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

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