Hi Pete! It perfectly works as I expected! Maybe my english is not so rusty as I thought...
I'll now manage to create a HUD showing up when moving the mouse near the borders of the stage and let a handler to perform the infinite rotation. Thank you again, you've been very helpful! On 21 Lug, 15:45, Peter Kapelyan <[email protected]> wrote: > You can't get a full FPS camera because of the way flash is and the mouse > acts. In Flash, once you get to the most right of the game/stage, the mouse > is offstage. Where as in a FPS, you can keep moving the mouse to the right > infinitely. > > To get a simple one started, you can try something like this: > > view.camera.moveTo(0,0,0);///your XYZ of player > view.camera.rotationY=mouseX/2;//play with this number > view.camera.rotationX=35-(mouseY/10);//play with this number > view.camera.moveBackward(200);//if you want it to be a bit behind the player > > Let me know if it helps you a bit > > -Pete > > > > > > On Tue, Jul 21, 2009 at 9:26 AM, francesco <[email protected]> wrote: > > > I everyone, > > > is there a subclass of Camera3D that behaves like the ones in the FPS? > > I'd like the camera to keep its direction and orientation parallel to > > the ground level while looking around. Normally, after pitching down a > > bit, yawing right (or left) doesn't make the camera to describe a > > circle whose plane is parallel to the floor. > > > I was trying to workaround this problem by first looking down > > (emulating the pitch but without actually rotating the camera), and > > then applying a rotation to the left or to the right to complete the > > movement. In this way, the rotation would affect direction and > > orientation of the camera that are untouched by the "pitch". > > > I hope you'll understand my bad english! :) > > > Thank you in advance! > > -- > ___________________ > > Actionscript 3.0 Flash 3D Graphics Engine > > HTTP://AWAY3D.COM
