About this course
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.
Training Solution Breakdown:
- Intuitive and rewarding online training resources
- Comprehensive Freephone or email support
- 24/7 access to training materials
- Study anytime, anywhere in a world for a flexible learning experience
- 12 months (one year) unrestricted access
- Access to online training options
- Progress reviews & comprehensive assessments to ensure efficient understanding of course content
- Career advice and CV support once training has been completed
Buy this course today and take control of your career and enhance your prospects.
Flash CS3 ActionScript 3 Animation Breakdown
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Getting Started
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Introducing the New Display Hierarchy
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Working with Display Objects
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Making a Text Field Object
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Creating a New Container
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Using the Shape Class
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Adding Graphics to the Shape Object
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Creating an External Class
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Using the Sprite Class
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Working with the Movie Clip Class
For more information, contact one of our course advisors
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Understanding Timeline Animation
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Using the enterFrame Event
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Controlling a Nested Movie Clip
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Using enterFrame with a Sprite
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Adding Limits to an Animation
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Animating the X, Y & Rotation Properties
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Creating Animation in a Class
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Completing the Class
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Adding Graphics to a Class
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Changing Speed Variables
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Changing a Sprite Class to a Movie Clip
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Setting Up Another Movie Clip
For more information, contact one of our course advisors
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Introducing the Timer Class
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Creating a Running Timer
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Controlling a Running Timer
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Loading an External Bitmap
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Creating a Mini Slideshow
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Using a Timer to Animate
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Controlling the Animation with Buttons
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Controlling the Delay
For more information, contact one of our course advisors
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Setting Up Buttons to Go from Black & White to Color
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Building Custom Buttons Using Movie Clips
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Add a gotoAndPlay Method to Move a Playhead
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Adding Frame Labels
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Setting Up Additional Buttons
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Adding a Click Event Handler
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Reusing Click Events
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Adding “If” Statements
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Setting Up a Function to Control Visible Properties
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Adding an “Else If” Statement
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Using Arrays
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Using a “For Loop” Structure
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Using Arrays to Set Up Thumb Clicks
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Using Arrays to Set Up Thumbnails
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Final Comments & Credits
For more information, contact one of our course advisors
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Exploring the Document
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Structuring a Tween
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Introducing the Easing Class
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Setting Up Multiple Tweens
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Looping a Tween
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Using Tween Events
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Setting Up a TimerEvent
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Setting Up a showPhoto Function
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Setting Up the photoCounter
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Using the Transition Class
For more information, contact one of our course advisors
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Setting Up the Moon Lander Animation
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Understanding Keyboard Response
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Programming Keyboard Response
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Adding Vertical Acceleration
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Adding Horizontal Movement
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Building the Crash Sequence
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Setting the Landing Sequence
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Setting Up Start & Replay Functions
For more information, contact one of our course advisors
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Creating a Duck Class
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Using the Duck Class
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Set Up a Timer Animation to Make More Ducks
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Incorporating Additional Duck Graphics
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Adding the Duck-Hit Animation
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Replacing Cursor Graphics
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Setting Up the Score
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Tracking the Score with a Class
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Adding Sound Effects
For more information, contact one of our course advisors
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Introducing the Game Layout
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Drawing the Game Pieces
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Positioning the Game Pieces
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Setting Up a Symbol Array
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Shuffling the Symbols
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Clicking the Spinners
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Distinguishing between Clicks
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Checking for a Match
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Setting Up the Score
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Controlling the Spinners with the Class
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Using Tweens for the Spinners
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Adding Sound Effects
For more information, contact one of our course advisors
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Getting Started with Tile-Based Games
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Laying Out the Tiles
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Setting Up Tile Types
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Clicking the Tiles to Set the Types
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Adding the Pirate Icon
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Tracing the Location of the Pirate Icon
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Completing the Engine & Saving Level Data
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Building the Game Application
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Moving the Pirate Character
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Responding to Map Tiles
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Moving the Pirate in Different Directions
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Adding the Player Controls
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Player Control Functions
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Setting Up Trigger Tiles
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Final Comments & Credits
For more information, contact one of our course advisors
No other books are necessary for this course.
For more information, contact one of our course advisors