By Gary Rosenzweig
Examine ActionScript 3.0 the thrill approach, by means of growing sixteen nice video games: actual, powerful video games - not only "web toys"! Highly-rated ActionScript educational, now with seven new 3D and card video games! Code and methods simply adaptable to education, advertisements, and extra For Flash artists studying ActionScript, Flash programmers looking to create video games, and upgraders from ActionScript 1.0/2.0. contains a bankruptcy on constructing video games in Flash for the iPhone! Gary Rosenzweig's ActionScript 3.0 video game Programming collage, moment variation is the easiest hands-on instructional for studying ActionScript 3.0, the programming language in the back of Flash specialist CS5. you are going to grasp the entire fundamentals of ActionScript programming by means of development sixteen powerful video games. One step at a time, you will examine concepts (and get demonstrated code) that may be tailored to nearly any venture, from video games to education and advertisements. the 1st variation earned common raves; Rosenzweig has now up to date it with seven brand-new video games that educate much more helpful ActionScript 3.0 talents and methods. you are going to first learn the way Flash and ActionScript 3.0 interact, the weather of an ActionScript application, and the way to construct a simple video game framework with ActionScript. subsequent, Rosenzweig walks you through development the whole spectrum of ActionScript video games, together with mind video games, animation-based video games, photo puzzles, video games in response to course and circulation, informal video games, notice video games, Q and A video games, motion video games, video game worlds, and extra. This version provides new chapters on card video games and 3D video games, with High-Low, Video Poker, Blackjack, 3D Paddle Ball, 3D Scavenger Hunt, and different new tasks.
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Additional info for ActionScript 3.0 Game Programming University (2nd Edition)
Another important feature of the ActionScript document window is the numbers to the left. Each line has its own number. When you get compiler errors when trying to publish your movie, they refer to the line number so you can track down the problem. 0 is very versatile. You can follow any number of programming styles and still create games that work well. However, some programmers prefer certain styles over others. I have chosen a method for this book that allows us to focus on the core game code, perhaps sacrificing some advanced organization.
To do this, simply click in the Linkage column you can see on the right side of the Library list. 1, the name Mascot has already been placed there. I usually set the class name the same as the movie clip name. It makes it easier to remember. Now we can create new copies of the movie clip using only ActionScript. The way this is done is to create a variable to hold the instance of the object, and then use addChild to put it in a display list: var myMovieClip:Mascot = new Mascot(); addChild(myMovieClip); The variable named myMovieClip is going to be of type Mascot, meaning that it can hold a reference to a Mascot movie clip from the Library.
We don’t use keyframes for animating, but instead use them to place elements on the screen in different modes: such as intro, play, and gameover. You can place a script in any keyframe in any layer of the timeline. To do this, select the keyframe, choose the Window menu, and then select Actions. This brings up the Actions panel. 3. It might look different to you because it can be customized in a number of ways, including having a full set of ActionScript commands and functions in a menu on the left side.
ActionScript 3.0 Game Programming University (2nd Edition) by Gary Rosenzweig