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E-raamat: Foundation Game Design with ActionScript 3.0

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In response to the success of the first edition of Foundation Game Design with Flash, Rex van der Spuy has revised and updated all the code to meet current programming best practices, and the focus is now on accurate ActionScript 3.0, regardless of the IDE that you use.





Weve all sneaked the odd five minutes here or there playing the latest Flash game that someone sent around the office, but creating those games is trickier than it looks. The aim of Foundation Game Design with ActionScript 3.0 is to take you, even if youve minimal multimedia or programming experience, through a series of step-by-step examples and detailed case studiesto the point where you'll have the skills to independently design any conceivable 2D game using Flash and ActionScript.









Foundation Game Design with ActionScript 3.0 is a non-technical one-stop shop for all the most important skills and techniques a beginning game designer needs to build games with Flash from scratch. Whether you're creating quick blasts of viral amusement, or more in-depth action or adventure titles, this is the book for you.











Focused and friendly introduction to designing games with Flash and ActionScript Detailed case studies of Flash games Essential techniques for building games, with each chapter gently building on the skills of preceding chapters Modern best practices and new content on ActionScript 3.0 Also covers asset creation in Photoshop and Illustrator
About the Author xiii
About the Technical Reviewer xiv
About the Cover Image Designer xv
Acknowledgements xvi
Introduction xvii
Chapter 1 Programming Foundations: How To Make A Video Game
1(56)
Basic requirements
2(3)
1 A computer
2(1)
2 Graphic design software
2(1)
3 Computer programming software
3(2)
Adobe Flash Professional
5(1)
Things you need to know
5(1)
And the things you don't need to know
6(1)
It's all about programming
6(1)
Programming? But I'm terrible at math!
7(1)
I already know how to program!
8(2)
What kind of games can I make?
8(1)
Learning new terms
9(1)
Laying the foundation
9(1)
Using Flash Builder
10(10)
Setting up the work environment in Flash Builder
10(10)
Writing your first program
20(1)
ActionScript files and the as file extension
20(2)
I'll take that to go!
22(10)
A little magic with sprites
23(2)
Don't skip class!
25(2)
Using the constructor method
27(2)
Aligning code
29(3)
What's your directive?
32(2)
Adding comments to your code
34(2)
Running your program and compiling the SWF file
36(4)
What happened when you compiled the program
38(2)
It didn't work?
40(5)
Some common error messages
43(2)
Confirm your program with the original source files
45(1)
More about Flash Builder
45(7)
Editing window quirks and features
45(3)
Perspectives
48(4)
A little more about AS3.0 and the Flash Player
52(2)
Naming conventions
54(1)
Summary
55(2)
Chapter 2 Making Game Graphics
57(64)
Create a game world background
59(47)
Create a new file in Photoshop
60(4)
Draw the sky
64(12)
Drawing hills
76(3)
Drawing with the pen tool
79(12)
Duplicating, modifying, and arranging layers
91(5)
Bevel and emboss
96(4)
Making boxes with the rectangular selection tool
100(6)
Making a game character
106(4)
Create a new file
106(1)
Draw your character
107(3)
Making buttons
110(8)
Create a new file
111(1)
Draw the button
111(3)
Using the type tool
114(1)
Making more buttons
115(2)
Save your work and make the PNG files
117(1)
Checking your work
118(1)
More about Photoshop
119(1)
Summary
120(1)
Chapter 3 Programming Objects
121(88)
But I'm a bit scared of programming!
122(1)
Loading and displaying images
123(35)
Setting up a new AS3.0 project
124(2)
Understanding the setup file
126(1)
Set up the Flash Player with a metadata tag
127(3)
Loading and displaying the background.png image
130(2)
How did that work?
132(2)
Variables
134(1)
Variable types
135(1)
Creating empty boxes
136(1)
Creating instances and objects
137(3)
Displaying the image on the stage
140(7)
Understanding the code structure
147(1)
Positioning Sprites on the stage
148(10)
Programming buttons
158(20)
Understanding dot notation
159(1)
Methods
159(1)
Using method calls
160(1)
Using function definitions
161(2)
Using a basic method
163(5)
Understanding events and event listeners
168(9)
Making your buttons work
177(1)
Controlling Sprite objects with properties
178(4)
Going up and down
180(2)
Moving incrementally
182(16)
Tracing the output
183(1)
Using increment and decrement operators
184(1)
Limiting movement
185(4)
Making it bigger and smaller
189(3)
Vanishing!
192(3)
Spinning around
195(3)
More properties?
198(1)
Centering Sprites
198(4)
Code summary
202(7)
Summary
206(3)
Chapter 4 Decision Making
209(76)
Using text
210(12)
Setting up the project
210(2)
The classes you have to import
212(1)
Creating TextFormat and TextField objects
213(1)
Setting the format of text
214(2)
Configuring and displaying the output text
216(2)
Configuring and displaying the input field
218(4)
Building a simple guessing game
222(2)
Understanding the program structure
222(2)
Learning more about variables
224(7)
Listening for key presses
227(4)
Making decisions
231(9)
Displaying the game status
238(2)
Using postfix operators to change variable values by one
240(13)
Tying up strings
241(4)
Hey, why use the gameStatus variable, anyway?
245(1)
Using uint vs. int variables
245(1)
Winning and losing
246(6)
Modular programming with methods
252(1)
Polishing up
253(7)
Tackling random numbers
