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Macromedia Flash MX 2004 Game Programming (Premier Press Game Development)
Macromedia Flash MX 2004 Game Programming (Premier Press Game Development)
ISBN: 1592000363
EAN: 2147483647
Year: 2004
Pages: 161
Authors:
Craig Murray
,
Justin Everett-Church
BUY ON AMAZON
Table of Contents
BackCover
Macromedia Flash MX 2004 Game Programming
Introduction
Who This Book Is For
What Is Flash?
The Flash Authoring Tool
Built-In Lessons
Tutorials
The Flash Manual
The ActionScript Dictionary
Contacting the Author
On with the Show
Part One: Getting Started
Chapter 1: The Flash Authoring Tool
Creating a New Movie
The Stage
The Tools Panel
The Library
Importing Graphics and Sound
Text Fields
Static Text Fields
The Properties Panel
The Transform Panel
The Timeline
Frame Labels
Scenes
Adding a Simple Tween
Previewing a Movie
Testing a Movie
Publishing a Movie
Conclusion
Chapter 2: Flash ActionScript
The Actions Panel
Where Does the Script Go?
The Output Panel
Variables
Operators
Operator Precedence
More Operators
Semicolons
Keywords
Types
Even More Operators
Curly Braces
Conditional Statements
Code Blocks
Loops
Variable Type Conversion
Logical Operators
Conclusion
Part Two: Beginner Games
Chapter 3: Programming Interactivity: Mouse Chaser
Scope
The Dot Operator
Properties
References
The _xmouse and _ymouse Properties
Creating Mouse Chaser
Conclusion
Chapter 4: Creating Instances Dynamically: The Button Menu
Consolidating Scripts
Attaching Event Handlers to Dynamic Clips
Buttons
Controlling Movie Playback
The Button Menu
Conclusion
Chapter 5: Arrays: Match Em up and Sliders
Creating Arrays
Accessing Arrays
Array Members
Initializing Arrays
Nested Arrays
Multidimensional Arrays
Accessing Movie Clip Properties as an Array
Creating Match Em Up
Creating Sliders
Conclusion
Chapter 6: Objects: Critter Attack
What Is an Object? The Basics
ActionScript Objects
Creating Critter Attack
Conclusion
Part Three: Intermediate Games
Chapter 7: Real-Time Programming: Shoot Em Up
State Machines
Creating Shoot Em Up
Conclusion
Chapter 8: Advanced Timing and Trigonometry: Blow Em Up
The Problem of Movement
Trigonometry
Rotation
Creating Blow Em Up
Conclusion
Chapter 9: Object-Oriented Programming with as 2.0
Classes
Managing Data in Classes
Conclusion
Part Four: Advanced Games and Topics
Chapter 10: Artificial Intelligence: Tic Tac Toe
Turn-Based Game AI
Recursion
Trees
The Game Tree
Minimax Search
Creating Tic Tac Toe
Conclusion
Chapter 11: Physics: Pachinko
Basic Physics
The Time Interval
Angular Velocity
Creating Pachinko
Conclusion
Chapter 12: Server-Side Support for Flash: Highscore Boards
Communicating with the Server
Preloaders
Creating a Preloader
Communicating with the Browser
Calling a JavaScript Routine from Flash
Programming the Server
Creating a Highscore Board
More Server Tricks
Conclusion
Epilogue
Appendix A: ASCII Character Chart
Appendix B: Key Object Bindings
Appendix C: HTML Primer
What Is HTML?
Tags
Appendix D: Web Resources and Further Reading
General Game Development Links
Math and Number Links
Community Links
Index
Index_A
Index_B
Index_C
Index_D
Index_E
Index_F
Index_G
Index_H
Index_I
Index_J
Index_K
Index_L
Index_M
Index_N
Index_O
Index_P - Q
Index_R
Index_S
Index_T
Index_U
Index_V
Index_W
Index_X
Index_Y - Z
List of Figures
List of Tables
Macromedia Flash MX 2004 Game Programming (Premier Press Game Development)
ISBN: 1592000363
EAN: 2147483647
Year: 2004
Pages: 161
Authors:
Craig Murray
,
Justin Everett-Church
BUY ON AMAZON
Software Configuration Management
The DoD CM Process Model
Configuration Management and Data Management
Appendix Q Problem Trouble Report (PTR)
Appendix V Functional Configuration Audit (FCA) Checklist
Appendix Y Supplier CM Market Analysis Questionnaire
A+ Fast Pass
Domain 3 Preventive Maintenance
Domain 5 Printers
Domain 6 Basic Networking
Domain 3 Diagnosing and Troubleshooting
Domain 4 Networks
Java for RPG Programmers, 2nd Edition
Javas Language And Syntax
Structured Operations And Statements
Arrays And Vectors
An Object Orientation
Appendix C Obtaining The Code Samples
C++ GUI Programming with Qt 3
Multiple Documents
2D and 3D Graphics
Networking
Multithreading
Using ActiveX
After Effects and Photoshop: Animation and Production Effects for DV and Film, Second Edition
Exaggeration Equals Characterization
Rotoscoping Techniques with Photoshop
Scale and Speed
Custom Scene Transitions
Appendix Adobe Photoshop and After Effects Resources
Visual Studio Tools for Office(c) Using C# with Excel, Word, Outlook, and InfoPath
Events in Visual Studio Tools for Office
Working with the Application Object
Working with Templates
Conclusion
The ServerDocument Object Model
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