Real-world Flash game development how to follow best practices and keep your sanity
This book covers Flash for the everyday developer. The average Flash developer doesn't have luxurious timelines, employers who understand the value of reusability, or the help of an information architect to design a usable experience. This book helps bridge the gap for these coders who may b...
Otros Autores: | |
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Formato: | Libro electrónico |
Idioma: | Inglés |
Publicado: |
Burlington, Mass. :
Elsevier Focal Press
2010.
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Edición: | 1st edition |
Materias: | |
Ver en Biblioteca Universitat Ramon Llull: | https://discovery.url.edu/permalink/34CSUC_URL/1im36ta/alma991009627564406719 |
Tabla de Contenidos:
- Cover; Title; Copyright; CONTENTS; Acknowledgments; Introduction; Chapter 1 Computer Science Isn't for Everyone; A Little Groundwork; Common Game Types; General Development Terms; Game-Specific Development Terms; Flash Development Terms; You Can Wake Back Up Now; Chapter 2 The Best Tool for the Job; Flash Back; The Case For Flash; Nobody's Perfect; Stop Fighting It; Things Flash Was Built to Do; The Best Tool for the Job; Chapter 3 A Plan is Worth a Thousand Aspirin; Step 1. Be Able to Describe the Game from a Bird's-Eye View in One or Two Sentences
- Step 2. Outline or Wireframe Out the Flow of All of the Game's ScreensStep 3. With Your Description and Basic Wireframe in Hand, It's Time to Outline the Core Mechanics That Your Game Will Utilize; Step 4. Build an Asset List; Step 5. Make a List of Technical Requirements for Your Game; Step 6 (Optional). Diagram Your Classes Using a UML Modeler; A Quick Review of the Planning Steps; Chapter 4 //FTW!; Fair Warning; PART 1: Classes; Packages; Classes as Files; Constructors; Constants, Variables, and Methods; Getter/Setter Methods; Class Identifiers; Inheritance and Polymorphism; Interfaces
- Linking Classes to Assets in FlashClass vs. Base Class; Using Exported Symbols with No Class File; getDefinitionByName and Casting; PART 2: Events; dispatchEvent; addEventListener, removeEventListener, and Event Phases; Event Propagation and Cancellation; Custom Events; PART 3: Errors; try, catch, finally; Throwing Your Own Errors; PART 4: Data Structures and Lists; Objects; Arrays; Vectors; Dictionaries; ByteArrays; So What Should I Use For My Lists?; Custom Data Structures; PART 5: Keep Your Comments to Everyone Else!; The Bottom Line; PART 6: Why Does Flash Do That?; Event Flow
- Frame ScriptsWorking with Multiple SWF Files; Garbage Collection; Conclusion; Chapter 5 Managing Your Assets/Working With Graphics; A Few Words About Organization; Working with Graphics; Raster Formats to Use; Key Points to Remember; Chapter 6 Make It Move: ActionScript Animation; A Little Terminology; To Tween or Not to Tween? Is That a Question?; A Simple Scripted Shooter; Memory: Tweening Animation; Summary; Chapter 7 Turn It Up to 11: Working With Audio; Formats to Use; Export Settings to Use; Using External Files; Tools for Working with Sounds; Scripting Sounds
- Chapter 8 Put the Video Back in ""Video Game""Video Codecs; External Video Uses: Cutscenes and Menus; The CutsceneManager; Video on the Timeline; Setting Up an Internal Video; Summary; Chapter 9 XML and Dynamic Content; Bringing Data In: Understanding the URLLoader Class; XML; E4X; The Crossword Puzzle; Content Is a Two-Way Street: A Crossword Builder; Sending Data Back Out; One More Example: XML vs. Flash Vars; Summary; Chapter 10 Four Letter Words: M-A-T-H; The Math Class; PART 1: Geometry and Trigonometry; A Quick Explanation of Radians and Pi; 3D in Flash; The SimpleTunnelShooter Example
- PART 2: Physics