It's no coincidence that the chapter on physics precedes the chapter on gaming. Characters and objects obeying the laws of physics is a must for creating realistic games. Having a good physics engine can save you tons of coding. In this chapter you expand your knowledge of Jiglibflash even further. But no physics engine is perfect, so in order to build the games presented in this chapter you need to hack the PV3D and the Jiglibflash engines.
You're going to build a 3D pool "shooter" and Pong: In the pool game the table is a 3D bounding box and your stick is a ray gun. You navigate around the 3D bounding box using your arrow keys while shooting the balls into the corner pockets with your ray gun. If you shoot a ball three times without getting it into a pocket it explodes.
Pong is a great example of a multilevel Wii game that uses artificial intelligence to compete with a single player. With each new level the computer competitor gets a little smarter.
Most Flash player games are built in Flash, but in this chapter you build the pool game in Flex and Pong as an ActionScript package. You discover just how powerful Flex is in building games and how to bring Flash content into Flex and control movie clip animation.
Finally, you go below the surface of many of theses classes and hack them to make needed improvements to build your game. Chances are that the developers of PV3D and Jiglib didn't have your particular game in mind when they created their ...