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PHASE
- I |
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Introductino to Action Script 3 |
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Giving your movies instructions |
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Working with the Action panel |
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Direct typing |
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PHASE
- II |
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Communicating Controlling movie clips on the stage |
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Arugmenrts |
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Listening to what your movies are telling you |
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Events in flash |
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External events |
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Internal events |
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Introducing event handlers |
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Introducing variables |
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Creating variables and using them with literals and expressions |
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Naming variables |
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Using literals values |
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PHASE
- III |
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Using and Writing Functions |
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Functions |
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Using function |
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Return function |
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Array let you link information |
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Creating a new array |
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Movies That Decide for Themselves |
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Typing an array Using variable values as oofset |
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Phase IV |
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Responding to Events |
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Handlers |
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Keyboard |
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Links |
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EnterFrame |
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Timer |
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PHASE
- V |
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Understanding Classes |
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Classes |
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Creating Classes |
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Extending Classes |
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Methods |
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Public Private |
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Classes Timeline |
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Doc Class |
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Calss Path |
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Useful |
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PHASE
- VI |
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Decision-Making and Repetition |
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Understanding Condtional |
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Writing Condtional |
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Operator |
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Using Operators |
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Alernate Condition |
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Compound |
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Understanding Loops |
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Writing Loops |
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Generating Instances |
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Placing Instances |
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PHASE
- VII |
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Using Math |
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Math classes |
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Math Operation |
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Random |
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Rounding |
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PHASE
- VIII |
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Filters |
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Drawing |
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Color |
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Random color |
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Animate color |
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Filters |
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Filter Properties |
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Animating Filters |
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PHASE
- IX |
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Working with Multimedia |
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Loading Images |
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Communicaiting |
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Sound |
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Play Stop |
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Pause Resume |
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Volume Control |
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Understanding Video |
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Loading Video |
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Video Playback |
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PHASE
- X |
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Bitmap Caching and RAM |
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Objects,Object, everywhere |
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Lurking objects |
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Making a show reel |
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Objects on the satge |
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Movie clips and buttons as objects |
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Symbol types and behaviors |
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Two sides of the same object |
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Working with Library items |
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Let chaos reign |
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Bitmap caching |
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The other side of bitmap caching |
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Bitmap caching and RAM |
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Changing the apperance of a cached movie clip |
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when to use bitmap caching |
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Referencing different timeless with ActionScrip |
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Different palce , diffrerent variable |
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Locating variable from inside an event |
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handler function |
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Reusing handler functios |
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The apply method |
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Global varibles |
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Resuable Code and Realistic Movement |
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Breaking down bifg task into smaller onews |
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Black-box programming |
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Creating simple components |
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Creating a modular set of playback controls |
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Dark Valentine |
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Modular contrl of movie clips |
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How to simulate realistic movement |
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Motion with acceleration |
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Trailing the pinter (a mouse follower) |
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Understanding the inertial code |
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PHASE
- XI |
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Adding Advanced Interactivity |
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Drag Overview |
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Drag Drop |
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Collision |
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Responding Collision |
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Detecting |
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Shadow Random |
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PHASE
- XII |
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Zapper (Game) |
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Fine -tuning the component |
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Function based modular code |
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Swarming behavior |
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Taking the swarming effect forward |
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Creating tweens with ActionScript |
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Using import to access the Tween class |
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How to use the Twwen contructor function |
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Understanding the transition types |
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Games and Sprites |
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What is a Sprite? |
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Control |
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External and internal data |
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Movement |
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Collision |
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Planing zapper |
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The game world ( the maion timeline) |
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gSCREEN_TOP, gSCREEN_BOTTOM, gSCREEN_RIGHT, and gSCREEN_LEFT |
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score |
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level, skill,and accel |
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speed |
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shipDead, fired and gSHIP_HEIGHT |
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The timeline |
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The code |
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Global constants |
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The "start game" trigger |
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The player (the ship) |
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The SwarmAlien |
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alienSpawn() |
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onEnterFrame |
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alienReincarnate() |
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The SwarmAlien coed |
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The bullet |
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