Index_O


O

Object object, 280
Object-Oriented Programming. See OOP
objects. See also images; instances; OOP; individual object listings
Accessibility, 282
Arguments, 261
Array, 204, 261
arrays. See arrays
authoring, 332 “333
binding, keyboard, 704 “708
Boolean, 261 “263
toString function, 262
valueOf function, 262 “263
Button, 299
Capabilities, 298
classes, 253
client/server, 332 “333
clips
parent/child relationships, 104 “106
position, 97 “99
collision. See collision
Color, 299 “306
functions, 299 “306
properties, 303
constructors, 254
core , 256 “280
Critter Attack , 335 “352
custom, 253
Date, 277
deleting, 255
depths, 335
distance, 434
collision detection, 435 “437
relative, 435 “437
ECMA, 256 “280
Function, 277 “279
functions
built-in, 82 “84
comparison, 262, 279
methods , 84
troubleshooting, 262, 279
global, 253, 256
groups, 255 “256
hierarchy, 255 “256
instances, 253 “254, 256, 279
implicit, 204, 280
new keyword, 185
Key, 282 “287
constants, 282 “283
functions, 283 “287
LoadVars, 333
Math, 257 “260
functions, 258 “260
properties, 258
media, 327 “332
members , viewing, 85
Mouse, 288 “290
functions, 288 “290
listeners, 288, 290
movie, 281 “332
MovieClip, 306 “327
Drawing API, 321 “327
functions, 311 “327
properties, 306 “311
MovieClipLoader, 327
moving. See also vectors
acceleration, 591
angular velocity, 614 “615
Blow 'Em Up , 468 “472, 480 “487
circle to circle collision, 610 “612
circle to point collision, 602 “609
clips, 97 “99
collision response, 602 “612
coordinate system, 98
force, 592
friction, 595 “596
heat, 595
inertia, 592
mass, 591
Mouse Chaser , 117 “118
Newton's first law, 592
Newton's second law, 593 “594
Newton's third law, 594
optimizing, 612
physics, 594 “595
rigid body dynamics, 590 “591
Shoot 'Em Up , 406 “411
short-circuiting , 612
skipping, 613 “614
speed, 583
spin, 614 “615
timing, 429 “430
trigonometry, 437 “439
velocity, 591, 613 “614
naming, 32
Number, 263 “265
Infinity constant, 264
properties, 263 “265
Object, 280
overview, 252
properties, variables , 96
referencing, 208 “209
rotating
Blow 'Em Up , 459 “460, 468, 470 “471, 475, 479, 485 “486
trigonometry, 440 “446, 448 “449
Selection, 290
slash syntax, 309
Sound, 327 “332
event handlers, 332
functions, 329 “332
properties, 330
Stage, 291 “298
listeners, 295 “296
position, 107 “108
properties, 291 “298
String, 265 “276
System, 298
TextField, 327
TextFormat, 327
types, 254 “255
wrappers, tracing, 262
XML, 333
XMLSocket, 333
obtuse triangles , 449 “450
onData event handler, 146
onDragOut event handlers, 154
onDragOver event handlers, 155
onEnterFrame event handler, 144 “145
onKeyDown event handler, 285 “286
onKeyUp event handler, 285 “286
onLoad event handler, 145
onMouseDown event handler, 146 “147
onMouseMove event handler, 148 “149
onMouseUp event handler, 147 “148
onPress event handlers, 153
onRelease event handlers, 154
onReleaseOutside event handlers, 154
onRollOut event handlers, 155 “156
onRollOver event handlers, 155
onUnload event handler, 145 “146
OOP (Object-Oriented Programming), 504. See also objects
classes
accessing, 510 “511
case sensitivity, 509, 511
compile-time, 519 “530
constructors, 507 “508, 516
data hiding, 523
data types, 521 “523
declaring variables, 516
defining, 507 “510, 513 “518
directories, 510 “511, 529 “530
dynamic, 519 “521
extending, 513 “519, 526 “527
file name extensions, 508
folders, 510 “511, 529 “530
function stubs, 517 “518
functionality, 506 “507
functions, 507 “508, 514
inheritance, 513 “519, 526 “527
instantiating, 512
interfaces, 525 “526
libraries, 510 “511
naming, 508 “510, 517
overview, 506
packages, 529 “530
parent/child relationships, 514
programming by contract, 525
properties, 507 “508, 514, 528 “529
run-time, 527 “530
saving, 508 “510
static functions, 527 “528
static properties, 527 “528
storing, 510 “511
superclasses, 514 “518
symbols, 512 “513
syntax, 507 “508
troubleshooting, 519
designing games , 505 “506
functions
data types, 522 “523
private, 523 “525
public, 523 “525
overview, 504 “505
properties
data types, 521 “522
private, 523 “525
public, 523 “525
opening panels, 5
operators
= (assignment), 40, 46 “47
{} (code block), 55, 65
== (equivalence), 53 “54
>, > = (greater than) operator, 52
<, < = (less than) operator, 53
!= (not equal to), 54
!
factorial, 535
NOT, 54, 76 “77
arithmetic, 39 “41
bitwise, 47
booleans, 52 “54
comparison, 52 “54
decremental, 44 “45
delete, 255
dot (.), 96
incremental, 44
logical
! (NOT), 54, 76 “77
&& (AND), 73 “74
() parentheses, 76
(OR), 74 “75
overview, 73
precedence, 75 “76
short circuiting, 77 “78
logicalTT (Truth Tables), 73 “77
modulus , 45 “46
new, 253 “254
overview, 39 “41
post-decrement, 44 “45
post-increment, 44
precedence, 40 “43, 75 “76
pre-decrement, 44 “45
pre-increment , 44
typeof, 254 “255
optimizing collision response, 612
OR () operator, 74 “75
ordering layers , timelines , 19
OS, 263
Output panel
logical errors, 35
syntax error reports , 35 “36
testing movies, 35 “37
trace function, 36 “37



Macromedia Flash MX 2004 Game Programming
Macromedia Flash MX 2004 Game Programming (Premier Press Game Development)
ISBN: 1592000363
EAN: 2147483647
Year: 2004
Pages: 161

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