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Introduction | p. 1 |
Vector Graphics, Flash Animation, and ActionScript | p. 1 |
Interaction of a Flash Game with the Web Server or a Windows Application | p. 2 |
A Brief Description of the Book | p. 3 |
Starting Implementation | p. 5 |
Importing and Creating Graphics in Flash | p. 9 |
Setting the Application | p. 9 |
Importing Graphics to Flash | p. 11 |
Graphics for Squares | p. 12 |
Graphics for the Background | p. 16 |
Creating Clips Using Flash Tools | p. 16 |
Creating the Background for the Game Pits | p. 16 |
Creating Pit Borders | p. 18 |
Creating Guidelines for the Pieces | p. 20 |
Creating Button Clips | p. 21 |
Creating Text | p. 26 |
Creating Buttons | p. 29 |
Creating Animation | p. 33 |
Flash Timeline | p. 33 |
Layers and Key Frames | p. 34 |
Creating Animation Effects | p. 35 |
The Motion Tween Animation | p. 35 |
The Shape Tween Animation | p. 39 |
Introduction to ActionScript | p. 45 |
An Example of Displaying Text and Clips | p. 45 |
Variables | p. 48 |
Creating Variables with Dynamically-Calculated Names | p. 49 |
Type Casting | p. 49 |
Scope of a Function | p. 50 |
Data Types | p. 55 |
The number Type | p. 55 |
The string Type | p. 56 |
The Boolean Type | p. 58 |
The underfined Type | p. 58 |
The null Type | p. 59 |
Operator Precedence and Associativity | p. 59 |
Types of Statements | p. 61 |
Conditional Statements | p. 62 |
Loop Statements | p. 64 |
The break Statement | p. 65 |
The continue Statement | p. 65 |
Functions | p. 66 |
The arguments Object | p. 66 |
Passing Parameters to Functions | p. 67 |
Global Functions | p. 67 |
Built-in Classes | p. 69 |
The Array Class | p. 69 |
The MovieClip Class | p. 71 |
The Sound Class | p. 73 |
Built-in Objects | p. 73 |
The Key Object | p. 73 |
The Mouse Object | p. 74 |
The Selection Object | p. 75 |
Event Handling | p. 75 |
User Events | p. 75 |
An Example: Creating Customized Mouse Pointer | p. 80 |
Clip Events Related to the Movie | p. 84 |
Scopes of Event Handlers | p. 85 |
Coding the Script of the Game | p. 87 |
Final Preparations | p. 87 |
Writing the Data Section of the Game Script | p. 91 |
Specifying Depths for Clips | p. 91 |
Creating Arrays for Pits and Filled Lines | p. 92 |
Coding Pieces, Check Arrays, and Piece Rotation Arrays | p. 93 |
Coding the Splash Screen | p. 105 |
Coding Score Display and Auxiliary Functions | p. 116 |
Coding the Moving down of Pieces | p. 129 |
Coding Motion and Rotation of the Pieces | p. 149 |
Continuation of the Theme | p. 155 |
Interaction between the Game and the Web Server | p. 157 |
Installing and Setting PHP | p. 157 |
Installing and Setting the Apache Web Server | p. 158 |
Receiving Game Parameters from the Web Server | p. 160 |
Sending the Result of the Game to the Web Server | p. 166 |
Integrating the Flash Project into a Program Shell | p. 177 |
Adding New Clips | p. 177 |
Updating the ActionScript Code for Work with the Shell | p. 187 |
Adding New Functions and Code to the Main Program | p. 197 |
Creating a Key Generator | p. 209 |
The Key-Generating Algorithm | p. 210 |
A Perl Key Generator | p. 211 |
A Delphi Key Generator | p. 214 |
A C++ Key Generator | p. 217 |
Integrating a Flash Movie into a Delphi Program | p. 219 |
Installing the Shockwave Flash Component in Delphi | p. 219 |
Writing the Program Shell in Delphi | p. 222 |
The Type and Global Data Section of the Program | p. 223 |
Integrating Flash Movie into a C++ Program | p. 237 |
Getting Started with the Project | p. 238 |
Precompiled Headers | p. 238 |
Registering the Main Window Style | p. 239 |
Creating the Main Window of the Program | p. 241 |
A Message Loop | p. 243 |
The Window Function | p. 244 |
Working with ActiveX Using ATL | p. 246 |
Linking ATL | p. 246 |
Loading the Shockwave Flash ActiveX Control | p. 247 |
ActiveX and COM Interfaces | p. 249 |
Finding Information about an Interface | p. 253 |
Loading the Flash Movie | p. 254 |
Handling the ActiveX Component's Events | p. 255 |
Sending Events from the Flash Control to Your Program Shell | p. 256 |
Creating a Handler Class | p. 257 |
Creating a Shell for Tet-a-Tetris | p. 261 |
Nim: Programming a Logical Game | p. 265 |
A Description of Nim | p. 265 |
Preparing Game Graphics | p. 267 |
A Game Board Square | p. 267 |
A Piece | p. 268 |
Buttons | p. 269 |
An Empty Clip for Event Handling | p. 271 |
Clips for Messages | p. 271 |
A Clip for Marking Pieces | p. 272 |
Writing Auxiliary Functions | p. 273 |
The Data Section of the Program | p. 273 |
The Code of the Main Program (without Functions) | p. 274 |
Functions of the Main Program | p. 276 |
Computing and Making Moves | p. 284 |
Recursive Functions | p. 285 |
The computerMove and isWin Functions | p. 288 |
Limiting the Depth of Skimming through Moves | p. 292 |
Adding Some Heuristic | p. 297 |
Continuation of the Theme | p. 301 |
CD Contents | p. 303 |
Index | p. 305 |
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