Description
£811.00
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.
Description
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
- Getting Started
- Introducing the New Display Hierarchy
- Working with Display Objects
- Making a Text Field Object
- Creating a New Container
- Using the Shape Class
- Adding Graphics to the Shape Object
- Creating an External Class
- Using the Sprite Class
- Working with the Movie Clip Class
For more information, contact one of our course advisors
- Understanding Timeline Animation
- Using the enterFrame Event
- Controlling a Nested Movie Clip
- Using enterFrame with a Sprite
- Adding Limits to an Animation
- Animating the X, Y & Rotation Properties
- Creating Animation in a Class
- Completing the Class
- Adding Graphics to a Class
- Changing Speed Variables
- Changing a Sprite Class to a Movie Clip
- Setting Up Another Movie Clip
For more information, contact one of our course advisors
- Introducing the Timer Class
- Creating a Running Timer
- Controlling a Running Timer
- Loading an External Bitmap
- Creating a Mini Slideshow
- Using a Timer to Animate
- Controlling the Animation with Buttons
- Controlling the Delay
For more information, contact one of our course advisors
- Setting Up Buttons to Go from Black & White to Color
- Building Custom Buttons Using Movie Clips
- Add a gotoAndPlay Method to Move a Playhead
- Adding Frame Labels
- Setting Up Additional Buttons
- Adding a Click Event Handler
- Reusing Click Events
- Adding “If” Statements
- Setting Up a Function to Control Visible Properties
- Adding an “Else If” Statement
- Using Arrays
- Using a “For Loop” Structure
- Using Arrays to Set Up Thumb Clicks
- Using Arrays to Set Up Thumbnails
- Final Comments & Credits
For more information, contact one of our course advisors
- Exploring the Document
- Structuring a Tween
- Introducing the Easing Class
- Setting Up Multiple Tweens
- Looping a Tween
- Using Tween Events
- Setting Up a TimerEvent
- Setting Up a showPhoto Function
- Setting Up the photoCounter
- Using the Transition Class
For more information, contact one of our course advisors
- Setting Up the Moon Lander Animation
- Understanding Keyboard Response
- Programming Keyboard Response
- Adding Vertical Acceleration
- Adding Horizontal Movement
- Building the Crash Sequence
- Setting the Landing Sequence
- Setting Up Start & Replay Functions
For more information, contact one of our course advisors
- Creating a Duck Class
- Using the Duck Class
- Set Up a Timer Animation to Make More Ducks
- Incorporating Additional Duck Graphics
- Adding the Duck-Hit Animation
- Replacing Cursor Graphics
- Setting Up the Score
- Tracking the Score with a Class
- Adding Sound Effects
For more information, contact one of our course advisors
- Introducing the Game Layout
- Drawing the Game Pieces
- Positioning the Game Pieces
- Setting Up a Symbol Array
- Shuffling the Symbols
- Clicking the Spinners
- Distinguishing between Clicks
- Checking for a Match
- Setting Up the Score
- Controlling the Spinners with the Class
- Using Tweens for the Spinners
- Adding Sound Effects
For more information, contact one of our course advisors
- Getting Started with Tile-Based Games
- Laying Out the Tiles
- Setting Up Tile Types
- Clicking the Tiles to Set the Types
- Adding the Pirate Icon
- Tracing the Location of the Pirate Icon
- Completing the Engine & Saving Level Data
- Building the Game Application
- Moving the Pirate Character
- Responding to Map Tiles
- Moving the Pirate in Different Directions
- Adding the Player Controls
- Player Control Functions
- Setting Up Trigger Tiles
- 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