Macromedia Flash 8 Bible Free Open Book

Macromedia Flash 8 Bible

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Summary

  • Creating a game is much more than programming. It involves other talents, such as game design, interaction design, and visual and sound design.

  • Scripting a game is asking a series of questions and responding to them appropriately, depending on the user input.

  • Functions are essential to intelligent programming. Writing small, task-focused functions allows for greater flexibility, particularly for complex games.

  • Movie Clips and text fields can be created dynamically. Additionally, text fields' properties can be manipulated via ActionScript. In addition to adding flexibility, it reduces the weight of your movie.

  • The setInterval() action can be used as a timer to call a function over time without having the Playhead move between frames. Here, we are using it to create a delay between rounds.

  • Using the SharedObject class is a great way to save data on the local drive. We are using it to store the user's name as well as the game's score.


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Index: [A][B][C][D][E][F][G][H][I][J][K][L][M][N][O][P][Q][R][S][T][U][V][W][X][Y][Z]


     Main Menu
Table of Contents
Back Cover
Macromedia Flash 8 Bible
Foreword
Preface
Part I: An Introduction to Flash Web Production
Part II: Mastering the Flash Environment
Part III: Creating Animation and Effects
Part IV: Integrating Media Files with Flash
Part V: Adding Basic Interactivity to Flash Movies
Part VI: Distributing Flash Movies
Part VII: Approaching ActionScript
Part VIII: Applying ActionScript
Chapter 28: Sharing and Loading Assets
Chapter 29: Sending Data In and Out of Flash
Chapter 30: Applying HTML and Text Field Formatting
Chapter 31: Creating a Game in Flash
The Game Plan: Four Phases of Game Design
Building the Project
Scripting the Game
Initializing the Game
Building the Interface
Starting the Game
The User Input
Interpreting the User Input
Checking the Status of the Game
Added Feature: Storing User and Game Information
Summary
Chapter 32: Managing and Troubleshooting Flash Movies
Part IX: Integrating Components and Data-Binding
Part X: Expanding Flash
Part XI: Appendixes
Index
List of Figures
List of Tables
List of Listings
List of Sidebars


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