DistortImage
Distort Images programmatically in AS2.
http://sandy.media-box.net/blog/distordimage-the-way-to-distord-bitmaps-by-code.html
StateMachine
From the site:
Often finite state machines are implemented (in real projects and tutorials) as a mass of code in a single class, usually a giant switch statement hundreds or (in one instance I’ve seen) thousands of lines long. A simple switch statement is great for a simple agent with two or three states, but the more complex the agent gets, both in the number and complexity of the states, the more complex the code gets. Using a switch statement also offers very little opportunity to reuse code across different agents and different projects (other than by cutting and pasting).
The solution I’ve used in a number of projects is to implement each state as a separate class. The class will contain all the code necessary for entering, updating and exiting that state and nothing else. This way, the code for each state is separate and the agent code isn’t cluttered by it.
http://www.bigroom.co.uk/blog/finite-state-machines-for-ai-in-actionscript/
Convex Hull Algorithms for Actionscript
WTF is a Convex Hull? I don’t know, but you can read about it here. Anyway someone create a ConvexHull class for AS2.
http://www.lostinactionscript.com/blog/index.php/2007/06/12/convex-hull-algorithms-for-actionscript/
TweenEx
From the site:
Default Macromedia Tween class has many limits. One of that limits is that it can’t tween objects or its properties. Let say you need to tween movie RGB colors which are tightly connected with ColorTransform and Transform objects. During achivement of this goal I try to reuse Macromedia Tween class original code more as I can. Less code for me less changes for you.
http://flashenabled.wordpress.com/2007/05/30/tutorial-extending-tween-class-tweenex-by-winx/Â
GUID
Based on the Meychi.com ASCrypt library extension (which seems to have been down for a bit now), this pulls all the related functionality for creating globally unique user ids in AS 2.
http://adiinteractive.blogspot.com/2006/05/generating-guid-globally-unique.html
XMLParser
From the site:
This class provides an easy way to load and/or send an XML file and parse the data into a format that’s simple to work with. Every node becomes an array with the same name. All attributes are also easily accessible because they become properties with the same name.
http://blog.greensock.com/?cat=3
PreloadAssetManager
From the site:
Provides an easy way to invisibly preload SWFs, FLVs, or images and optionally trigger a callback function when preloading has finished. It also provides _width and _height information for all successfully preloaded SWFs or images, and duration information for FLVs (assuming they were encoded properly and have MetaData).
http://blog.greensock.com/?p=7
SeededRandomizer
From the site:
The standard way to generate a random number in Adobe Flash is to use the Math.random() method. I’ve found Flash’s random number generator to be perfectly sufficient for all applications I’ve used it in up to this point. Unfortunately, the Math.random method does not allow you to “seed†the random numbers it generates; this is problematic if you want to generate the same random numbers repeatedly.
LoadingQueue
From the site:
LoadingQueue is a simple loading proxy function that controls queuing of loading actions, so you can better control what gets loaded, when, in what order, without being forced to call a bunch of loads and pray that they don’t timeout in case there are too many files to load.
http://labs.zeh.com.br/blog/?page_id=97#loadingqueue
ImageLoader
From the site:
ImageLoader is a straightforward image loader. It simplifies the job of loading images by automatically creating a list of images being loaded, controlling its queue with priority features (by way of the LoadingQueue class), and by caching images locally using BitmapData instances. This means that when you try to load a new image, it actually loads the image, saves its BitmapData, and attaches the image to the container (with smooth turned on). Additional image loadings will simply be skipped and the cached bitmap is used instead. Simultaneous downloads also “understand†each other so if you’re loading the same image on two different containers at the same time, they will have the correct loading percent set and events fired.