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9781931769471

The Flash 8 Game Developing Handbook

by
  • ISBN13:

    9781931769471

  • ISBN10:

    1931769478

  • Edition: CD
  • Format: Paperback
  • Copyright: 2005-12-01
  • Publisher: A-List Pub

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Summary

The building blocks of Flash games tools are explained in this guide for developing high-quality games with Web programming. It demonstrates the construction of these tools, the methods for importing graphics in GIF/PNG and JPEG formats, and the creation of clips, buttons, and animation effects. Motion Tween and Shape Tween animations are presented, and instructions for changing ActionScript code for working with the program shell, integrating the Shockwave Flash component into the Delphi environment, and writing a C program for working with a Flash movie are provided. Practical information on an ActionScript, coding the game scenario, game interaction with the server, and preparing game graphics will help the shareware developer and game programmer utilize Flash tools effectively.

Author Biography

Serge Melnikov is a game programmer, animator, and Web developer.

Table of Contents

Introductionp. 1
Vector Graphics, Flash Animation, and ActionScriptp. 1
Interaction of a Flash Game with the Web Server or a Windows Applicationp. 2
A Brief Description of the Bookp. 3
Starting Implementationp. 5
Importing and Creating Graphics in Flashp. 9
Setting the Applicationp. 9
Importing Graphics to Flashp. 11
Graphics for Squaresp. 12
Graphics for the Backgroundp. 16
Creating Clips Using Flash Toolsp. 16
Creating the Background for the Game Pitsp. 16
Creating Pit Bordersp. 18
Creating Guidelines for the Piecesp. 20
Creating Button Clipsp. 21
Creating Textp. 26
Creating Buttonsp. 29
Creating Animationp. 33
Flash Timelinep. 33
Layers and Key Framesp. 34
Creating Animation Effectsp. 35
The Motion Tween Animationp. 35
The Shape Tween Animationp. 39
Introduction to ActionScriptp. 45
An Example of Displaying Text and Clipsp. 45
Variablesp. 48
Creating Variables with Dynamically-Calculated Namesp. 49
Type Castingp. 49
Scope of a Functionp. 50
Data Typesp. 55
The number Typep. 55
The string Typep. 56
The Boolean Typep. 58
The underfined Typep. 58
The null Typep. 59
Operator Precedence and Associativityp. 59
Types of Statementsp. 61
Conditional Statementsp. 62
Loop Statementsp. 64
The break Statementp. 65
The continue Statementp. 65
Functionsp. 66
The arguments Objectp. 66
Passing Parameters to Functionsp. 67
Global Functionsp. 67
Built-in Classesp. 69
The Array Classp. 69
The MovieClip Classp. 71
The Sound Classp. 73
Built-in Objectsp. 73
The Key Objectp. 73
The Mouse Objectp. 74
The Selection Objectp. 75
Event Handlingp. 75
User Eventsp. 75
An Example: Creating Customized Mouse Pointerp. 80
Clip Events Related to the Moviep. 84
Scopes of Event Handlersp. 85
Coding the Script of the Gamep. 87
Final Preparationsp. 87
Writing the Data Section of the Game Scriptp. 91
Specifying Depths for Clipsp. 91
Creating Arrays for Pits and Filled Linesp. 92
Coding Pieces, Check Arrays, and Piece Rotation Arraysp. 93
Coding the Splash Screenp. 105
Coding Score Display and Auxiliary Functionsp. 116
Coding the Moving down of Piecesp. 129
Coding Motion and Rotation of the Piecesp. 149
Continuation of the Themep. 155
Interaction between the Game and the Web Serverp. 157
Installing and Setting PHPp. 157
Installing and Setting the Apache Web Serverp. 158
Receiving Game Parameters from the Web Serverp. 160
Sending the Result of the Game to the Web Serverp. 166
Integrating the Flash Project into a Program Shellp. 177
Adding New Clipsp. 177
Updating the ActionScript Code for Work with the Shellp. 187
Adding New Functions and Code to the Main Programp. 197
Creating a Key Generatorp. 209
The Key-Generating Algorithmp. 210
A Perl Key Generatorp. 211
A Delphi Key Generatorp. 214
A C++ Key Generatorp. 217
Integrating a Flash Movie into a Delphi Programp. 219
Installing the Shockwave Flash Component in Delphip. 219
Writing the Program Shell in Delphip. 222
The Type and Global Data Section of the Programp. 223
Integrating Flash Movie into a C++ Programp. 237
Getting Started with the Projectp. 238
Precompiled Headersp. 238
Registering the Main Window Stylep. 239
Creating the Main Window of the Programp. 241
A Message Loopp. 243
The Window Functionp. 244
Working with ActiveX Using ATLp. 246
Linking ATLp. 246
Loading the Shockwave Flash ActiveX Controlp. 247
ActiveX and COM Interfacesp. 249
Finding Information about an Interfacep. 253
Loading the Flash Moviep. 254
Handling the ActiveX Component's Eventsp. 255
Sending Events from the Flash Control to Your Program Shellp. 256
Creating a Handler Classp. 257
Creating a Shell for Tet-a-Tetrisp. 261
Nim: Programming a Logical Gamep. 265
A Description of Nimp. 265
Preparing Game Graphicsp. 267
A Game Board Squarep. 267
A Piecep. 268
Buttonsp. 269
An Empty Clip for Event Handlingp. 271
Clips for Messagesp. 271
A Clip for Marking Piecesp. 272
Writing Auxiliary Functionsp. 273
The Data Section of the Programp. 273
The Code of the Main Program (without Functions)p. 274
Functions of the Main Programp. 276
Computing and Making Movesp. 284
Recursive Functionsp. 285
The computerMove and isWin Functionsp. 288
Limiting the Depth of Skimming through Movesp. 292
Adding Some Heuristicp. 297
Continuation of the Themep. 301
CD Contentsp. 303
Indexp. 305
Table of Contents provided by Ingram. All Rights Reserved.

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