Xem 1-20 trên 440 kết quả Actionscript
  • When Flash Player 9 released in June 2006, it introduced the new scripting language, ActionScript 3, which has already taken hold in the Adobe Flex application development community. ActionScript 3 provides not only a significant enhancement in performance, but also a more robust programming model that lends itself to complex Rich Internet Application development. For web designers and developers who need to make the move to ActionScript 3 from the previous version, ActionScript 2, the learning curve has proven to be significant.

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  • Tài liệu tham khảo về ActionScript trong Flash

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  • This is a great time to be a Flash game developer. Right now, there is no better development tool for small and medium-size games. Flash CS3 Professional (a.k.a. Flash 9) is fast, powerful, and easy to develop with. The key to this is ActionScript 3.0, the great new programming language inside this latest version of Flash. ActionScript 1.0 and 2.0 were often frustrating for game developers. They weren’t fast enough to get key tasks done, and odd bugs and unexpected behavior often slowed down production. ActionScript 3.0 is a very different animal.

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  • từ điển này là cú pháp và cách sử dụng cảu các yếu tố ActionScript trong Macromedia Flash MX. Từ điển này mô tả cú pháp và cách sử dụng các yếu tố actionscript trong macromedia flash MX. Để sử dụng các thí dụ trong một script, copy đoạn mã mẫu từ actionscript từ điển và dán nó vào trong bảng actions ở chế độ expert mode.

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  • colophon our look is the result of reader comments, our own experimentation, and feedback from distribution channels. distinctive covers complement our distinctive approach to technical topics, breathing personality and life into potentially dry subjects. the text font is linotype birka; the heading font is adobe myriad pro. preface download from wow! xix download from wow! getting started part i part i starts this book off with a collection of basic overviews, spanning chapters 1 and 2.

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  • Flash has begun to mature as a product, and ActionScript has begun to mature as a language. That represents both opportunity and challenge to you. As a mature language, ActionScript provides a broad spectrum of features and functionality. The possibilities are limitless: There is great opportunity to build new, innovative, useful, and interesting applications using Flash and ActionScript. However, with that opportunity comes the challenge of learning how to use ActionScript effectively.

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  • Procedural Versus Object-Oriented Programming Procedural Versus Object-Oriented Programming Much discussion has been made over the pros and cons of procedural and object-oriented programming, and many who are new to ActionScript 3.0 have been led to believe that using OOP is the only way to program in ActionScript 3.0. This is not the case. Object-oriented programming is very powerful, and you’ll probably want to use it when you’re more comfortable with the language. However, it’s just one possible way to write ActionScript.

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  • CHAPTER 2 Core Language fundamentaLs ActionScript 3.0 is a complete rewrite of the language—so much so that ActionScript 3.0 doesn’t even share the same Flash Player code base as prior versions of ActionScript. But that’s all behind the scenes. The truth is that all versions of ActionScript to date have quite a bit in common. This is because ActionScript is based on a scripting language standard (called ECMA-262) that grew from the success of JavaScript, and ongoing versions of ActionScript are as backward-compatible as possible in an effort to support legacy projects.

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  • Tham khảo sách 'actionscript 3.0 game programming university', công nghệ thông tin, đồ họa - thiết kế - flash phục vụ nhu cầu học tập, nghiên cứu và làm việc hiệu quả

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  • GraphicS and interaction PART II Part II represents the largest section of the book, spanning Chapter 3 through Chapter 9. This part covers many significant features that distinguish ActionScript 3.0 from prior versions. It focuses on graphics and interactions and includes the new event model and display list. Chapter 3 is a discussion of properties, events, and methods—the items responsible for manipulating just about anything in Flash. Chapter 4 goes on to explain the display list, a great new way to display visual assets in Flash.

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  • Managing Object Names, Positions, and Data Types However, the ActionScript compiler doesn’t know if gotoAndStop() is a legal method of mc’s parent because it doesn’t know the parent’s data type. For example, the parent might be a sprite and a sprite doesn’t have a timeline. As such, you can’t very well go to frame 20 of a sprite. If the data type of the parent is unknown to the ActionScript compiler, you will get an error similar to: Call to a possibly undefined method gotoAndStop through a reference with static type flash.display:DisplayObjectContainer.

