Author's Note |
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xi | |
Foreword |
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xiii | |
Section 1 Setting up Flash CS5 for Android Development |
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3 | (46) |
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Designing and Developing for Android Hardware |
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7 | (5) |
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Configuring the Android SDK Publish Setting |
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12 | (3) |
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Setting up Flash CS5 for Android Development |
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15 | (2) |
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Installing Your AIR Application onto an Android OS |
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17 | (1) |
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Building Your First Application for Android Using Flash CS5 |
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18 | (9) |
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Project 1 Creating Your First App Using Flash CS5 |
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27 | (22) |
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Setting up Your Development Environment |
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27 | (8) |
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35 | (2) |
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37 | (6) |
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Running Your App on Your Android Phone |
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43 | (6) |
Section 2 Rapid Android Development in Flash CS5 |
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49 | (52) |
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Creating Content for Your Android Phone That Does Not Require Programming |
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49 | (1) |
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Animation Techniques You Should Use on Mobile Devices |
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50 | (21) |
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71 | (9) |
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80 | (3) |
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Working in the Third Dimension |
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83 | (3) |
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86 | (3) |
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Project 2 Optimizing Animation, Audio, Video, and Component Use in Your AIR for Android Apps |
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89 | (12) |
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89 | (2) |
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Importing Files into Flash |
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91 | (3) |
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94 | (2) |
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96 | (1) |
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96 | (1) |
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Testing on Your Android Phone |
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96 | (5) |
Section 3 Developing Mobile Apps using ActionScript |
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101 | (40) |
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Enabling Flash to Execute Solutions Faster with AVM 2.0 |
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102 | (1) |
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What You Can Expect When You Use AS3 |
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102 | (11) |
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113 | (3) |
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116 | (1) |
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Drawing with the Shape Class |
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117 | (1) |
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Using ActionScript to Control Animation, Audio, and Video in Your Android Apps |
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118 | (7) |
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Extending Flash with Open Source Libraries |
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125 | (1) |
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125 | (2) |
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Project 3 Building Sprite's 123 |
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127 | (14) |
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Setting Up the Project to Run on an iPhone |
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128 | (3) |
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131 | (3) |
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Adding Interaction to Your Number Screens |
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134 | (3) |
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Completing the Application |
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137 | (4) |
Section 4 Leveraging Custom iPhone and Android Interface Calls with ActionScript |
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141 | (40) |
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Using Gestures in Your Apps |
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142 | (4) |
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146 | (4) |
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Which Way Is Up? Controlling Orientation with the Android Accelerometer |
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150 | (2) |
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Knowing Where You Are, Using Geolocation |
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152 | (1) |
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Loading RSS Data into Flash |
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153 | (3) |
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Adding Permissions to Your Apps |
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156 | (1) |
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Loading Web Pages into the StageWebView |
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157 | (2) |
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Controlling the Use of the Microphone |
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159 | (2) |
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161 | (3) |
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Additional Features on AIR 2.5 for Android |
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164 | (1) |
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164 | (1) |
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Project 4 Building a Gesture-Driven Application |
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165 | (16) |
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165 | (2) |
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Navigating Using the Tap Gesture |
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167 | (5) |
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Adding a Swipe Gesture to Move from One Screen to the Next |
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172 | (2) |
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Adding Drag and Drop Gestures |
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174 | (2) |
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Using Geolocation to Find Where You Are |
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176 | (2) |
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178 | (3) |
Section 5 Building Games with Flash for the Mobile Market |
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181 | (78) |
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Getting Started with Game Development |
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181 | (3) |
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Making It Easier to Write Code with Libraries |
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184 | (19) |
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203 | (37) |
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240 | (1) |
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Project 5 Building a Mobile Game |
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241 | (18) |
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242 | (1) |
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242 | (2) |
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Game Assets and Default Layer Structure |
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244 | (1) |
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Adding the Code to the Game |
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245 | (6) |
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251 | (3) |
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Controlling the Falling Rocks |
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254 | (5) |
Section 6 Deploying Mobile Apps with Flash CS5 |
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259 | (24) |
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Deploying Your Apps to Apple's iTunes |
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259 | (7) |
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Deploying Your Apps to Google's Android Market |
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266 | (2) |
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Building for iPad Devices |
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268 | (1) |
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Building for Tablets and TV |
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269 | (1) |
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Adding Advertising to Your Apps |
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270 | (1) |
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Tracking Your App's Success |
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270 | (1) |
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271 | (1) |
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272 | (1) |
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Project 6 Publishing Your Apps into the Many Different App Stores |
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273 | (10) |
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Choosing Where to Sell Your Application |
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273 | (1) |
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Publishing Android Apps in Your Own Store |
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274 | (1) |
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Deploying to the Android Market |
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275 | (2) |
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Running the Gauntlet That Is Apple's iTunes App Store Submission Process |
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277 | (6) |
Index |
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283 | |