FLASH ACTION SCRIPT (Level I) |
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Adobe ActionScript is the programming language of the Adobe Flash Platform. Originally developed as a way for developers to program interactivity, ActionScript enables efficient programming of Adobe Flash Platform applications for everything from simple animations to complex, data-rich, interactive application interfaces.
This manual provides a foundation for developing applications in Adobe ActionScript 3.0. It discusses core ActionScript 3.0 concepts, including language syntax, statements and operators, and object-oriented ActionScript programming |
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Applications: |
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ActionScript 2.0 contains a host of powerful new features that can greatly speed the development process |
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ActionScript 2.0 consists of two parts: the core language and the Flash Player API |
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The core language defines the basic building blocks of the programming language, such as statements, expressions, conditions, loops, and types |
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ActionScript 2.0 includes native support for regular expressions so you can quickly search for and manipulate strings |
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Interactive Flash |
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Giving your movies instructions
Working with the Actions panel
Direct typing
Who are you talking to?
Controlling movie clips on the stage
Arguments
Listening to what your movies are telling you
Events in Flash
External events
Internal events
Introducing event handlers .
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Movies That Remember |
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Introducing variables
Creating variables and using them with literals and expressions
Naming variables
Creating variables
Using literal values
Using expressions
Input and output
Using string expressions
Working with numbers
Other uses for numeric expressions
Working with Boolean values
Logic operators
Arrays
Reasons for using arrays
Arrays let you store related information together
Arrays let you hold information in a specific order
Arrays let you index information
Arrays let you link information
Creating a new array
Typing an array Using variable values as offsets
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Movies That Decide for Themselves |
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Decision making
Making decisions in ActionScript: The if action
Defining a decision
Alternative actions
Acting on alternatives: The else action
More than one alternative: The else if action
Handling lots of alternatives: The switch action
Switching without breaks
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More Power, Less Script |
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Timeline loops
ActionScript loops
while loops
Useful things to do with while loops
for loops
init
condition
next
Some useful examples of for loops
Simple loop
Reverse loop
Two at a time
Looping through elements in an array
Applying an operation to all the elements in an array
Searching an array for a specific value
Cross-indexing a pair of arrays
Hangman |
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Movies That Remember How to Do Things |
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Breaking down a task
Bundling actions and running them afterward
Using anonymous and named functions
Using functions to hide evil math
Using functions to take care of repetitive jobs
Choosing which actions to bundle and where
Arguments and redundancy
Local variables and modular code
Returning values from a function
Typing functions
Running in circles
Nesting functions
Using nested functions
Using more function nesting to tidy up your script |
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Objects and Classes |
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Introducing objects and classes
Type and object-oriented programming
Classes, generalization, and abstraction
Seeing arrays in a new light
The Array constructor method
Other Array methods
Array properties
Creating classes and objects (instances) in Flash
Instances
The Object object
Viewing an object in Flash
Constructors
Objects, objects, everywhere
Lurking objects
Making a show reel |
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Objects on the Stage |
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Movie clips and buttons as objects
Symbol types and behaviors
Two sides of the same object
Working with Library items
Let chaos reign
Bitmap caching
The other side of bitmap caching
Bitmap caching and RAM
Changing the appearance of a cached movie clip
When to use bitmap caching
Referencing different timelines with ActionScript
Different place, different variable
Locating variables from inside an event handler function
Reusing handler functions
The apply method
Global variables |
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Reusable Code and Realistic Movement |
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Breaking down big tasks into smaller ones
Black-box programmingCreating simple components
Creating a modular set of playback controls
Dark Valentine
Modular control of movie clips
How to simulate realistic movement
Motion with acceleration
Trailing the pointer (a mouse follower)
Understanding the inertial code
Fine-tuning the component
Function-based modular code
Swarming behavior
Taking the swarming effect forward
Creating tweens with ActionScript
Using import to access the Tween class
How to use the Tween constructor function
Understanding the transition types |
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Games and Sprites |
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What is a sprite?
Control
External and internal data
Movement
Collision
Planning zapper
The game world (the main timeline)
gSCREEN_TOP, gSCREEN_BOTTOM, gSCREEN_RIGHT, and gSCREEN_LEFT
score
level, skill, and accel
speed
shipDead, fired, and gSHIP_HEIGHT
The timeline
The codeGlobal constants
The “start game” trigger
The player (the ship)
The SwarmAlien
alienSpawn()
onEnterFrame
alienBrain()
alienReincarnate()
The SwarmAlien code
The bullet
The debris of war |
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Adding Sound to Flash |
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Choosing the right sound format
Using sound on a timeline
Using the ActionScript Sound class
Playing sounds from ActionScript
Attaching sounds to a sound instance
Starting and stopping sounds
Creating dynamic soundtracks
Using ActionScript to control volume and balance
Dealing with large sound files
Using compression to reduce download times
Loading sound from external files
Silence can also be golden |
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Working with Multimedia
Responding to Events
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Flash Action Script Excercise |
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Faculty start
Password start
Hangman
Particle Loop
Particles toggle caching
Showreel
Zapper cache As Bitmap
Inertia
Tween Class demo
Tweens
Sounds
Sound Loader
Controls
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C & C++ (Basics) |
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1.3
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C
Datatypes.
Operator.
Condition construct.
Looping construct.
Functions.
Array.
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1.2
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C++
Class.
Object.
Inheritance.
Functions.
Properties.
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Flash Action Script (Level II) |
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Prerequisite for learning Action Script is knowledge of the following in C programming language - |
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Data Types
Functions Conditions Arrays Loops |
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Introduction to ActionScript 3.0 |
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Why_AS3
AS2_vs_AS3
Beyond_Script_Assist
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Communicating to MovieClips, Variables, and People |
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Communicating
MC_Properties
Variables
Variable_Types
Trace_Statements
Comments |
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Using and Writing Functions |
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Functions
Using_Functions
Writing_Functions
Modular_Functions
Return_Functions |
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Responding to Events |
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Understanding_Event
Listeners
Handlers
Mouse
Keyboard
Links
EnterFrame
Timer
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Understanding Classes |
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Classes
Creating_Classes
Extending_Classes
Methods
Public_Private
Class_Timeline
Doc_Class
Class_Path
Useful |
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Decision-Making and Repetition |
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UndrstdgCndtnl
Writing Conditional
Operators
Using Operators
Alternate Conditions
Compound
Understanding_Loops
Writing Loops2
Generating Instances
Placing_Instances |
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Using Math...and Loving It! |
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Math_Class
Math_Operations
Random
Rounding2 |
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Using Text and Arrays |
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Creating_TextField
Styling_TextField
Capturing_TextField
External
Scroll
Arrays
Text_Game
Finishing_Text_Game |
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Creating a Memory Game with What You Already Know |
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Planning
Card_Class
Memory_Class
Graphics
Placing
Checking2
Resetting
Incorrect_Matches
Winning
More_Cards
Randomizing |
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Using Advanced Graphic and Animation Tools |
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Drawing
Color
Random_Color
Animate_Color
Filters
Filter_Properties
Animating_Filters |
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Working with Multimedia |
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Loading_Image
Communicating_swf
Sound
Play_Stop
Pause_Resume
Volume_Control
Understanding_Video
Loading_Video
Video_Playback |
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Adding Advanced Interactivity |
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Drag_Overview
Drag_Drop
Collisions
Responding_Collisions
Detecting_Win
Shadow
Random |
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Course Duration |
Fees (Indian RS.) |
Fees (US $) |
Action Script 3.0 |
10,500 |
300 |
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