisions of "Z-order.as"

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obj = _root['ball'+i];
 
obj = _root['ball'+i];
 
b = angle + arc * i;
 
b = angle + arc * i;
obj.z = obj._xscale = obj._yscale = 50 + Math.cos(b) * 5;
+
obj.z = obj._xscale = obj._yscale = 50 + Math.cos(b) * 10;
 
obj._x = width / 2 + Math.sin(b) * width / 3;
 
obj._x = width / 2 + Math.sin(b) * width / 3;
 
obj._y = height / 4 + obj.z * 2;
 
obj._y = height / 4 + obj.z * 2;

Revision as of 12:12, 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 += 0.01; for ( i = 0; i < balls; i++ ) { obj = _root['ball'+i]; b = angle + arc * i; obj.z = obj._xscale = obj._yscale = 50 + Math.cos(b) * 10; obj._x = width / 2 + Math.sin(b) * width / 3; obj._y = height / 4 + obj.z * 2; zbuff[i].swapDepths(i); }

}