Tuesday, April 27, 2010

Numeric Puzzle Game !

You have a surprise at the end of the game !!

Tuesday, March 9, 2010

Learn Actionscirpt Techniques - ColorPicker Gradient



The ColorPicker component displays a list of one or more swatches from which the user can select a color.

By default, the component displays a single swatch of color on a square button. When the user clicks this button, a panel opens to display the complete list of swatches.

// Here is the Source Code

var startHex;
var endHex;
var spacing:int = 25;
var noOfBoxes:int = 13;
function fadeHex(ratio) {
var r = startHex >> 16;
var g = startHex >> 8 & 0xFF;
var b = startHex & 0xFF;
r += ((endHex >> 16 & 0xFF)-r)*ratio;
g += ((endHex >> 8 & 0xFF)-g)*ratio;
b += ((endHex & 0xFF)-b)*ratio;
return (r << 16 | g << 8 | b);
}
function drawSquare(x, y, color) {
graphics.beginFill(color);
graphics.moveTo(x,y);
graphics.lineTo(x+50,y);
graphics.lineTo(x+50,y+50);
graphics.lineTo(x,y+50);
graphics.lineTo(x,y);
}
function colorChange(e:Event) {
var cp:ColorPicker = e.target as ColorPicker;
if (cp==cp1) {
startHex = "0x"+e.target.hexValue ;
} else {
endHex = "0x"+e.target.hexValue;
}
for (var i = 0; i
var ratio = i/noOfBoxes;
var xx = spacing+(i*50);
var yy = 70;
var nowColor = fadeHex(ratio);
drawSquare(xx,yy,nowColor);
}
}
cp1.selectedColor = 0x990000;
cp2.selectedColor = 0x000000;
cp1.addEventListener(Event.CHANGE, colorChange);
cp2.addEventListener(Event.CHANGE, colorChange);
cp1.addEventListener(Event.RENDER, colorChange);
cp2.addEventListener(Event.RENDER, colorChange);

Monday, March 8, 2010

AS3 Naming Conventions

Use precise, meaningful, contextually relevant names that are as descriptive as possible. Limit the use of unnecessary abbreviations.

Example: defaultImagePreview
NOT: dfltImgPrv


Start each instance name with a lowercase letter, and intercap the remaining words.

Examples: menuItem, sectionTitle

Apply the same conventions to variable names.

Examples: accountNumber, startingPoint, currentProductName

Begin a class name with an uppercase letter. Write class names in mixed case when it’s a compound or concatenated word. Keep package names as short as possible, using reverse domain naming conventions.

Examples: com.client.project.component.ClassName

Name functions and methods in the form of verbs, since they perform actions.

Examples: getUserName(), calculateTaxes(), createSubMenu()

Name booleans with an appropriate, positive prefix, such as “is”, “has”, “can”, or “should”, for an easier determination between true and false.

Examples: isSoundOn, isFinished, isOpen, isLoggedIn, hasLicense, canEvaluate

Use complement names for complement entities: get/set, add/remove, create/destroy, start/stop, insert/delete, increment/decrement, old/new, begin/end, first/last, up/down, min/max, next/previous, open/close, show/hide.

Examples: getUserName, setUserName
addThumbnailImage, removeThumbnailImage
showAnimation, hideAnimation


Private variable names may be prefixed with an underscore or $ symbol as long as consistency is maintained.

Monday, February 15, 2010

Learn Actionscript Techniques - Change Text Color in Runtime




import flash.text.TextFormat;

var format:TextFormat = new TextFormat();
var r:Number = 0x000000;
var g:Number = 0x000000;
var b:Number = 0x000000;
var red:Number;
var green:Number;
var blue:Number;

addEventListener(Event.ENTER_FRAME,changeColor);

function changeColor(evt:Event) {
red = 127*(1+Math.cos(r += .03));
green = 127*(1+Math.cos(g += .06));
blue = 127*(1+Math.cos(b += .02));
var myColor = red << 16 | green << 8 | blue;
format.color = myColor;
colorText.setTextFormat(format);
}

Bitwise Operation in Flash

Bitwise gems - fast integer math

Bitwise operators are very fast in AS3, so here is a small collection of code snippets which can speed up certain computations. I won’t explain what bit operators are and how to use them, rather pointing to an excellent article hosted on gamedev.net: ‘Bitwise Operations in C’.
If you know any good tricks that are not included here, feel free to leave a comment or send me an email. All benchmarks were done in AS3.

Left bit shifting to multiply by any power of two

Approximately 300% faster.

x = x * 2; 
x = x * 64;  
//equals: 
x = x << 1; 
x = x << 6;

Right bit shifting to divide by any power of two

Approximately 350% faster.

x = x / 2; 
x = x / 64;  
//equals: 
x = x >> 1; 
x = x >> 6;


Number to integer conversion

Using int(x) is 10% faster in AS3. Still the bitwise version works better in AS2.

x = int(1.232)  
//equals: 
x = 1.232 >> 0;

Extracting color components

Not really a trick, but the regular way of extracting values using bit masking and shifting.

//24bit 
var color:uint = 0x336699;
var r:uint = color >> 16;
var g:uint = color >> 8 & 0xFF;
var b:uint = color & 0xFF;  
//32bit 
var color:uint = 0xff336699;
var a:uint = color >>> 24;
var r:uint = color >>> 16 & 0xFF;
var g:uint = color >>>  8 & 0xFF;
var b:uint = color & 0xFF;

Combining color components

‘Shift up’ the values into the correct position and combine them.

//24bit 
var r:uint = 0x33;
var g:uint = 0x66;
var b:uint = 0x99;
var color:uint = r << 16 | g << 8 | b;  
//32bit 
var a:uint = 0xff;
var r:uint = 0x33;
var g:uint = 0x66;
var b:uint = 0x99;
var color:uint = a << 24 | r << 16 | g << 8 | b;

Swap integers without a temporary variable using XOR

Pretty neat trick, it is explained in detail in the link at the top of the page. This is 20% faster.

var t:int = a; a = b; b = t;  
//equals: 
a ^= b; 
b ^= a; 
a ^= b;

Increment/decrement

This is much slower than the pre/post decrement operator, but a nice way to obfuscate your code.

i = -~i; 
// i++ 
i = ~-i; 
// i--

Sign flipping using NOT or XOR

Strangely enough, this is 300%(!) faster.

i = -i;  
//equals 
i = ~i + 1;  
//or 
i = (i ^ -1) + 1;

Fast modulo operation using bitwise AND

If the divisor is a power of 2, the modulo (%) operation can be done with:
modulus = numerator & (divisor - 1);
This is about 600% faster.

x = 131 % 4;  
//equals: 
x = 131 & (4 - 1);

Check if an integer is even/uneven using bitwise AND

This is 600% faster.

isEven = (i % 2) == 0;  
//equals: 
isEven = (i & 1) == 0;

Absolute value

Forget Math.abs() for time critical code. Version 1 is 2500% faster than Math.abs(), and the funky bitwise version 2 is again 20% faster than version 1.

//version 1 
i = x < 0 ? -x : x;  
//version 2 
i = (x ^ (x >> 31)) - (x >> 31);

Comparing two integers for equal sign

This is 35% faster.

eqSign = a * b > 0;  
//equals: 
eqSign = a ^ b >= 0;

Fast color conversion from R5G5B5 to R8G8B8 pixel format using shifts

R8 = (R5 << 3) | (R5 >> 2) G8 = (R5 << 3) | (R5 >> 2) B8 = (R5 << 3) | (R5 >> 2)


--

Thirukkural