Flash CS3 ActionScript 3 Animation and Games

Flash CS3 ActionScript 3 Animation and Games,
by John Ulliman
Platform: Mac & PC
Format: Online
9 hours, 42 minutes
Level: Intermediate to Advanced
Release Date: Aug 2011
Project Files: Included
“Ten Ton makes killer products. The price was a little high, but totally worth every penny. With the amount of knowledge and effort packed into it, it’s actually underpriced.” —Patrick
“With your DVD, I learned more in two days than I thought possible. Your approach is no-nonsense and just plain old understandable!” —Louise
Product Description
Advance your knowledge and use of ActionScript 3 by taking a specific look into Animation and Game Design. Instructed by John Ulliman, this series which is available online and on DVD-ROM, goes step-by-step through the new ActionScript 3 structure and classes. You’ll also get some hands-on experience by building several typical games using Flash CS3 and ActionScript. Plus, you will also learn how to build your own ActionScript 3 custom class files.
Chapter 1: The New Display List
- Getting Started
- Introducing The New Display Hierarchy
- Working With Display Objects
- Making A Text Field Object
- Creating A New Container
- Using The Shape Class
- Adding Graphics To The Shape Object
- Creating An External Class
- Using The Sprite Class
- Working With The Movie Clip Class
Chapter 2: Animating With The Enterframe Event
- Understanding Timeline Animation
- Using The Enterframe Event
- Controlling A Nested Movie Clip
- Using Enterframe With A Sprite
- Adding Limits To An Animation
- Animating The X, Y & Rotation Properties
- Creating Animation In A Class
- Completing The Class
- Adding Graphics To A Class
- Changing Speed Variables
- Changing A Sprite Class To A Movie Clip
- Setting Up Another Movie Clip
Chapter 3: Animating With The Timer Class
- Introducing The Timer Class
- Creating A Running Timer
- Controlling A Running Timer
- Loading An External Bitmap
- Creating A Mini Slideshow
- Using A Timer To Animate
- Controlling The Animation With Buttons
- Controlling The Delay
Chapter 4: Using Copy & Paste Animation
- Setting Up A Basic Animation
- Copying & Pasting Basic Animation
- Copying & Pasting With Actionscript
- Turning Copied Actionscript Into A Class Definition
- Applying A New Class
- Copying & Pasting A Complex Animation
- Animating Using A Timer Object
- Setting Up A Random Method
Chapter 5: Using Copy & Paste Animation
- Setting Up Buttons To Go From Black & White To Color
- Building Custom Buttons Using Movie Clips
- Add A Gotoandplay Method To Move A Playhead
- Adding Frame Labels
- Setting Up Additional Buttons
- Adding A Click Event Handler
- Reusing Click Events
- Adding "If" Statements
- Setting Up A Function To Control Visible Properties
- Adding An "Else If" Statement
- Using Arrays
- Using A "For Loop" Structure
- Using Arrays To Set Up Thumb Clicks
- Using Arrays To Set Up Thumbnails
- Final Comments & Credits
Chapter 6: Using The Tween Class
- Exploring The Document
- Structuring A Tween
- Introducing The Easing Class
- Setting Up Multiple Tweens
- Looping A Tween
- Using Tween Events
- Setting Up A Timerevent
- Setting Up A Showphoto Function
- Setting Up The Photocounter
- Using The Transition Class
Chapter 7: Creating A Physics-based Keyboard Control Game
- Setting Up The Moon Lander Animation
- Understanding Keyboard Response
- Programming Keyboard Response
- Adding Vertical Acceleration
- Adding Horizontal Movement
- Building The Crash Sequence
- Setting The Landing Sequence
- Setting Up Start & Replay Functions
Chapter 8: Creating A Shooter Game With Mouse Controls
- Creating A Duck Class
- Using The Duck Class
- Set Up A Timer Animation To Make More Ducks
- Incorporating Additional Duck Graphics
- Adding The Duck-hit Animation
- Replacing Cursor Graphics
- Setting Up The Score
- Tracking The Score With A Class
- Adding Sound Effects
Chapter 9: Using Arrays & Custom Classes In Games
- Introducing The Game Layout
- Drawing The Game Pieces
- Positioning The Game Pieces
- Setting Up A Symbol Array
- Shuffling The Symbols
- Clicking The Spinners
- Distinguishing Between Clicks
- Checking For A Match
- Setting Up The Score
- Controlling The Spinners With The Class
- Using Tweens For The Spinners
- Adding Sound Effects
Chapter 10: Creating A Tile-based Game
- Getting Started With Tile-based Games
- Laying Out The Tiles
- Setting Up Tile Types
- Clicking The Tiles To Set The Types
- Adding The Pirate Icon
- Tracing The Location Of The Pirate Icon
- Completing The Engine & Saving Level Data
- Building The Game Application
- Moving The Pirate Character
- Responding To Map Tiles
- Moving The Pirate In Different Directions
- Adding The Player Controls
- Player Control Functions
- Setting Up Trigger Tiles
- Final Comments & Credits


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