By Gary Rosenzweig
Gary Rosenzweig's ActionScript 3.0 online game Programming college indicates you the way to exploit ActionScript, the programming language in the back of Flash CS3 expert. the teachings train you the entire fundamentals of ActionScript programming via video game examples, however the code will be simply tailored to non-game-oriented tasks, similar to internet education and advertisements. Written by way of a real-world Flash developer, this booklet offers you with the resource code of sixteen whole video games and lays the root so you might create your personal video games. Gary additionally presents a spouse web site - flashgameu.com, which incorporates documents, updates, new content material, Gary's web publication and masses extra.
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Extra resources for ActionScript 3.0 Game Programming University
The way you create frames and keyframes is to use F5 to add a frame to a layer, and then F7 to add a keyframe among those frames. The second layer, named “Score,” contains only two keyframes, frame 1 and 2. So, frame 3 is just an extension of frame 2. This means the score elements present during game play on frame 2 is still present on frame 3. The timeline, stage, and library will be your primary visual tools for developing your games. Writing and Editing ActionScript Although it is usually necessary to work in the Flash document somewhat to create a game, we’ll be spending most of our time in the ActionScript document window.
It is just a simple example to show the syntax behind creating a function. Testing and Debugging No one, not even the most experienced programmer, writes perfect code. So, we must write code, test, and debug. Types of Bugs There are three reasons to debug your code. The first is that you get an error message when it compiles or runs. In this case, you must figure out the problem and correct it. Usually, you can see the problem immediately. For example, a misspelled variable name. 0 The second reason is that the program does not work as expected.
You can follow any number of programming styles and still create games that work well. However, some programmers prefer certain styles over others. I have chosen a method for this book that allows us to focus on the core game code, perhaps sacrificing some advanced organization. Single Class Method The third Hello World program earlier in this chapter is simply one class file linked to a Flash movie of the same name. This simple approach is fast and easy. NOTE An alternative is to use different class files for different game objects and processes.