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Director How Flash Communication Server is Helping the Multiplayer Game Industry
A Model for Dealing with the Flash Communication Server in Director
By: Nima Azimi
Nov. 1, 2005 09:00 AM
In Director we create a global variable named "isMouseDown". Assign a behavior to the ball sprite and use this variable to determine if user clicks on the ball sprite (isMouseDown = true) or not (isMouseDown = False). We use the "rect" property of the ball sprite to test its location and the stage boundaries. "rect" is an array that has 4 elements: the left, top, right and bottom coordinates of the sprite. In Director:
The complete listing of this sample is shown in Listings 3 to 5. Now, you can publish the project and run two instance of it. Drag the ball sprite and see the effect in other running instance. What's Next? For example, with server-side scripting you can manage users and verify them to accept or reject their connection request, and so on. Using authentication, you could give different users different roles in the system, assigning some users more power in the system than others. For example, think of our chat system extended to include a teacher and several students. The teacher would have the ability to correct false information and push additional material that the students might not have. In a more game-like environment, a "Game Master" might have the ability to control the positions of objects that the individual players do not have the right to move. By exploring the capabilities of the Flash Communication Server, and its use in Director, several of these types of applications can be built using the shared object model.
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