ActionScript 3.0 game programming university

Learn ActionScript 3.0 the fun way, by creating 16 great games: real, robust games - not just "web toys"! Highly-rated ActionScript tutorial, now with seven new 3D and card games! Code and techniques easily adaptable to training, advertising, and more For Flash artists learning ActionScrip...

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Detalles Bibliográficos
Otros Autores: Rosenzweig, Gary Author (author)
Formato: Libro electrónico
Idioma:Inglés
Publicado: [Place of publication not identified] Que 2011
Edición:2nd ed
Materias:
Ver en Biblioteca Universitat Ramon Llull:https://discovery.url.edu/permalink/34CSUC_URL/1im36ta/alma991009629106306719
Tabla de Contenidos:
  • Cover
  • Contents
  • Introduction
  • Flash and Game Development
  • Who Is This Book For?
  • What Do You Need To Use This Book?
  • Prerequisite Knowledge
  • Software Applications
  • Source Files
  • Using the Example Games in Your Projects
  • What You'll Find in This Book
  • The FlashGameU.com Website
  • 1. Using Flash and ActionScript 3.0
  • What Is ActionScript 3.0?
  • Creating a Simple ActionScript Program
  • A Simple Use of trace
  • Creating Screen Output
  • Our First ActionScript 3.0 Class
  • Working with Flash CS5
  • Display Objects and Display Lists
  • The Stage
  • The Library
  • The Timeline
  • Writing and Editing ActionScript
  • ActionScript Game Programming Strategies
  • Single Class Method
  • Smallest-Step Approach
  • Good Programming Practices
  • Basic ActionScript Concepts
  • Creating and Using Variables
  • Condition Statements
  • Loops
  • Functions
  • Testing and Debugging
  • Types of Bugs
  • Methods of Testing
  • Using the Debugger
  • Publishing Your Game
  • Formats
  • Flash
  • HTML
  • ActionScript Game Programming Checklist
  • Publishing and Document Settings
  • Class, Function, and Variable Names
  • Runtime Issues
  • Testing Issues
  • 2. ActionScript Game Elements
  • Creating Visual Objects
  • Using Movie Clips
  • Making Buttons
  • Drawing Shapes
  • Drawing Text
  • Creating Linked Text
  • Creating Sprite Groups
  • Setting Sprite Depth
  • Accepting Player Input
  • Mouse Input
  • Keyboard Input
  • Text Input
  • Creating Animation
  • Using Timers
  • Time-Based Animation
  • Physics-Based Animation
  • Programming User Interaction
  • Moving Sprites
  • Dragging Sprites
  • Collision Detection
  • Accessing External Data
  • External Variables
  • Loading Data
  • Saving Local Data
  • Miscellaneous Game Elements
  • Custom Cursors
  • Playing Sounds
  • Loading Screen
  • Random Numbers
  • Shuffling an Array
  • Displaying a Clock
  • System Data.
