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PHASE
- I |
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Interactive Flash |
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Giving your movies instructions |
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Working with the Actions panel |
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Direct typing |
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Who are you talking to? |
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Controlling movie clips on the stage |
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Arguments |
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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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PHASE
- II |
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Movies That Remember |
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Introducing variables |
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Values and types |
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Creating variables and using them with literals and expressions |
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Naming variables |
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Creating variables |
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Using literal values |
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Using expressions |
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Input and output |
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Using string expressions |
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Working with numbers |
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Other uses for numeric expressions |
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Working with Boolean values |
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Logic operators |
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Arrays |
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Reasons for using arrays |
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Arrays let you store related information together |
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Arrays let you hold information in a specific order |
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Arrays let you index information |
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Arrays let you link information |
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Creating a new array |
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Typing an array |
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Using variable values as offsets |
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PHASE
- III |
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Movies That Decide for Themselves |
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Decision making |
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Making decisions in ActionScript: The if action |
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Acting on alternatives: The else action |
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More than one alternative: The else if action. |
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Handling lots of alternatives: The switch action |
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Switching without breaks |
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Phase IV |
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More Power, Less Script |
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while loops |
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for loops |
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init |
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condition |
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next |
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Some useful examples of for loops |
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Simple loop |
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Reverse loop |
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Two at a time |
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Looping through elements in an array |
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Applying an operation to all the elements in an array |
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Searching an array for a specific value |
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Cross-indexing a pair of arrays |
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Hangman |
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PHASE
- V |
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Movies That Remember How to Do Things |
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Breaking down a task |
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Using functions to take care of repetitive jobs |
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Choosing which actions to bundle and where |
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Arguments and redundancy |
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Local variables and modular code |
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Returning values from a function |
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Typing functions |
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Running in circles |
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Nesting functions |
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Using nested functions |
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Using more function nesting to tidy up your script |
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PHASE
- VI |
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Objects and Classes |
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Introducing objects and classes |
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Type and object-oriented programming |
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Classes, generalization, and abstraction |
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Seeing arrays in a new light |
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The Array constructor method |
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Other Array methods |
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Array properties |
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Creating classes and objects (instances) in Flash |
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Instances |
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The Object object |
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Viewing an object in Flash |
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Constructors |
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Objects, objects, everywhere |
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Lurking objects |
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Making a show reel |
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PHASE
- VII |
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How to simulate realistic movement |
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Motion with acceleration |
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Trailing the pointer (a mouse follower) |
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Understanding the inertial code |
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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 Tween constructor function |
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Understanding the transition types |
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PHASE
- VIII |
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Adding Sound to Flash |
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Choosing the right sound format |
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Using sound on a timeline |
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Using the ActionScript Sound class |
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Playing sounds from ActionScript |
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Attaching sounds to a sound instance |
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Starting and stopping sounds |
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Creating dynamic soundtracks |
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Using ActionScript to control volume and balance |
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Dealing with large sound files |
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Using compression to reduce download times |
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Loading sound from external files |
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Silence can also be golden |
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PHASE
- IX |
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Working with Multimedia |
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PHASE
- X |
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Responding to Events |