Book Image

Flash Multiplayer Virtual Worlds

Book Image

Flash Multiplayer Virtual Worlds

Overview of this book

Flash virtual worlds are some of the most exciting—and profitable—online business being built today. Using Flash, developers can build interactive environments where users can interact with the virtual world and one another, compete, and have fun. Creating a playful environment on an electronic network presents unique challenges as you combine a fun, upbeat frontend with some serious and complex server logic. This handy book assists you in building amazing virtual worlds in no time by implementing ActionScripts in a Flash IDE. With this book in hand, you will build virtual worlds that have avatars walking around and interacting with non playing characters, completing challenging quests, and allowing users to link with real-world friends. The fun begins with first exploring existing virtual world games such as Club Penguin, Mole, Dofus, and World of Warcraft. We will then design our virtual environment. Then we will create avatars and move the avatars in the virtual world. We will add some triggers to add amusement and life to the virtual world. We will allow the avatars to interact with other players and create a buddy list for each user. Then we will integrate buildings and other environment to the virtual world. We will also let the players interact with non-player characters to complete some tasks. Finally, we move on to add interesting quests to the virtual world, which need to be accomplished by the player to gear up to the next level of the game. This example-rich, hands-on guide sequentially develops a multiplayer virtual world—the platform, the environment, quests, avatars, non-playing characters, and interaction between them.
Table of Contents (18 chapters)
Flash Multiplayer Virtual Worlds
Credits
About the Author
About the Reviewers
Preface

Converting between screen coordination and isometric map coordination


The game consists of two coordination systems after applying the isometric map. One is the isometric map coordination and the other is the screen coordination. We often need to convert the coordination of a point between two systems when dealing with more than one coordination system.

For example, we may need to drag-and-drop some objects in the isometric map. When we press the object, we need to convert the screen position of the mouse to the isometric coordination. Then we will drag the object. The object follows the mouse position in screen coordination during the drag. After we drop the object, it is converted back from screen to isometric coordination so that it can align into the new position of the isometric map.

Let sx and sy be the screen x and y coordinate.

Let ix and iy be the isometric x and y coordinate.

We have already placed the isometric tiles properly, which means we are not far away from the isometric-to...