  • Game Theft and Security
  • 3. Basic Game Framework: A Matching Game
  • Placing Interactive Elements
  • Methods for Creating Game Pieces
  • Setting Up the Flash Movie
  • Creating the Basic ActionScript Class
  • Using Constants for Better Coding
  • Shuffling and Assigning Cards
  • Game Play
  • Adding Mouse Listeners
  • Setting Up Game Logic
  • Checking for Game Over
  • Encapsulating the Game
  • Creating the Game Movie Clip
  • Adding an Introduction Screen
  • Adding a Play Again Button
  • Adding Scoring and a Clock
  • Adding Scoring
  • Adding a Clock
  • Displaying Time
  • Displaying Score and Time After the Game Is Over
  • Adding Game Effects
  • Animated Card Flips
  • Limited Card-Viewing Time
  • Sound Effects
  • Modifying the Game
  • 4. Brain Games: Memory and Deduction
  • Arrays and Data Objects
  • Arrays
  • Data Objects
  • Arrays of Data Objects
  • Memory Game
  • Preparing the Movie
  • Programming Strategy
  • Class Definition
  • Setting the Text, Lights, and Sounds
  • Playing the Sequence
  • Switching Lights On and Off
  • Accepting and Checking Player Input
  • Modifying the Game
  • Deduction Game
  • Setting Up the Movie
  • Defining the Class
  • Starting a New Game
  • Checking Player Guesses
  • Evaluating Player Moves
  • Ending the Game
  • Clearing Game Elements
  • Modifying the Game
  • 5. Game Animation: Shooting and Bouncing Games
  • Game Animation
  • Time-Based Animation
  • Coding Time-Based Animation
  • Air Raid
  • Movie Setup and Approach
  • Flying Airplanes
  • Moving Gun
  • Skyward Bullets
  • The Game Class
  • Modifying the Game
  • Paddle Ball
  • Setting Up the Movie
  • Class Definition
  • Starting the Game
  • Starting a New Ball
  • Game Animation and Collision Detection
  • Game Over
  • Modifying the Game
  • 6. Picture Puzzles: Sliding and Jigsaw
  • Manipulating Bitmap Images
  • Loading a Bitmap
  • Breaking a Bitmap into Pieces.
  • Sliding Puzzle Game
  • Setting Up the Movie
  • Setting Up the Class
  • Loading the Image
  • Cutting the Bitmap into Pieces
  • Shuffling the Pieces
  • Reacting to Player Clicks
  • Animating the Slide
  • Game Over and Cleanup
  • Modifying the Game
  • Jigsaw Puzzle Game
  • Setting Up the Class
  • Loading and Cutting the Image
  • Dragging Puzzle Pieces
  • Game Over
  • Modifying the Game
  • 7. Direction and Movement: Air Raid II, Space Rocks, and Balloon Pop
  • Using Math to Rotate and Move Objects
  • The Sin and Cos Functions
  • Using Cos and Sin to Drive a Car
  • Calculating an Angle from a Location
  • Air Raid II
  • Altering the Gun
  • Changing the Bullets
  • Changes to AirRaid2.as
  • Space Rocks
  • Game Elements and Design
  • Setting Up the Graphics
  • Setting Up the Class
  • Starting the Game
  • Score and Status Display Objects
  • Ship Movement and Player Input
  • Shields Up!
  • Rocks
  • Missiles
  • Game Control
  • Modifying the Game
  • New! Balloon Pop
  • Game Elements and Design
  • Setting Up the Graphics
  • Setting Up the Class
  • Starting the Game
  • Preparing a Game Level
  • Main Game Events
  • Player Controls
  • Popping Balloons
  • Ending Levels and the Game
  • Timeline Scripts
  • Modifying the Game
  • 8. Casual Games: Match Three and Collapsing Blocks
  • Reusable Class: Point Bursts
  • Developing the Point Burst Class
  • Using Point Bursts in a Movie
  • Match Three
  • Playing Match Three
  • Game Functionality Overview
  • The Movie and MatchThree Class
  • Setting Up the Grid
  • Player Interaction
  • Animating Piece Movement
  • Finding Matches
  • Finding Possible Moves
  • Score Keeping and Game Over
  • Modifying the Game
  • New! Collapsing Blocks
  • Setting Up the Graphics
  • Setting Up the Class
  • Starting the Game
  • Recursion
  • Recursive Block Removal
  • Falling Blocks
  • Checking for Empty Columns
  • Game Over
  • Modifying the Game.
