Flash CS3: ActionScript 3 Animation & Games

Flash CS3: ActionScript 3 Animation & Games


Total Run Time: 9.7 hrs

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.


  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.

This title is available in the
Total Training All-Access library.

Subscribe Now

SKU: tt_TAS3AN Categories: , , ,


Flash CS3: ActionScript 3 Animation & Games gives you 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.

Sample clip

Course outline

Chapter 1: THE NEW DISPLAY LIST (64 min)

  1. Getting Started
  2. Introducing the New Display Hierarchy
  3. Working with Display Objects
  4. Making a Text Field Object
  5. Creating a New Container
  6. Using the Shape Class
  7. Adding Graphics to the Shape Object
  8. Creating an External Class
  9. Using the Sprite Class
  10. Working with the Movie Clip Class

  1. Understanding Timeline Animation
  2. Using the enterFrame Event
  3. Controlling a Nested Movie Clip
  4. Using enterFrame with a Sprite
  5. Adding Limits to an Animation
  6. Animating the X, Y & Rotation Properties
  7. Creating Animation in a Class
  8. Completing the Class
  9. Adding Graphics to a Class
  10. Changing Speed Variables
  11. Changing a Sprite Class to a Movie Clip
  12. Setting Up Another Movie Clip

  1. Introducing the Timer Class
  2. Creating a Running Timer
  3. Controlling a Running Timer
  4. Loading an External Bitmap
  5. Creating a Mini Slideshow
  6. Using a Timer to Animate
  7. Controlling the Animation with Buttons
  8. Controlling the Delay

  • Setting Up a Basic Animation
  • Copying & Pasting Basic Animation
  • Copying & Pasting with ActionScript
  • Turning Copied ActionScript into a Class Deffinition
  • Applying a New Class
  • Copying & Pasting a Complex Animation
  • Animating Using a Timer Object
  • Setting Up a Random Method
  • Chapter 4: USING COPY & PASTE ANIMATION (84 min)

    1. Setting Up Buttons to Go from Black & White to Color
    2. Building Custom Buttons Using Movie Clips
    3. Add a gotoAndPlay Method to Move a Playhead
    4. Adding Frame Labels
    5. Setting Up Additional Buttons
    6. Adding a Click Event Handler
    7. Reusing Click Events
    8. Adding “If” Statements
    9. Setting Up a Function to Control Visible Properties
    10. Adding an “Else If” Statement
    11. Using Arrays
    12. Using a “For Loop” Structure
    13. Using Arrays to Set Up Thumb Clicks
    14. Using Arrays to Set Up Thumbnails
    15. Final Comments & Credits
    Chapter 5: USING THE TWEEN CLASS (61 min)

    1. Exploring the Document
    2. Structuring a Tween
    3. Introducing the Easing Class
    4. Setting Up Multiple Tweens
    5. Looping a Tween
    6. Using Tween Events
    7. Setting Up a TimerEvent
    8. Setting Up a showPhoto Function
    9. Setting Up the photoCounter
    10. Using the Transition Class

    1. Setting Up the Moon Lander Animation
    2. Understanding Keyboard Response
    3. Programming Keyboard Response
    4. Adding Vertical Acceleration
    5. Adding Horizontal Movement
    6. Building the Crash Sequence
    7. Setting the Landing Sequence
    8. Setting Up Start & Replay Functions

    1. Creating a Duck Class
    2. Using the Duck Class
    3. Set Up a Timer Animation to Make More Ducks
    4. Incorporating Additional Duck Graphics
    5. Adding the Duck-Hit Animation
    6. Replacing Cursor Graphics
    7. Setting Up the Score
    8. Tracking the Score with a Class
    9. Adding Sound Effects

    1. Introducing the Game Layout
    2. Drawing the Game Pieces
    3. Positioning the Game Pieces
    4. Setting Up a Symbol Array
    5. Shuffling the Symbols
    6. Clicking the Spinners
    7. Distinguishing between Clicks
    8. Checking for a Match
    9. Setting Up the Score
    10. Controlling the Spinners with the Class
    11. Using Tweens for the Spinners
    12. Adding Sound Effects
    Chapter 9: CREATING A TILE-BASED GAME (96 min)

    1. Getting Started with Tile-Based Games
    2. Laying Out the Tiles
    3. Setting Up Tile Types
    4. Clicking the Tiles to Set the Types
    5. Adding the Pirate Icon
    6. Tracing the Location of the Pirate Icon
    7. Completing the Engine & Saving Level Data
    8. Building the Game Application
    9. Moving the Pirate Character
    10. Responding to Map Tiles
    11. Moving the Pirate in Different Directions
    12. Adding the Player Controls
    13. Player Control Functions
    14. Setting Up Trigger Tiles
    15. Final Comments & Credits

    Presenter Info

    John UllimanJohn Ulliman has been working in interactive digital media since 1985 starting out his career on cutting edge applications for computer modeling and animation in the Aerospace industry with a number of companies, including Lockheed Martin and Northrop Grumman. He started his own studio, On The Wave Visual Communications in 1991 providing 2D and 3D graphics and animations for print, video and the web. He has consulted for many software firms in the industry, including Apple, Adobe, Macromedia, Microsoft, AutoDesk, and Alias Wavefront.

    John has been teaching ever since he first picked up a computer, initially on hardware and programming languages, then on technical CAD software, and currently on all the products he uses to make animation magic work. He currently offers training on products for creating 2D and 3D artwork, assembling it into animations and interactive environments, as well as products which help him edit and produce the final work – whether that might be video, TV, CD-ROM, web or print.

    John is an Adobe Certified Expert and an Adobe Certified Instructor for Flash, Fireworks, Dreamweaver, Director, Flash Video and Flash Mobile environment. He only provides training on software products that he actually uses in production, with the intention to bring as much practical experience into his classes as possible.