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Gary Rosenzweig's ActionScript 3.0 Game Programming University, 2nd Edition PDF

By Gary Rosenzweig

Examine ActionScript 3.0 the joys approach, by way of developing sixteen nice video games: actual, powerful video games – not only “web toys”!Highly-rated ActionScript instructional, now with seven new 3D and card video games! Code and methods simply adaptable to education, advertisements, and extra For Flash artists studying ActionScript, Flash programmers looking to create video games, and upgraders from ActionScript 1.0/2.0. encompasses a bankruptcy on constructing video games in Flash for the iPhone!

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Extra info for ActionScript 3.0 Game Programming University, 2nd Edition

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Subtract from the rotation property of the ship sprite. Check to see whether the right arrow is pressed. Add to the rotation property of the ship sprite. The task of rotating a spaceship is actually four smaller tasks combined into one. Sometimes beginning programmers make the same mistake in a bigger way. They assume they cannot create an entire game because it seems too complex. But, if you break the game into smaller and smaller tasks (and take each one step at a time), you can create any game.

You can also use Command+F (Mac) or Ctrl+F (Windows). Check Syntax—This is a handy way to have the Flash compiler do a precheck on the syntax of your script. You can see the results in the Output panel. Auto Format—This takes your entire script and reformats it with consistent tabbing, spacing, and brackets. If you decide to use this, be sure to visit the Preferences for Auto Format to make some decisions about what this button should and should not do. Wow! Com> Writing and Editing ActionScript 15 Show Code Hint—This is probably the most useful of all the buttons.

Com> Creating Visual Objects 39 One more thing you might want to do to make the movie clip more button-like is to set the buttonMode property of the movie clip instance to true. buttonMode = true; Of course, you can also create instances of button symbols using ActionScript. We do this in the same way as we did with movie clips. y = 100; addChild(myButton); The main difference between movie clips and button symbols is that the buttons have four specialized frames in their timeline. 3 shows the timeline of our LibraryButton symbol.

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