  • 9. Word Games: Hangman and Word Search
  • Strings and Text Fields
  • ActionScript 3.0 String Handling
  • Applying Text Formatting to Text Fields
  • Hangman
  • Setting Up the Hangman
  • The Hangman Class
  • Word Search
  • Development Strategy
  • Defining the Class
  • Creating the Word Search Grid
  • User Interaction
  • Dealing with Found Words
  • Modifying the Game
  • 10. Questions and Answers: Trivia and Quiz Games
  • Storing and Retrieving Game Data
  • Understanding XML Data
  • Importing External XML Files
  • Trapping Load Errors
  • Trivia Quiz
  • Designing a Simple Quiz Game
  • Setting Up the Movie
  • Setting Up the Class
  • Loading the Quiz Data
  • Message Text and Game Button
  • Moving the Game Forward
  • Displaying the Questions and Answers
  • Judging the Answers
  • Ending the Game
  • Deluxe Trivia Quiz
  • Adding a Time Limit
  • Adding Hints
  • Adding a Factoid
  • Adding Complex Scoring
  • Randomizing the Questions
  • Picture Quiz
  • Better Answer Arrangement
  • Recognizing Two Types of Answers
  • Creating Loader Objects
  • Determining the Right Answer
  • Expanding the Click Area
  • Images for Questions
  • Modifying the Game
  • 11. Action Games: Platform Games
  • Designing the Game
  • Level Design
  • Designing the Class
  • Planning Which Functions Are Needed
  • Building the Class
  • Class Definition
  • Starting the Game and Level
  • Keyboard Input
  • The Main Game Loop
  • Character Movement
  • Scrolling the Game Level
  • Checking for Collisions
  • Enemy and Player Death
  • Collecting Points and Objects
  • Showing Player Status
  • Ending the Levels and the Game
  • The Game Dialog Box
  • Modifying the Game
  • 12. Game Worlds: Driving and Racing Games
  • Creating a Top-Down Driving Game
  • Creating a Top-Down World
  • Game Design
  • The Class Definition
  • The Constructor Function
  • Finding the Blocks
  • Placing the Trash
  • Keyboard Input.
  • The Game Loop
  • Moving the Car
  • Checking for Trash and Trashcan Collisions
  • The Clock
  • The Score Indicators
  • Game End
  • Modifying the Game
  • Building a Flash Racing Game
  • Racing Game Elements
  • Making the Track
  • Sound Effects
  • Constants and Variables
  • Starting the Game
  • The Main Game Loop
  • Car Movement
  • Checking Progress
  • The Countdown and the Clock
  • Game Over
  • Modifying the Game
  • New! 13. Card Games: Higher or Lower, Video Poker, and Blackjack
  • Higher or Lower
  • Creating the Deck
  • Setting Up the Class
  • Starting the Game
  • Responding to Player Moves
  • Cleaning Up
  • Modifying the Game
  • Video Poker
  • Shuffle Up and Deal
  • Timed Events
  • Making the Deck
  • Game Elements
  • Setting Up the Class
  • Shuffling the Cards
  • Timed Events
  • Here's the Deal
  • Drawing Cards
  • Finishing a Hand
  • Calculating Poker Winnings
  • Modifying the Game
  • Blackjack
  • Game Elements
  • Setting Up the Class
  • Starting the Game
  • Timed Events
  • Dealing Cards
  • Hit or Stay
  • The Dealer's Moves
  • Calculating Blackjack Hands
  • Other Game Functions
  • Modifying the Game
  • New! 14. 3D Games: Target Practice, Racing Game, and Dungeon Adventure
  • Flash 3D Basics
  • Setting 3D Positions
  • Rotating Objects
  • Target Practice
  • Game Elements
  • Setting Up the Class
  • Starting the Game
  • Drawing the Cannon and Target
  • Moving the Cannon
  • Firing the Cannonball
  • Modifying the Game
  • 3D Racing Game
  • Game Elements
  • Setting Up the Movie
  • User Control
  • Player Movement
  • Z-Index Sorting
  • Modifying the Game
  • 3D Dungeon Adventure
  • Game Elements
  • Setting Up the Game
  • Constructing the Dungeon
  • Main Game Function
  • Player Movement
  • Collecting Coins
  • Game Limitations
  • Extending the Game
  • New! 15. Building Games for the iPhone
  • Getting Started with iOS Development
  • What You Need.
  • Publishing for iOS.