Experienced Flash Designers who want to be able to create dynamically generated event-driven animation and interactive games with Flash.
To take this course, you should have completed the Adobe Flash Introduction course, or have equivalent experience.
3 days. Hands on.
This course is available on site only. Please call for details.
This course provides experienced Flash designers with the knowledge and hands-on practice they need to create dynamically generated event-driven animation and interactive games with Flash. The course teaches fundamental programming techniques. It begins by introducing core concepts including instance names, variables, functions, properties, and methods; then proceeds through conditions, loops, event handling, and animating with ActionScript.
Introducing the Course
Understanding the course format.
Reviewing the course objectives and prerequisites.
Looking at the course outline.
Controlling Visual Objects with ActionScript
Using the Actions and Help panels.
Declaring variables and their data types.
Using the trace() function.
Using code hinting.
Assigning instance names and using them to assign runtime property values.
Using the with operator.
Introducing core properties of visual built-in classes: MovieClip, Button, and TextField.
Controlling Button and MovieClip position and visual state.
Controlling TextField content.
Introducing core properties of non-visual built-in classes: Math.
Using mathematical operators.
Understanding data type conversion.
Using and Writing Functions
Working with Flash Player global functions.
Converting values returned from functions and assigning them for display.
Writing user defined functions.
Returning, or not returning, data from a function.
Understanding variable scope.
Adding code within a MovieClip symbol's own timeline.
Introducing the this operator.
Understanding object methods.
Introducing core methods of visual built-in classes: MovieClip and TextField.
Controlling the MovieClip playhead within its timeline.
Loading external MovieClip content.
Understanding cross-domain security issues.
Writing and using user defined functions to create visual content.
Dynamically referring to instance names and property names at runtime.
Exporting and attaching MovieClip symbol instances at runtime.
Using Text, Dates, Math, and Paths
Controlling TextField formatting through code.
Creating and formatting TextFields at runtime.
Using Date objects.
Working with String concatenation.
Generating random numbers and integers using the Math class.
Understanding relative path names.
Controlling nested MovieClip objects.
Understanding and Handling Events
Understanding event driven programming.
Working with event handler syntax.
Moving from symbol-based to timeline-based event handling.
Introducing core events of visual built-in classes: Button, MovieClip, and TextField.
Controlling the playhead within an event handler.
Understanding the this keyword inside an event handler.
Creating rollover effects.
Responding to TextField focus events.
Calling a single function from multiple event handlers.
Referring to a parent object from within an event handler.
Managing Color, Sound, and Data with Built-In Class
Understanding complex (aggregate) variables.
Working with Arrays.
Working with generic Objects.
Transforming MovieClip objects using Transform and ColorTransform objects.
Generating random color transformations.
Using Sound objects.
Creating audio feedback with event-driven sounds linked from the Library.
Making Decisions and Repeating Yourself
Understanding looped code.
Using loops and arrays to attach, name, and control MovieClip objects.
Using loops to create, name, and control TextFields to display data object values.
Understanding conditional code execution.
Surveying the comparison and logical operators.
Using if/else comparison to toggle MovieClip visual states.
Animating with ActionScript
Dragging and dropping a MovieClip object.
Testing for collision between MovieClip objects.
Initializing attached MovieClip objects.
Using the onEnterFrame event handler.
Controlling visual change rate.
Testing and responding to position at runtime.