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  • Removing Event Listeners Garbage Collection: A Recommended Optional Parameter for Event Listeners Garbage collection is the method by which Flash Player purges from memory objects that you no longer need. Garbage collection and memory management typically are not topics you need to concern yourself with when just getting started with ActionScript 3.0. However, garbage collection frees up memory so it’s available for your SWF to use throughout its runtime life, so it’s a good thing to be aware of.

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  • Classes Here is an example structure of the fictional Water class cited in the prior import statement. Note the path—up to, but not including, the class name— in the package declaration. Forgetting to include this will result in a compiler error telling you that the package declaration of the class does not reflect the location of the file. package com.mycompany.effects { public class Water { public function Water() { } } } Finally, the ActionScript compiler needs to know where to start looking for these packages and classes.

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  • Programmatic Tweening Reproducing Timeline Tweens with ActionScript The last thing we want to mention in this chapter is a companion website post about a feature that’s a bit out of the ordinary. As such, we intend it to be an additional resource for your continued study outside this book. In addition to scripting motion solely with code, it’s also possible to rebuild a Flash Professional timeline motion tween using ActionScript.

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  • Với kết cấu nội dung gồm 6 phần, Tài liệu Thực hành ActionScript 3.0 giới thiệu đến các bạn những nội dung: Sự bắt đầu thực hành ActionScript 3.0, đồ họa và sự tương tác, văn bản, âm thanh và video, lập trình thiết kế và tài nguyên,... Mời các bạn cùng tham khảo nội dung Tài liệu để có thêm Tài liệu phục vụ nhu cầu học tập và nghiên cứu.

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  • Loading HTML and CSS Now we come again to a point where you should stretch the mental muscles and try to take what you’ve learned one step further. The first topic of this section will give you a peak at what we’ll be covering in Chapter 13: loading external assets. You’ll learn how to load and apply external HTML and CSS files. The second topic of this section will give a brief overview of the new Text Layout Framework that brings some advanced typographic support to ActionScript. We’ll list a few pros and cons of this new technology and then show...

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  • Learning ActionScript 3.0, Second Edition by Rich Shupe with Zevan Rosser Copyright © 2011 Rich Shupe and Zevan Rosser. All rights reserved. Printed in Canada. Published by O'Reilly Media, Inc., 1005 Gravenstein Highway North, Sebastopol, CA 95472. O'Reilly Media books may be purchased for educational, business, or sales promotional use. Online editions are also available for most titles ( For more information, contact our corporate/institutional sales department: 800-998-9938 or...

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  • ActionScript 3.0 Design Patterns takes you step by step through the process, first by explaining how design patterns provide a clear road map for structuring code that actually makes OOP languages easier to learn and use. You then learn about various types of design patterns and construct small abstract examples before trying your hand at building full-fledged working applications outlined in the book. Topics in ActionScript 3.0 Design Patterns include:

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  • Other resources from O’Reilly Related titles ActionScript 3.0 Pocket Reference ActionScript 3.0 Design Patterns Flash 8 Cookbook™ Flash Hacks™ Flash 8 Projects for Learning Animation and Interactivity Flash 8: The Missing Manual Programming Flex 2 is more than a complete catalog of O’Reilly books. You’ll also find links to news, events, articles, weblogs, sample chapters, and code examples. is the essential portal for developers interested in open and emerging technologies, including new platforms, programming languages, and operating systems....

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  • playbackData() method – scale9grid property Pixel Bender filter, 376 setPixel() method, 256 playbackData() method, 330 playback of movie clips, 98–99 playhead movement, 98–100 playing sounds in ActionScript, 302 play() method, 99–100, 109, 143 playSound() method, 330 playVideo() method, 355 plotWaveform() method, 320 plug-ins, TweenLite, 188 plus symbol (+) as concatenation operator, 29 PNGEncoder class, 257 Point class, 205–206 distance() method, 206 interpolate() method, 206 offset() method, 206 points calculating changes after transformations, 211 collision with, 167–168 Point class.

    pdf6p yukogaru13 30-11-2010 66 8   Download


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