Game Design Basics of ActionScript 3.0 (version 2nd)

Source: Internet
Author: User
Basic information about game design basics (3.0) in ActionScript 2nd: (plus) spuy, R. v. d .) translator: Desert poor autumn Press: Electronic Industry Press ISBN: 9787121202414 Release Date: May 2013 publication date: 16 open pages: 652 versions: 2-1 category: computer> game animation design more about it) covers all the basic themes in flash game design, including the creation of game graphics, as3.0 syntax basics, event mechanisms, collision detection, physical simulation, scrolling system, AI (AI) basics, and embedded game sound effects. The complete code and runnable examples are provided in the source code of the book. Readers can follow the author's ideas to start from the simplest game step by step, and finally build a relatively large flash game. Because the original author of this book is a teacher in a university, the content of this book is profound and knowledgeable. It is very suitable for readers to learn and use it as a teaching material of colleges and universities. Chapter 5 Programming Basics of the 3.0 game design basics (2nd) in the event of any problems: how to Make video games 11.1 basic requirements 21.1.1 a computer 21.1.2 graphic design software 21.1.3 computer programming software 31.1.4 Adobe Flash Professional 51.2 What You Need To Know 61.3 What You Don't Need To Know 61.4 everything with programming about programming in 71.5? But I am very bad at mathematics! 81.6 I already know how to program it! 81.6.1 what types of games can I create? 91.6.2 learn new terms 91.6.3 lay the foundation 91.7 use flash builder101.7.1 to set the working environment of Flash builder 111.8 write your first program 191.9 ActionScript file and. As extension 191.10 start programming! 21.1.10.1 a little sprite magic 231.10.2 do not ignore the class! 251.10.3 using the constructor 271.10.4 alignment code 291.11 what is your command? 311.12 add comments to the Code 331.13 run your program and compile the SWF file 351.13.1 what happened when you compile the program? 371.14 cannot run? 391.14.1 some common error messages 421.14.2 use the original source file to proofread your program 441.15 more about flash builder 441.15.1 edit window quirks and features 441.15.2 perspective 481.16 about as3.0 and Flash Player multi-content 501.17 naming conventions 521.18 Chapter 53 chapter 2nd create game graphics 542.1 create a game world background. 572.1.1 create a file in Photoshop. 572.1.2 draw the sky 602.1.3 draw the mountains 712.1.4 use the pen tool drawing 732.1.5 copy, modify and arrange the layers 832.1.6 slope and relief 872.1.7 use the rectangular selection tool to create the box 912.2 create the game role 962.2.1 create the file 972.2.2 draw the role 972.3 create button 1002.3.1 create a file 1002.3.2 draw button 1002.3.3 use the text tool 1032.3.4 Other buttons for saving works and creating PNG files 1072.4 check your work 1082.5 more about Photoshop 1092.6 summary of this Chapter 110 chapter 3rd for object programming 1113.1 can I be a little afraid of programming! 1123.2 load and display the image 1133.2.1 create an as3.0 project 1143.2.2 understand the configuration file 4.1.3.2.3 use the metadata label to set the Flash Player 1173.2.4 runtime and display the working principle of the background.png 1193.2.5 code? 1223.2.6 variable 1233.2.7 variable type 1243.2.8 create empty box 1253.2.9 create instance and object 1263.2.10 show image 1293.2.11 understand code structure 1353.2.12 locate sprite1363.3 on stage for button programming. 1443.3.1 understand point mark 1453.3.2 method 1453.3.3 use method call 1463.3.4 use function definition 1473.3.5 use basic method 1493.3.3.6 understand event and event listener 1533.3.3.7 run button 1613.4 use Attribute control sprite object 1623.4.1 move up and down 1643.5 progressively move 1663.5.1 Trace Output 1673.5.2 use the increment and Decrement Operators 1683.5.3 to limit moving 1693.5.4 to larger and smaller 1723.5.5 to disappear! 1753.5.6 rotate 1793.5.7 more attributes? 1813.6 sprite center 1813.7 code summary 1863.8 chapter summary 191 chapter 4th decision 1924.1 use the text 1934.1.1 to create a new project 1934.1.2 class to be imported 1954.1.3 create textformat and textfield object 1964.1.4 set text format 1974.1.5 configuration and display output text 1994.1.6 configure and display input text box 2024.2 write simple guess digital game 2054.2.1 understand game structure 2064.3 learn more about variable content 2084.3.1 listen to button 2114.4 decision 2144.4.1 display game status 2204.5 change with suffix Operator the value of a variable is 2224.5.1 string connected to 2244.5.2 hi, why must we use the gamestatus variable? 2274.5.3 uint type variables and INT type variables 2274.5.4 game winning/losing 2284.5.5 use the method to modularize the program 2344.6 touch color 2354.6.1 process random number 2364.6.2 disable the carriage return key 2404.7 make a beautiful button 2424.7.1 understand some concepts 2444.7. button 2454.7.3 understand mouse event 2474.8 Add button to guess digital game 2534.8.1 disable button 2554.8.2 manage complicated code 2624.9 Project Extension 2624.9.1 create play again button 2634.9.2 track player guess 4.9.3 add visual effects 4.9.4 reverse thinking 2644.10 embedded font Quick Guide 2654.11 summary of this chapter 267 chapter 5th control game roles 2685.1 use a keyboard to control the player's game role 2685.1.1 keyboard control-incorrect way! 2695.1.2 keyboard control-correct method! 2735.1.3 move at the specified speed 2765.1.4 use the new keydownhandler 2775.1.5 use keyuphandler handler use enterframehandler handler to set the stage boundary 2815.1.8 when it reaches the stage edge disable the mobile terminal screen surround 2865.2 embedded image 2885.3 scroll 2905.3.1 better rolling 2985.3.3 better rolling 3055.4 further 3085.4.1 parallax rolling 3095.5 summary of this Chapter 315 chapter 6th collision detection 316 use hittestobject for basic collision detection 316 use hittestobject 3216.1 trigger status change 3236.1.1 reduce blood size 3276.1.2 use scalex to scale the heartbeat by percentage to 3306.1.3 and refresh the score 3316.1.4 to check whether the game is over 3366.1. 5. Pick up and put down the object 3386.2 bad message about hittestobject 3436.2.1 use the boundary frame detection collision 3446.2.2 learn to coexist with hittestobject 3456.2.3 create a sub-object ipv6.2.4 advanced Collision Detection Policy 3506.3 use vector-based collision detection 3516.3.1 to prevent objects overlap 3516.3.2 write collision class 3576.3.3 and then look at the method, real parameters and parameters 3626.3.4 collision. block Method parsing 3646.4 summary of this Chapter 371 chapter 7th create game 3727.1 make game graphics 3737.1.1 make a box with textures 3747.1.2 make a mine 3887.1.3 make a game role listen 7.1.4 design game background 4067.1.5 make game over graphics 4077.2 game programming 4097.2.1 what is a class for processing a large number of objects 7.2.2? 4117.2.3 timebombpanic application class parsing 416

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