Flash MX Actionscript
The Designer's Edge
Résumé
Get the Edge on Flash ActionScript from the Designer's Perspective
As a professional web designer you want to use ActionScript to add interactivity to your Flash creations. But previous books on ActionScript have assumed you have a programming background, leaving out key details in order to cover a lot of ground. In the process many designers and other professionals new to programming have been left behind.
Flash MX ActionScript: The Designer's Edge fills these gaps, using a consistently visual approach that emphasizes conceptual illustrations and color charts. These are complemented by interactive tutorials on the book's companion website. Best-selling author J. Scott Hamlin and multimedia instructor Jennifer S. Hall make everything from fundamentals to high-end techniques accessible by truly teaching you how ActionScript works, not just presenting code.
Key topics you'll learn about include:
- The Flash MX interface to ActionScript
- Programming mouse interactivity
- Writing and reusing ActionScript
- Coding core animation techniques
- Working with text fields
- Doing the math: Creating curving paths with trig functions
- Handling object collisions and other gaming techniques
- ActionScript drawing techniques
- Encapsulating reusable code with ActionScript components
- Debugging and troubleshooting your ActionScript
Contents
Chapter One - ActionScript for Non-Programmers
- Getting Comfortable with the Actions Panel
- Writing a Simple Script
- Using Other Actions Panel Features
- Creating Two Movie Clips
- Conclusion
Chapter Two - Flash Communication
- Getting Oriented
- Placing Movie Clips with ActionScript
- Communication between Scenes
- Conclusion
Chapter Three - Cursor Interactions
- Programming Buttons
- Using Movie Clips As Buttons
- Programming Custom Mouse Cursors
- Programming Repetition
- Conclusion
Chapter Four - Used and Reused ActionScript
- Coding Flash Preloaders
- Using the Date and Sound Objects to Code a Clock
- Using the GetTimer() Function and the Stage Object to Code a Game
- Using the setInterval() Function to Call a Function Periodically
- Conclusion
Chapter Five - Coded Animation Techniques
- Animating Marching Circles
- Enlarging a Diamond
- Working with Angles and Rotation
- Changing Colors
- Conclusion
Chapter Six - Working with Text
- Working with the TextField Object
- Creating User-Defined Objects and Extending Existing Objects
- Using Text Fields and Arrays
- Conclusion
Chapter Seven - ActionScript Trigonometry
- Trigonometry and ActionScript
- Animating Circular Motion
- Creating Wave Animations
- Rotating Flowers with the Sine Function
- Joining Two Sine Waves
- Conclusion
Chapter Eight - Games: Responding to Events
- Detecting Collisions
- Adding Keyboard Movement Controls
- Firing Bullets
- Ending the Game
- Conclusion
Chapter Nine - Drawing with ActionScript
- Drawing a Simple Line
- Drawing Curves
- Creating an Interface with Lines
- Conclusion
Chapter Ten - Flash Components
- Understanding Components
- Creating a Basic Component
- Create a Sine Wave Component
- Conclusion
Chapter Eleven - Debugging and Troubleshooting
- Tips for Writing (Mostly) Bug-Free Code
- Debugging Tools
- Fixing Problematic ActionScript
- Conclusion
Appendix
- Exchanging Data with Servers
- Getting ASCII and Keycode Values
L'auteur - J.Scott Hamlin
J. Scott Hamlin is the director of Eyeland Studio, Inc. (www.eyeland.com) and co-creator of Flash Foundry (www.flashfoundry.com) and Games in a Flash (www.gamesinaflash.com). He has written several Flash books, including Flash MX ActionScript: The Designer's Edge from Sybex and Flash 5 Magic.
Caractéristiques techniques
PAPIER | |
Éditeur(s) | Sybex |
Auteur(s) | J.Scott Hamlin, Jennifer Hall |
Parution | 23/10/2002 |
Nb. de pages | 384 |
Format | 20,3 x 25,3 |
Couverture | Broché |
Poids | 1120g |
Intérieur | Noir et Blanc |
EAN13 | 9780782141214 |
ISBN13 | 978-0-7821-4121-4 |
Avantages Eyrolles.com
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