PART 1 GETTING THE FUNDAMENTALS
CHAPTER 1 ACCESSING AND MANIPULATING OBJECTS
Creating a New Project for ActionScript 3.0
Accessing Objects on the Stage
Sending Messages to the Output Panel
Working with Object Parameters
CHAPTER 2 DYNAMICALLY ADDING OBJECTS TO THE STAGE
Creating New Objects on the Stage
Messing with the Display Stack
Assigning Properties to Dynamically Created Instances
CHAPTER 3 WORKING WITH FUNCTIONS
Possible Errors when Working with Functions
Returning Values from Functions
More about Parentheses (and Curly Braces)
CHAPTER 4 ACTIONSCRIPT AND MATH
Modulo, the Operator Formerly Known as Long Division with Remainders
Variables and Combined Assignment Operators
Increment and Decrement Operators
Using Parentheses to Force Order
Creating a Mouse Event Handler
CHAPTER 6 USING TIMELINE SCRIPTING WITH MOUSE EVENTS
Working with MovieClip Timelines
Using the Event Callback Object and Handling Scope
Using the Event Callback Object
Working with Simple Callback Functions
CHAPTER 7 CREATING TIMER AND FRAME EVENTS
When to Use Frame vs. Timer Events
Project Specification: Countdown Clock
Kick-Off Meeting Notes: Countdown Clock
Solution and Walkthrough: Countdown Clock
Project Setup in Flash Professional
Event Listener for the Start Button
Timer and Timer Event Listeners
Callback Function for Starting the Timer
Callback Functions for Timer Events
PART 2 EXPLORING THE BASICS OF CLASSES
CHAPTER 9 BUILDING OUT THE CLASS
Customizing Multiple Properties
Making Constructor Parameters Optional
Accessing Methods from Outside the Class
CHAPTER 10 DOING MORE WITH CLASSES
What is the public
Keyword for?
Restricting Access with private
Using Best Practices for Naming Private Members
Getters and Setters: Keeping Things Polite
Creating Getter and Setter Methods
Using the get
and set
Statements
Going Frame-Script-Free: Creating a Document Class
Creating an Initialization Method
CHAPTER 11 ORGANIZING YOUR CLASSES
Your Package Has Been Delivered
Referring to All Classes in a Package
PART 3 RESPONDING TO CONDITIONS AND WORKING WITH LOGIC
Boolean Variables and Equality
Demonstrating Equality and Inequality
Building Drag and Drop for the Mouse
CHAPTER 13 ADVANCED BOOLEAN LOGIC AND RANDOM NUMBERS
CHAPTER 14 WORKING WITH TEXT AND THE KEYBOARD
Making Changes to Style Later on
Creating Your Own ActionScript Fonts
Creating the KeyboardEvent
Handler
Differences between Code Types: Key Codes versus Character Codes
CHAPTER 15 CREATING GROUPS OF OBJECTS AND REPEATING ACTIONS USING LOOPS
Controlling the Flow of Loops with break
and continue
Another Style of Loops, the do
Loop
Creating Groups of Items with Arrays
Project Specification: DiceOut
Kick-Off Meeting Notes: DiceOut
Solution and Walkthrough: DiceOut
Overview of the Document Class
Walkthrough of the Document Class
PART 4 GETTING CREATIVE WITH ACTIONSCRIPT
CHAPTER 16 DRAWING WITH ACTIONSCRIPT
Sprites: MovieClips without Timelines
Drawing Lines and Working with Strokes
CHAPTER 17 ANIMATION USING ACTIONSCRIPT
ActionScript Animation = Location + Time
Moving an Object Using a Timer
Animating Multiple Objects with Loops
CHAPTER 18 WORKING WITH EXTERNAL MEDIA
Altering the Playback of Video
PART 5 CREATING MULTI-SCREEN PROJECTS
CHAPTER 19 DESKTOP APPLICATIONS WITH ADOBE AIR
CHAPTER 20 MOBILE APPLICATIONS WITH ADOBE AIR
Setting Up Your Testing Devices
Your First Android Application
Creating Interactions for Devices
Tip, Tap—Basic Touch Interactions
Taking Your Time with Long Touches
Solution and Walkthrough: Flipr
Review of the Flash Professional Project
Set Up the Score and Timer Displays
Set Up the Player Controls and Game Rules
APPENDIX A CONFIGURING YOUR MOBILE ENVIRONMENT
Setting Up an Android Device for Testing
18.218.224.226