Learning ActionScript 3.0 : The Non-Programmer's Guide to ActionScript 3.0


Rich. Shupe
Bok Engelsk 2008 · Electronic books.
Annen tittel
Utgitt
Sebastopol : : O'Reilly Media, , 2008.
Omfang
1 online resource (384 p.)
Opplysninger
Description based upon print version of record.. - Learning ActionScript 3.0; PREFACE; How This Book Is Organized; What Is-and Isn&t-In This Book; What&s Not; Companion Web Site; Typographical Conventions Used In This Book; Using Code Examples; We&d Like to Hear from You; Acknowledgments; Colophon; I. GETTING STARTED; The Flash Platform; Procedural Versus Object-Oriented Programming; The Document Class; Legacy Code Compatibility; What&s Next?; 2. CORE LANGUAGE FUNDAMENTALS; Variables and Data Types; Conditionals; switch; Loops; while Loop; A Loop Caveat; Arrays; Functions; Custom Objects; this; Absolute versus Relative Addresses; What&s Next?. - II. GRAPHICS AND INTERACTIONProperties; Events; Using Mouse Events to Control Properties; Methods; Event Propagation; Frame and Timer Events; Timer Events; Removing Event Listeners; What&s Next?; 4. THE DISPLAY LIST; Displaying the Display List; Adding and Removing Children; Adding Symbol Instances to the Display List; Using addChildAt; Removing Objects from the Display List and from Memory; Removing objects from memory; Managing Object Names, Positions, and Data Types; Casting a Display Object; Changing the Display List Hierarchy; Reparenting Children; A Dynamic Navigation Bar. - IV. SOUND AND VIDEO. - Movement Along an AngleCircular Movement; Rotation Toward an Object; Physics; Friction; Elasticity; Programmatic Tweening; Timeline Animation Recreations; Particle Systems; What&s Next?; 8. DRAWING WITH VECTORS; Drawing Curves; Adding Solid Fills; Drawing Shapes; Using Gradient Fills; Simulating the Pencil Tool; The Geometry Package; Creating Rectangles; Using Matrices; Calculating changes in points after transformations; Creating better gradient fills; The Motion Package; 9-Slice Scaling; Applied Examples; A Custom Button Class; What&s Next?; 9. DRAWING WITH PIXELS; The BitmapData Class. - Using a Bitmap from the LibraryCopying Pixels; Getting and Setting Pixels; Set Pixel; Drawing into a Bitmap; Blend Modes; Bitmap Filters; Advanced Filters; Other Flash effects; Perlin noise; Color Effects; ColorMatrixFilter; Color; Image Encoding and Saving; PHP; What&s Next?; III. TEXT; Setting Text Field Characteristics; Input Text Fields; Selecting Text; Formatting Text; Embedded Fonts and Custom Anti-Aliasing; Formatting with HTML and CSS; CSS; Triggering ActionScript from HTML Links; Parsing Text Fields; Retrieving Character and Paragraph Data; Loading HTML and CSS; What&s Next?. - What&s Next?5. TIMELINE CONTROL; Frame Labels; Frame Rate; A Simple Site or Application Structure; What&s Next?; 6. OOP; Classpaths; Inheritance; A More Traditional Look at Inheritance; Main Flash file; Car class; Truck class; Revised main Flash file; Composition; Car class; Truck class; New Tires class; Main Flash file; Encapsulation; Car class; Truck class; Tires class and main Flash file; Polymorphism; Car class; Truck class; Tires class and main Flash file; Navigation Bar Revisited; NavigationBar; MenuButtonMain; What&s Next?; 7. MOTION; Acceleration; Geometry and Trigonometry. - In this book, authors Rich Shupe and Zevan Rosser share the knowledge they've gained from their years as multimedia developers/designers and teachers. Learning ActionScript 3.0 gives you a solid foundation in the language of Flash and demonstrates how you can use it for practical, everyday projects. The authors do more than just give you a collection of sample scripts. Written for those of you new to ActionScript 3.0, the book describes how ActionScript and Flash work, giving you a clear look into essential topics such as logic, event handling, displaying content, mig
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Sjanger
Dewey
ISBN
059652787X. - 9780596527877

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