Graphics Programs Reference
In-Depth Information
11
Flash 3D Applications:
Putting It All Together
We have explored many concepts and techniques for creating and simulating 3D space
in Flash. This chapter applies the key concepts to practical applications. These projects
range from arcade-style games to interactive galleries. We give you the starting code
for five different types of Flash 3D templates. Each template is complete in that it
incorporates the basic 3D functionality.
Think of each project as a starting point for your own creative designs. Graphics and
audio are provided, but feel free to modify them with your own. Most of the ideas used
in these templates have been presented in previous chapters in this topic. For each
template, we provide suggestions for enhancement. These are meant to get you think-
ing about how to improve the interactivity and basic framework provided. Have fun!
Project 1: Space Blaster
One of the most popular arcade games is Asteroids. The user controls a rocket ship
in space blasting away large asteroids. We take this concept and apply 3D space to it.
A large part of this project has already been discussed in Chapter 6 (Figure 11.1). In
Exercise 6.3 you created complex 3D movement using rocks in space. The finished
code from that example will be the basis for the asteroid movement in this game.
Figure 11.1 Exercise 6.3 provides code for asteroid movement.
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