Difference between revisions of "Z-order.as"
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// Set ball coordinates, scales and depths for this frame | // Set ball coordinates, scales and depths for this frame | ||
| − | angle += 0. | + | angle += 0.05; |
for ( i = 0; i < balls; i++ ) { | for ( i = 0; i < balls; i++ ) { | ||
obj = _root['ball'+i]; | obj = _root['ball'+i]; | ||
Revision as of 10:24, 8 April 2006
- 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++ ) { j = i + 1; colour = (j & 1) ? 0xff0000 : 0; colour |= (j & 2) ? 0x00ff00 : 0; colour |= (j & 4) ? 0x0000ff : 0; zbuff[i] = createSymbol( this, 'ball', 'ball' + i, i, colour ); }
// 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 = 50 + Math.cos(b) * 10; obj._x = width / 2 + Math.sin(b) * width / 3; obj._y = obj.z * 2; zbuff[i].swapDepths(i); }
}



