MultiMap
From the site:
Recently I needed a HashMap for a project to map key/value pairs but in that particular case the Map required to map not just one but several values to a key. I could have used an array or object to store the values in and map that one but in practice it turned out that accessing the map looked rather messy. It would be much more elegant to have a map to that multiple values can be mapped directly. After some investigation (strangely even Java seems not to have a MultiMap included) I came up with writing my own MultiMap class, so here it is!
http://blog.hexagonstar.com/as3_multimap_class/
Visualizer
I dunno…create cool effects with the Visualizer class.
From the site:
Our Visualizer has been updated again. New features include remote background image loading, video dragging, continual color updates (so threshold and glow filtering colors are updated as you’re choosing respective colors), and improved usability. These features are also acompanied by a host of small tweaks and changes. Enjoy!
http://labs.bigspaceship.com/blog/?p=5
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/
WSBackgroundPixelSkin
From the site:
WSBackgroundPixelSkin is a free Flex component for creating patterns within Flex containers such as Application, Canvas, HBox, VBox, Form etc. It based on pure CSS and ActionScript without any images. It creates pretty patterns using the powerful BitmapData classes of Flex.
http://www.websector.de/blog/2007/07/06/pimp-your-flex-app-using-wsbackgroundpixelskin/
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/
Layout
Fromt the site:
One thing that a lot of Flash users like about Flex is its use of constraints in laying out a design. This class - rather, a collection of 3: Layout, LayoutConstraint, and LayoutManager - provide that functionality to objects in Flash CS3 through ActionScript 3 using a somewhat similar API
http://www.senocular.com/?id=2.8
Mixin
Mix one class with another.
http://flexonrails.net/?p=79
Singularity - AS 3 2D Character Rigging Classes
Fromt he site:
The AS 3 rigging classes are used for skelton rigging and skinning of 2D characters. The rigging class library is organized around the development of highly specific articulated rigs. The current focus is on humaniod bipedal characters. In a 3D animation package or game engine, a bone hierarchy would normally be represented as a tree structure. In this class library, bones and chains are organized in a structure that is easier to deconstruct and understand by OOP programmers. This structure has some performance advantages, particularly when propagating FK in a 2D rig.
http://www.algorithmist.net/rigging.htmlÂ
GIFPlayer
From the site:
After working with the GIF format in ActionScript 3 since a few days, I wanted to be able to load animated GIF’s into the player which is not possible for the moment. If you load a GIF file with the flash.display.Loader class you will only get the first frame of the animation.
With this new GIFPlayer class, everything is handled, I have added some methods as you would call on a traditional flash.display.MovieClip.
http://www.bytearray.org/?p=95Â
AVM2Loader
From the site:
I made an AVM2Loader class, that loads AVM1 movie and converts to AVM2 movie!!
Its simply a subclass of the Loader class. Just use load and loadBytes method. AVM2Loader automatically changes internal bytecodes when swf is loaded. When AVM1 movie is converted to AVM2, logically all as2 script should be ignored
http://www.fladdict.net/blog-en/2007/06/avm2loader_class.html