Rambetiko

Total Training for Adobe Flash CS3: ActionScript 3 Animation and Games

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Pass: Messiah_07

INFO

Title: Adobe Flash CS3

ActionScript 3 Animation and Games

Category: Web Design & Publishing
Platform: Windows & MAC OS
Format: Online
Running Time: 9.7 Hrs
Level: Intermediate to Advanced
Project Files: Included
Solutions: Multi-User Education Government International More
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.

Highlights

  • Learn how to use the new AS3 display classes for structuring everything that appears in your Flash applications.
  • Gain insight into several animation techniques including; the EnterFrame Event, the new Timer Class, and the Transitions package, including tweens, and easing.
  • Try out the new Copy and Paste feature for animation and learn how you can bridge the gap between detailed timeline animations and ActionScript.
  • Create games using a variety of control techniques like mouse and keyboard controls as well as how to handle typical game character animations.
  • Discover strategies and structures of typical game design including how to create a shooter game, keyboard and text entry games, a tile based game, and a typical game engine.

Course Outline

Chapter 1: THE NEW DISPLAY LIST (64 min)
1. Getting Started
2. Introducing the New Display Hierarchy
3. Working with Display Objects
4. Making a Text Field Object
5. Creating a New Container
6. Using the Shape Class
7. Adding Graphics to the Shape Object
8. Creating an External Class
9. Using the Sprite Class
10. Working with the Movie Clip Class

Chapter 2: ANIMATING WITH THE ENTERFRAME EVENT (65 min)
1. Understanding Timeline Animation
2. Using the enterFrame Event
3. Controlling a Nested Movie Clip
4. Using enterFrame with a Sprite
5. Adding Limits to an Animation
6. Animating the X, Y & Rotation Properties
7. Creating Animation in a Class
8. Completing the Class
9. Adding Graphics to a Class
10. Changing Speed Variables
11. Changing a Sprite Class to a Movie Clip
12. Setting Up Another Movie Clip

Chapter 3: ANIMATING WITH THE TIMER CLASS (51 min)
1. Introducing the Timer Class
2. Creating a Running Timer
3. Controlling a Running Timer
4. Loading an External Bitmap
5. Creating a Mini Slideshow
6. Using a Timer to Animate
7. Controlling the Animation with Buttons
8. Controlling the Delay

Chapter 4: USING COPY & PASTE ANIMATION (84 min)
1. Setting Up Buttons to Go from Black & White to Color
2. Building Custom Buttons Using Movie Clips
3. Add a gotoAndPlay Method to Move a Playhead
4. Adding Frame Labels
5. Setting Up Additional Buttons
6. Adding a Click Event Handler
7. Reusing Click Events
8. Adding “If” Statements
9. Setting Up a Function to Control Visible Properties
10. Adding an “Else If” Statement
11. Using Arrays
12. Using a “For Loop” Structure
13. Using Arrays to Set Up Thumb Clicks
14. Using Arrays to Set Up Thumbnails
15. Final Comments & Credits

Chapter 5: USING THE TWEEN CLASS (61 min)
1. Exploring the Document
2. Structuring a Tween
3. Introducing the Easing Class
4. Setting Up Multiple Tweens
5. Looping a Tween
6. Using Tween Events
7. Setting Up a TimerEvent
8. Setting Up a showPhoto Function
9. Setting Up the photoCounter
10. Using the Transition Class

Chapter 6: CREATING A PHYSICS-BASED KEYBOARD CONTROL GAME (65 min)
1. Setting Up the Moon Lander Animation
2. Understanding Keyboard Response
3. Programming Keyboard Response
4. Adding Vertical Acceleration
5. Adding Horizontal Movement
6. Building the Crash Sequence
7. Setting the Landing Sequence
8. Setting Up Start & Replay Functions

Chapter 7: CREATING A SHOOTER GAME WITH MOUSE CONTROL5 (55 min)
1. Creating a Duck Class
2. Using the Duck Class
3. Set Up a Timer Animation to Make More Ducks
4. Incorporating Additional Duck Graphics
5. Adding the Duck-Hit Animation
6. Replacing Cursor Graphics
7. Setting Up the Score
8. Tracking the Score with a Class
9. Adding Sound Effects

Chapter 8: USING ARRAYS & CUSTOM CLASSES IN GAMES (75 min)
1. Introducing the Game Layout
2. Drawing the Game Pieces
3. Positioning the Game Pieces
4. Setting Up a Symbol Array
5. Shuffling the Symbols
6. Clicking the Spinners
7. Distinguishing between Clicks
8. Checking for a Match
9. Setting Up the Score
10. Controlling the Spinners with the Class
11. Using Tweens for the Spinners
12. Adding Sound Effects

Chapter 9: CREATING A TILE-BASED GAME (96 min)
1. Getting Started with Tile-Based Games
2. Laying Out the Tiles
3. Setting Up Tile Types
4. Clicking the Tiles to Set the Types
5. Adding the Pirate Icon
6. Tracing the Location of the Pirate Icon
7. Completing the Engine & Saving Level Data
8. Building the Game Application
9. Moving the Pirate Character
10. Responding to Map Tiles
11. Moving the Pirate in Different Directions
12. Adding the Player Controls
13. Player Control Functions
14. Setting Up Trigger Tiles
15. Final Comments & Credits

Şubat 28, 2009 - Yazan: rambetiko | Eğitim Setleri | | Henüz Yorum Yok

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