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Course Name
Adobe Flash CS3: ActionScript 3 Animation and Games

Contact Hours: 10

Course Description
Ranging from casual hobbyists to the most seasoned professionals, our users quickly learn new software applications and broaden their knowledge of programs currently used. Narrated in an entertaining format by industry experts and leading authors, our video-based software training titles are critical tools for anyone wanting to learn tips, techniques, and best practices from the most respected names in the business.

Advance your knowledge and use of ActionScript 3 by taking a specific look into Animation and Game Design. Instructed by John Ulliman, this series which is available online and on DVD-ROM, goes step-by-step through the new ActionScript 3 structure and classes. You''ll also get some hands-on experience by building several typical games using Flash CS3 and ActionScript. Plus, you will also learn how to build your own ActionScript 3 custom class files.

The student will have access to this course for 1 year. This self-directed course can be completed within 90 days or sooner depending on time and learning capabilities of the student.


Outcome
By completing this course you will:
  1. Learn how to use the new AS3 display classes for structuring everything that appears in your Flash applications.
  2. Gain insight into several animation techniques including; the EnterFrame Event, the new Timer Class, and the Transitions package, including tweens, and easing.
  3. Try out the new Copy and Paste feature for animation and learn how you can bridge the gap between detailed timeline animations and ActionScript.
  4. Create games using a variety of control techniques like mouse and keyboard controls as well as how to handle typical game character animations.
  5. Discover strategies and structures of typical game design including how to create a shooter game, keyboard and text entry games, a tile based game, and a typical game engine.

Assessment
Project files are included with this course to aid in your learning. There are no exams or tests.


Outline
Week 1:

Lesson 1: THE NEW DISPLAY LIST (64 min)
  • Getting Started
  • Introducing the New Display Hierarchy
  • Working with Display Objects
  • Making a Text Field Object
  • Creating a New Container
  • Using the Shape Class
  • Adding Graphics to the Shape Object
  • Creating an External Class
  • Using the Sprite Class
  • Working with the Movie Clip Class
Lesson 2: ANIMATING WITH THE ENTERFRAME EVENT (65 min)
  • Understanding Timeline Animation
  • Using the enterFrame Event
  • Controlling a Nested Movie Clip
  • Using enterFrame with a Sprite
  • Adding Limits to an Animation
  • Animating the X, Y & Rotation Properties
  • Creating Animation in a Class
  • Completing the Class
  • Adding Graphics to a Class
  • Changing Speed Variables
  • Changing a Sprite Class to a Movie Clip
  • Setting Up Another Movie Clip
Lesson 3: ANIMATING WITH THE TIMER CLASS (51 min)
  • Introducing the Timer Class
  • Creating a Running Timer
  • Controlling a Running Timer
  • Loading an External Bitmap
  • Creating a Mini Slideshow
  • Using a Timer to Animate
  • Controlling the Animation with Buttons
  • Controlling the Delay
Lesson 4: USING COPY & PASTE ANIMATION (84 min)
  • Setting Up Buttons to Go from Black & White to Color
  • Building Custom Buttons Using Movie Clips
  • Add a gotoAndPlay Method to Move a Playhead
  • Adding Frame Labels
  • Setting Up Additional Buttons
  • Adding a Click Event Handler
  • Reusing Click Events
  • Adding "If" Statements
  • Setting Up a Function to Control Visible Properties
  • Adding an "Else If" Statement
  • Using Arrays
  • Using a "For Loop" Structure
  • Using Arrays to Set Up Thumb Clicks
  • Using Arrays to Set Up Thumbnails
  • Final Comments & Credits
Lesson 5: USING THE TWEEN CLASS (61 min)
  • Exploring the Document
  • Structuring a Tween
  • Introducing the Easing Class
  • Setting Up Multiple Tweens
  • Looping a Tween
  • Using Tween Events
  • Setting Up a TimerEvent
  • Setting Up a showPhoto Function
  • Setting Up the photoCounter
  • Using the Transition Class
Lesson 6: CREATING A PHYSICS-BASED KEYBOARD CONTROL GAME (65 min)
  • Setting Up the Moon Lander Animation
  • Understanding Keyboard Response
  • Programming Keyboard Response
  • Adding Vertical Acceleration
  • Adding Horizontal Movement
  • Building the Crash Sequence
  • Setting the Landing Sequence
  • Setting Up Start & Replay Functions
Lesson 7: CREATING A SHOOTER GAME WITH MOUSE CONTROL5 (55 min)
  • Creating a Duck Class
  • Using the Duck Class
  • Set Up a Timer Animation to Make More Ducks
  • Incorporating Additional Duck Graphics
  • Adding the Duck-Hit Animation
  • Replacing Cursor Graphics
  • Setting Up the Score
  • Tracking the Score with a Class
  • Adding Sound Effects
Lesson 8: USING ARRAYS & CUSTOM CLASSES IN GAMES (75 min)
  • Introducing the Game Layout
  • Drawing the Game Pieces
  • Positioning the Game Pieces
  • Setting Up a Symbol Array
  • Shuffling the Symbols
  • Clicking the Spinners
  • Distinguishing between Clicks
  • Checking for a Match
  • Setting Up the Score
  • Controlling the Spinners with the Class
  • Using Tweens for the Spinners
  • Adding Sound Effects
Lesson 9: CREATING A TILE-BASED GAME (96 min)
  • Getting Started with Tile-Based Games
  • Laying Out the Tiles
  • Setting Up Tile Types
  • Clicking the Tiles to Set the Types
  • Adding the Pirate Icon
  • Tracing the Location of the Pirate Icon
  • Completing the Engine & Saving Level Data
  • Building the Game Application
  • Moving the Pirate Character
  • Responding to Map Tiles
  • Moving the Pirate in Different Directions
  • Adding the Player Controls
  • Player Control Functions
  • Setting Up Trigger Tiles
  • Final Comments & Credits