Foundation game design with ActionScript 3.0
In response to the success of the first edition of Foundation Game Design with Flash, Rex van der Spuy has revised and updated all the code to meet current programming best practices, and the focus is now on accurate ActionScript 3.0, regardless of the IDE that you use. We’ve all sneaked the odd fiv...
Autor principal: | |
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Formato: | Libro electrónico |
Idioma: | Inglés |
Publicado: |
[New York?] :
Friends of ED
2012.
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Edición: | 2nd ed |
Materias: | |
Ver en Biblioteca Universitat Ramon Llull: | https://discovery.url.edu/permalink/34CSUC_URL/1im36ta/alma991009628382606719 |
Tabla de Contenidos:
- Title Page; Copyright Page; Table of Contents; ABOUT THE AUTHOR; ABOUT THE TECHNICAL REVIEWER; ABOUT THE COVER IMAGE DESIGNER; ACKNOWLEDGMENTS; INTRODUCTION; About the second edition; Layout conventions; Chapter 1 Programming Foundations:How To Make A Video Game; Basic requirements; 1. A computer; 2. Graphic design software; 3. Computer programming software; Adobe Flash Professional; The software used in this book; Things you need to know; And the things you don't need to know; It's all about programming; Programming? But I'm terrible at math!; I already know how to program!
- What kind of games can I make?Learning new terms; Laying the foundation; Using Flash Builder; Setting up the work environment in Flash Builder; Create a new, blank ActionScript project; Telling Flash Builder to run your programs in the Flash Player; Writing your first program; ActionScript files and the .as file extension; I'll take that to go!; A little magic with sprites; Don't skip class!; Using the constructor method; Aligning code; What's your directive?; Adding comments to your code; Running your program and compiling the SWF file; What happened when you compiled the program
- It didn't work?Some common error messages; Confirm your program with the original source files; More about Flash Builder; Editing window quirks and features; Collapsing code; Breakpoints; Perspectives; Creating a clean compile of your program; Creating a release build of your SWF file; A little more about AS3.0 and the Flash Player; Naming conventions; Summary; Chapter 2 Making Game Graphics; Create a game world background; Create a new file in Photoshop; What are pixels?; Draw the sky; Add a gradient; Drawing hills; Understanding layers; Drawing with the pen tool; Anchor points and paths
- Make curves with direction handlesResizing paths; Fill the path with color; Duplicating, modifying, and arranging layers; Bevel and emboss; Making boxes with the rectangular selection tool; Saving the image; Making a game character; Create a new file; Draw your character; Making circles; Linking and grouping layers; Save your game character; Making buttons; Create a new file; Draw the button; Using the type tool; Making more buttons; Save your work and make the PNG files; Checking your work; More about Photoshop; Summary; Chapter 3 Programming Objects; Programming Objects
- But I'm a bit scared of programming!Loading and displaying images; Setting up a new AS3.0 project; Understanding the setup file; The import statements; Set up the Flash Player with a metadata tag; Loading and displaying the background.png image; How did that work?; Create the Sprite and Loader objects; Variables; Variable types; Creating empty boxes; Creating instances and objects; Displaying the image on the stage; Understanding the code structure; Positioning Sprites on the stage; Understanding x and y positions of objects; Displaying and positioning the buttons; Programming buttons
- Understanding dot notation