Introduction | p. 3 |
The Basics | |
Welcome to Flash MX 2004 | p. 13 |
Why Flash Is So Pervasive | p. 14 |
Choosing Between Flash MX 2004 and Flash MX Professional 2004 | p. 16 |
New Features in Flash 2004 | p. 17 |
New Features in Flash MX Professional 2004 | p. 20 |
Overview of the Interface and Tools | p. 23 |
Saving, Versioning, and Compacting | p. 24 |
The Start Page | p. 25 |
Getting Started with Basic Tools | p. 26 |
The Property Inspector | p. 31 |
Moving on to More Tools | p. 34 |
Customizing Your Toolbar | p. 55 |
Points to Remember | p. 56 |
The Library, Symbols, and the Timeline | p. 59 |
Panels | p. 60 |
The Timeline | p. 61 |
Layers | p. 70 |
Symbols | p. 74 |
The Library | p. 88 |
Shared Libraries | p. 92 |
Points to Remember | p. 95 |
Exploring Views and Panels | p. 97 |
Views | p. 98 |
The Document Properties Dialog Box | p. 103 |
The Info Panel | p. 104 |
The Align Panel | p. 105 |
Working with Color in Flash | p. 107 |
The Fill Transform Tool | p. 112 |
The Movie Explorer | p. 113 |
The Scene Panel | p. 118 |
The History Panel | p. 119 |
The Help Panel | p. 121 |
Panel Sets | p. 122 |
Points to Remember | p. 123 |
Importing | p. 125 |
How to Import Assets into Flash | p. 126 |
Points to Remember | p. 138 |
Animation, Effects, and Masking | p. 141 |
Traditional Animation Basics (Cel-Based Animation) | p. 142 |
Animation: Motion Capabilities and Methods in Flash | p. 146 |
Masking | p. 166 |
Timeline Effects | p. 170 |
Points to Remember | p. 179 |
Behaviors | p. 183 |
How Do Behaviors Work? | p. 184 |
Points to Remember | p. 197 |
ActionScript | |
Introduction to ActionScript | p. 201 |
What Is ActionScript? | p. 202 |
The Actions Panel | p. 203 |
Basic ActionScript | p. 209 |
Your First Actions | p. 213 |
Adding Buttons with ActionScript | p. 218 |
The All-Powerful Movie Clip | p. 220 |
Points to Remember | p. 228 |
ActionScript Basics: Data and Statements | p. 231 |
Variables | p. 232 |
Data Types | p. 235 |
Operators | p. 241 |
Statements | p. 248 |
The x and y Coordinate System | p. 254 |
Points to Remember | p. 263 |
ActionScript: Functions, Events, and Objects | p. 265 |
Interacting with Movies | p. 266 |
Events and Event Handlers | p. 270 |
Built-In Classes | p. 273 |
Dynamic Masks | p. 292 |
Dynamically Creating and Loading Movie Clips | p. 293 |
Shared Objects | p. 301 |
Depth Sorting | p. 305 |
Points to Remember | p. 312 |
Animation and Drawing with ActionScript: The Drawing API | p. 315 |
An Introduction to the Drawing API | p. 316 |
Points to Remember | p. 344 |
Components | p. 347 |
What Are Components? | p. 348 |
Using Preexisting Components | p. 349 |
Customizing Components | p. 370 |
Points to Remember | p. 388 |
Elements | |
Text | p. 393 |
Modifying Text Fields with ActionScript | p. 394 |
HTML in Text | p. 395 |
Scrolling Text | p. 405 |
Creating Dynamic Text Fields | p. 406 |
The Selection Object | p. 408 |
The TextFormat Class | p. 411 |
The Strings Panel | p. 415 |
Small Font Support | p. 420 |
Cascading Style Sheet Support | p. 421 |
Spell Checker | p. 424 |
The Find and Replace Panel | p. 426 |
Points to Remember | p. 431 |
Images | p. 433 |
Bitmap and Vector Images | p. 434 |
Bitmap Images | p. 435 |
Vector Images | p. 443 |
Transforming Bitmap and Vector Artwork | p. 448 |
Groups | p. 450 |
Points to Remember | p. 451 |
Audio | p. 453 |
Preparing Audio for Use in Flash | p. 454 |
Working with Audio in Flash | p. 454 |
Interactive Audio | p. 459 |
Controlling Pan via ActionScript | p. 464 |
Loading and Playing External MP3 Files | p. 466 |
Using the onSound Complete() Method | p. 475 |
Points to Remember | p. 483 |
Video | p. 485 |
The Power of Video | p. 486 |
Video Integration Options | p. 486 |
Importing Video into Flash | p. 493 |
Creating FLV Files | p. 508 |
Points to Remember | p. 511 |
Extending Flash | |
Accessing External Data | p. 517 |
History of External Data in Flash | p. 518 |
Introduction to ActionScript Classes | p. 519 |
Extensible Markup Language (XML) | p. 525 |
External File Formats | p. 540 |
Dynamic Data Sources | p. 542 |
Points to Remember | p. 551 |
Advanced Communication | p. 553 |
Flash Remoting Basics | p. 554 |
Flash Communication Server | p. 580 |
The NetConnection Debugger | p. 594 |
Points to Remember | p. 596 |
Next Steps | |
Writing Code That Rocks: ActionScript Best Practices | p. 601 |
Variable Names | p. 602 |
Using Constants in Your Application | p. 603 |
Code Hinting | p. 603 |
Commenting Code | p. 604 |
Variable Scope | p. 606 |
General Guidelines | p. 608 |
Points to Remember | p. 623 |
OOP for Flashers | p. 625 |
OOP in Theory | p. 626 |
Benefits of OOP | p. 629 |
OOP in Practice: Classes | p. 631 |
Inheritance: The extends Keyword | p. 639 |
Events with Objects | p. 642 |
More OOP Goodies | p. 645 |
Final Code for the UFO Project | p. 651 |
Points to Remember | p. 654 |
Math for Flashers | p. 657 |
Physics and Math: How Much Is Needed? | p. 658 |
The Basics of Trigonometry | p. 659 |
Motion | p. 670 |
Mathematically Generated Images | p. 676 |
Points to Remember | p. 680 |
3D in Flash | p. 683 |
Flash and 3D: Advantages and Limitations | p. 684 |
Prerendered 3D Graphics | p. 685 |
Real Time: Basics of 3D Programming | p. 688 |
Points to Remember | p. 710 |
Finishing | |
Publishing | p. 715 |
Testing Your Movie | p. 716 |
Publishing Your Movie | p. 720 |
Search Engines and Flash | p. 730 |
CD Tips, Tricks, and Issues | p. 740 |
Exporting Non-Flash Formats | p. 741 |
Points to Remember | p. 743 |
Developing for Pocket Devices | p. 745 |
Background on Developing for Pocket PCs | p. 746 |
Developing Flash for Pocket PCs | p. 751 |
Points to Remember | p. 763 |
Troubleshooting | p. 765 |
Using the trace() Method | p. 766 |
Using the Error Class and try...catch...finally Statements | p. 768 |
The Flash Debugger | p. 770 |
Points to Remember | p. 780 |
Accessibility | p. 783 |
What Is Accessibility? | p. 784 |
Flash and Accessibility | p. 785 |
Points to Remember | p. 792 |
The Flash Player | p. 795 |
Flash Player 7 Content in Earlier Players | p. 796 |
New Features of the Flash Player | p. 797 |
Points to Remember | p. 809 |
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