254(4)
Disabling the Enter key
258(2)
Making really nice buttons
260(11)
Understanding the concepts
262(1)
Loading the images and displaying the button
263(2)
Understanding the mouse events
265(6)
Adding the button to the number guessing game
271(8)
Disabling the button at the end of the game
272(6)
Managing complex code
278(1)
Project extensions
279(2)
Make a Play again button
279(1)
Tracking guesses
280(1)
Adding a visual display
281(1)
Turning the tables
281(1)
A quick guide to embedding fonts
281(3)
Summary
284(1)
Chapter 5 Controlling A Player Character
285(46)
Controlling a player character with the keyboard
285(19)
Controlling with the keyboard---the wrong way!
286(4)
Controlling the keyboard---the right way!
290(2)
Moving with velocity
292(2)
Using the new keyDownHandler
294(1)
Using the keyUpHandler
294(2)
Using the enterFrameHandler
296(2)
Setting stage boundaries
298(1)
Blocking movement at the stage edges
298(5)
Screen wrapping
303(1)
Embedding images
304(3)
Scrolling
307(16)
Looking at the code
310(3)
Better scrolling
313(7)
Even better scrolling
320(3)
Taking it further
323(6)
Parallax scrolling
324(5)
Summary
329(2)
Chapter 6 Bumping Into Things
331(58)
Basic collision detection with hitTestObject
331(4)
Using hitTestObject
335(2)
Triggering a change of state
337(20)
Reducing a health meter
341(2)
Using scaleX to scale the meter based on a percentage
343(1)
Updating a score
344(7)
Picking up and dropping objects
351(6)
The bad news about hitTestObject
357(8)
Detecting collisions with the bounding box
358(1)
Learning to live with it
359(1)
Creating subobjects
360(4)
Advanced collision detection strategies
364(1)
Working with vector based collision detection
365(22)
Preventing objects from overlapping
365(8)
Programming with the Collision class
373(5)
Another look at methods, arguments, and parameters
378(3)
Taking a look at the Collision.block method
381(6)
Summary
387(2)
Chapter 7 Making Games
389(76)
Making the game graphics
390(42)
Making the textured box
391(16)
Making the bomb
407(9)
Making a game character
416(13)
Designing the playing field
429(1)
Making the Game Over graphic
430(2)
Programming the game
432(24)
Dealing with many objects
432(2)
What is a class, really?
434(5)
Looking at the TimeBombPanic application class
439(5)
Adding objects to the game
444(2)
Stage boundaries
446(1)
Collisions between the character and the boxes
447(1)
Defusing the bombs
447(1)
Using a timer
448(5)
Ending the game
453(3)
Creating a scrolling game environment
456(7)
Preparing your artwork for scrolling
457(1)
Adding objects to the game
458(2)
Scrolling and stage boundaries
460(3)
Summary
463(2)
Chapter 8 Making Bigger Games
465(80)
Understanding the game structure
466(5)
Using private variables and methods
469(2)
Programming the game
471(48)
Giving LevelOne access to the stage
471(1)
Making sure that LevelOne is actually on the stage
472(3)
The LevelOne class
475(7)
Programming the game character
482(7)
Programming the monsters
489(6)
Programming the star weapon
495(8)
Checking for the end of the level
503(2)
Ending the level
505(8)
Using removeChild to completely get rid of objects
513(1)
Communicating between classes by dispatching events
514(2)
Event bubbling
516(2)
Finishing off level one
518(1)
Firing stars in four directions in level two
519(3)
More Monster Mayhem!
522(19)
Moving objects in a scrolling game world
522(15)
Intelligent monsters
537(3)
Obstacles and pathfinding
540(1)
A little more about game structure
541(2)
Summary
543(2)
Chapter 9 Physics, Loops, Arrays, and Sounds
545(60)
Natural motion using physics
545(22)
A game object class for playing with physics
546(2)
Acceleration
548(7)
Friction
555(2)
Bouncing
557(2)
Gravity
559(2)
Jumping
561(6)
Adding sounds to games
567(8)
Integrating sound effects in a game
569(1)
Looping music and setting volume and pan levels
570(5)
Working with many objects
575(29)
Using arrays
580(9)
Making many boxes
589(7)
Collisions with many objects
596(7)
Case studies
603(1)
Summary
604(1)
Chapter 10 Advanced Object And Character Control
605(38)
Moving objects with the mouse
606(7)
Fixing an object to the mouse's position
606(1)
Moving an object with easing
607(6)
Case study: Firing projectiles in all directions
613(10)
Making the game objects
617(1)
Rotating the wand around the fairy
618(2)
Firing stars in 360 degrees
620(3)
Advanced player control systems
623(1)
Enemy Al systems
624(8)
Running away from the player
627(1)
Rotating and shooting toward the mouse
628(3)
Using a timer to fire bullets
631(1)
Case study: Killer Bee Pandemonium!
632(11)
Flash animation and publishing your game
640(3)
Index 643
Rex van der Spuy is a video game designer and writer. He s written Foundation Game Design with Flash, Advanced Game Design with Flash and Foundation Game Design with AS3.0. Rex has designed games and done interactive interface programming Agency Interactive (Dallas), Scottish Power (Edinburgh), DC Interact (London), Draught Associates (London), and the Bank of Montreal (Canada). He also builds game engines and interactive interfaces for museum installations for PixelProject (Cape Town). In addition, he created and taught advanced courses in game design for the Canadian School of India (Bangalore, India). When not writing about games, making them, or playing them, he amuses himself by building experimental, autonomous, self-aware, multi-cellular parallel universes out of shoe boxes, scotch tape, spare milk bottle caps and bits of string . He claims, that this is a lot more entertaining than you might think, but we re skeptical.