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by Serge Jespers, Chris Kaplan, Paul Milbourne, Michael Oliver
The Essential Guide to Flash CS4 with ActionScript
Title Page
Dedication
CONTENTS AT A GLANCE
CONTENTS
FOREWORD
ABOUT THE AUTHORS
ABOUT THE TECHNICAL REVIEWER
ACKNOWLEDGMENTS
PREFACE
Layout conventions
PART ONE: BASICS
CHAPTER 1: HOW IT ALL BEGAN
Animators, coders, designers, oh my . . .
What is this thing called Flash?
How did we get here?
The world today–addicted to change
Flash Platform, open source, and web 2.0
Summary
CHAPTER 2: THE NEW INTERFACE OF FLASH CS4
Welcome Screen
The Flash CS4 interface is nearly identical between operating systems
Working with panels and windows
The Property inspector–one panel to rule them all
The document window
The Timeline panel
The Tools panel
Customizing the interface
Summary
CHAPTER 3: DRAWING WITH FLASH'S VECTOR TOOLS
Understanding graphic types
Working with vector graphics
Drawing modes: Merge Drawing vs. Object Drawing
Creating and manipulating lines
Drawing shapes
Selecting and manipulating shapes
Strokes and fills
Advanced drawing
Summary
CHAPTER 4: EXTERNAL ASSETS AND SYMBOL MANAGEMENT
Using bitmaps in your Flash projects
Using and organizing symbols
The Library panel
Summary
CHAPTER 5: WORKING WITH BLENDS, FILTERS, AND 3D TRANSFORMATIONS
Blends
Working with filters
Introducing 3D transformations
Summary
PART TWO: ANIMATION
CHAPTER 6: BASIC ANIMATION IN FLASH
Animating to convey information
Animation for impact and emotion
The disciplines of animation
Understanding animation in Flash
Creating a motion tween–a step-by-step primer
Modifying a motion tween
Understanding easing
Modifying your symbol
Introducing the Motion Editor
Reusing animation
Summary
CHAPTER 7: PLAYING WITH DOLLS: INTRODUCING FLASH IK
What is kinematics?
Using IK with shapes and the Bind tool
Summary
PART THREE: ACTIONSCRIPT
CHAPTER 8: THE PROGRAMMING PRIMER: A FLASH DESIGNER'S INTRO TO ACTIONSCRIPT 3.0
Dreaming in metaphors
Following the evolution of ActionScript 3.0
Crafting your first ActionScript application
The trace statement: Leaving breadcrumbs
Moving into the Actions panel: Your new home
Basic elements of ActionScript programming
Having a little class or a big one
Summary
CHAPTER 9: THE BUILDING BLOCKS OF INTERACTIVITY
Properties: I unpacked my adjectives
Methods: Just do it!
Events: Are we there yet?
Frame and timer events
Accepting keyboard input
Removing events and listeners
Summary
CHAPTER 10: LEARNING THE DISPLAY MODEL AND BRINGING IT ALL TOGETHER
Working with display objects
Traversing the display list
Examining display object containers
Germaphobe
Summary
CHAPTER 11: MANAGING EXTERNAL ASSETS AND COMMUNICATION
Working with external data
Communicating: SWF to SWF
Storing data to a local machine
Summary
CHAPTER 12: XML: THE BEST WAY IN AND OUT OF FLASH
What is XML?
ActionScript 3.0 and E4X
Learning to see XML
Using proper structure and syntax
Loading an XML file with ActionScript
Reading the XML data
Summary
PART FOUR: ADDITIONAL USER INTERFACES
CHAPTER 13: WORKING WITH TEXT AND STRINGS
Creating text with the Text tool
Manipulating text with ActionScript
Summary
CHAPTER 14: USING COMPONENTS
Understanding components
Adding components to your application
Controlling components
Summary
PART FIVE: ENHANCED MEDIA DEVELOPMENT
CHAPTER 15: USING THE ADOBE MEDIA ENCODER-A CRASH COURSE
Introduction to the interface
Taking a close look at the Export Settings window
XMP metadata
Summary
CHAPTER 16: WORKING WITH AUDIO IN FLASH
Thinking about audio
Understanding audio in the Flash authoring environment
Using library audio assets at runtime
Loading audio at runtime
Manipulating audio at runtime
When the music stops–handling audio events
Summary
CHAPTER 17: WORKING WITH VIDEO IN FLASH
Using the Video Import Wizard
Understanding the FLVPlayback component
Menu-driven video playback
Customizing the FLVPlayback component skin
Creating custom play controls
Synchronizing video, text, and other media using events
Adding captions to the FLVPlayback component
Summary
PART SIX: PREPARING YOUR PROJECT FOR DEPLOYMENT
CHAPTER 18: PUBLISHING, EXPORTING, AND DEBUGGING YOUR FLASH PROJECT
Understanding the Publish Settings window
Exporting file formats
Debugging in Flash
Summary
CHAPTER 19: BUILDING AIR APPLICATIONS WITH FLASH CS4
Using AIR APIs
Building your first AIR application with Flash CS4
Creating your AIR package
Deploying your AIR application
Summary
Index
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