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Hungry Hero goes Open Source

hUngaryhEro

Hungry Hero is an open source Flash game built on Starling Framework. This game is built to give developers an idea of how a typical Starling based game looks like. The basic idea is to showcase how easy it is to build a Stage3D game, giving your games the power of GPU rendering or Hardware acceleration.

http://www.hsharma.com/games/hungry-hero-goes-open-source/

Actionscript 3 : Toggling a Boolean

No need of conditional statement to figure out which direction to toggle a Boolean value.

var iStRue:Boolean;
iStRue = !iStRue;
trace(iStRue);      //true
iStRue = !iStRue;
trace(iStRue);      //false

Device Shake – Accelerometer

Heres a small snippet to detect shakes on mobile devices with accelerometer:

var lastShake:Number = 0;
var shakeWait:Number = 600;
 
var acc:Accelerometer = new Accelerometer();
acc.addEventListener(AccelerometerEvent.UPDATE, onAccUpdate);
 
function onAccUpdate(evt:AccelerometerEvent):void
{
	if(getTimer() - lastShake > shakeWait && (evt.accelerationX >= 1.5 || evt.accelerationY >= 1.5 || evt.accelerationZ >= 1.5))
	{
		sHakeiT();
		lastShake = getTimer();
	}
}
 
function shakeIt()
{
	trace("shakeIt();");
}

To detect software render mode with Flare3D

For Flare3D the context object is exposed through the scene.context object. So to find out if you are using software you wait for your scene to initialize.

private function iNitsCene():void
{
	scene = new Scene3D(this);
	scene.addEventListener(Scene3D.COMPLETE_EVENT, Complete);
}

private function Complete(eVt:Event):void
{
	//Context3DRenderMode.AUTO
	if(scene.context.driverInfo == Context3DRenderMode.SOFTWARE || scene.context.driverInfo.indexOf("Software") != -1)
	{
		// Handle notifying users about their unsupported computers here.
	} else {
		// Start up the awesome!
	}
}

Update:
A good practice is to rely on Context3DRenderMode.AUTO, Stage3D will try to run on hardware, then fallback to software if the drivers are too old (released before January 1st, 2009), if the graphics card is not support Pixel Shader 2.x or if the graphics card chipset is blacklisted.

mYsTage3D.addEventListener(Event.CONTEXT3D_CREATE, onContextCreated);

// request the 3d context
mYsTage3D.requestContext3D(Context3DRenderMode.AUTO);

// when the context is available, grab it
function onContextCreated ( eVt:Event ):void
{
	// grab the 3D context
	var cOntext3D:Context3D = mYsTage3D.context3D;

	// are we running hardware of software ?
	var isHW:Boolean = context3D.driverInfo.toLowerCase().indexOf("software") == -1;
}

as3: removing duplicates from an array

Removing duplicate items from an array in one line of ActionScript 3

var tMpaRr:Array = ["a","b","b","c","b","d","c"];

var aRr:Array = tMpaRr.filter(function (a:*,b:int,c:Array):Boolean { return ((aRr ? aRr : aRr = new Array()).indexOf(a) >= 0 ? false : (aRr.push(a) >= 0)); }, this);

trace(aRr); //a,b,c,d

Minimum or Maximum value from an array of numbers

First, note that Math.min() and Math.max() can take any number of arguments. Also, it’s important to understand the apply() method available to Function objects. It allows you to pass arguments to the function using an Array. Let’s take advantage of both:

var aRr:Array = [2,3,3,4,2,2,5,6,7,2];
var mAxvAlue:Number = Math.max.apply(null, aRr);
var mInvAlue:Number = Math.min.apply(null, aRr);

Here’s the best part: the “loop” is actually run using native code (inside Flash Player), so it’s faster than searching for the minimum or maximum value using a pure ActionScript loop.

ActionScript 3 : Get a Class Reference by Class Name

If you need to get a reference to a class in ActionScript 3, but only know the class name, then you can use the flash.utils.getDefinitionByName to create an instance of the class. For example:

package {
	import flash.display.Sprite;
	import flash.utils.getDefinitionByName;

	public class DynamicCall extends Sprite
	{
		public function DynamicCall()
		{
                    var ClassReference:Class = getDefinitionByName("ClassName") as Class;
		}
	}
}

Example :

var ClassReference:Class = getDefinitionByName("String") as Class;
var str:String = (new ClassReference("SAbi Sin") as String);
trace(str);

This basically creates an instance of the String class, from the class name “String”. getDefinitionByName takes the entire class path, so if you wanted to create an instance of MovieClip, you would provide the entire path:

var ClassReference:Class = getDefinitionByName("flash.display.MovieClip") as Class;

Simple useful Snippet.