ABSTRACT

This book covers Flash for the everyday developer. The average Flash developer doesn't have luxurious timelines, employers who understand the value of reusability, or the help of an information architect to design a usable experience. This book helps bridge the gap for these coders who may be used to C++, Java, or C# and want to move over to Flash. Griffith covers real-world scenarios pulled from his own experiences developing games for over 8 years in the industry.

Gifts from Griffith's REAL-WORLD experiences include: Game design templates and pre-written scripts to automate tasks within Flash; Classes for handling common math computations used in gaming, so that game developers can see how to set up a simple game flow; Powerful debugging tools for your games(debuggers for Flash games are hard to come by, and this book provides them for you).

The associated web site offers: Code from the game examples in the book with fully build-able source files. Additional code snippets, classes, and utilities. Scripts for automating tedious and repetitive tasks within Flash. Template game-design documents for planning game proposals in the same manner outlined in the book. Links to other helpful online resources for both Flash and game development.

chapter 1|2 pages

COMPUTER SCIENCE ISN’T FOR EVERYONE

A Little Groundwork

chapter |8 pages

Puzzle

chapter |2 pages

Stage

chapter 2|7 pages

THE BEST TOOL FOR THE JOB

Flash Back

chapter 4|13 pages

//FTW!

chapter |11 pages

Using Exported Symbols with No Class File

chapter |3 pages

Objects

chapter |2 pages

Vectors

chapter |7 pages

Custom Data Structures

chapter |2 pages

Garbage Collection

chapter |7 pages

Working with Graphics

chapter |1 pages

Key Points to Remember

chapter 6|7 pages

MAKE IT MOVE: ACTIONSCRIPT ANIMATION

chapter |5 pages

The Memory Class

chapter 7|4 pages

TURN IT UP TO 11: WORKING WITH AUDIO

chapter |2 pages

Using External Files

chapter |12 pages

The SoundEngine Class

chapter 8|2 pages

PUT THE VIDEO BACK IN “ VIDEO GAME ”

chapter |12 pages

Encoding a Cutscene

chapter 9|9 pages

XML AND DYNAMIC CONTENT

chapter |15 pages

The CrosswordClue Class

chapter 10|5 pages

FOUR LETTER WORDS: M-A-T-H

chapter |21 pages

A Quick Explanation of Radians and Pi

chapter |10 pages

The Vehicle Class

chapter 11|12 pages

DON’T HIT ME!

chapter 12|8 pages

I ALWAYS WANTED TO BE AN ARCHITECT

chapter 13|1 pages

WE’VE ALL BEEN THERE

chapter |3 pages

Don’t Rely on Your Stage

chapter 14|5 pages

MIXUP — A SIMPLE ENGIN E

chapter |13 pages

The Title Class

chapter |6 pages

The SourceImageEmbedded Class

chapter 15|1 pages

BRINGING IT ALL TOGETHER: A PLATFORMER

chapter |2 pages

Data Flow

chapter |1 pages

The Level Design and Walls

chapter |8 pages

Enemies

chapter |26 pages

The IItem Interface

chapter |4 pages

The Assets

chapter |11 pages

Stratus

chapter |2 pages

Traces

chapter |2 pages

FlashTracer

chapter |9 pages

> X oi W B>

chapter 18|10 pages

ON YOUR GUARD

chapter |8 pages

APPENDIX A WEBCAMS AND MICROPHONES

chapter |1 pages

APPENDIX B LOCALIZATION

chapter |1 pages

Always Leave Ample Room for Text Fields

chapter |3 pages

The Strings Panel

chapter |4 pages

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