Flash Professional 8: Next Level ActionScript

Flash Professional 8: Next Level ActionScript

$29.99

Total Run Time: 10 hrs

Become a pro with ActionScript by watching interactive, work-along lessons that walk you through the necessary steps of using the built-in classes, new objects, or making your own custom classes and components.

Highlights

  1. Learn how to use event handlers to associate ActionScript code with a particular object and event. For example, when a user clicks a button on the Stage, you might advance the playhead to the next frame.
  2. Discover how to use Custom Classes to create a small application in Flash. Your classes compile into the SWF file when you publish the document, allowing everything to work together.
  3. Use the Custom Component Live Preview in the authoring environment to see what a component will look like when it is active in the presentation.
  4. Understand how to collect data about color transformations and coordinate transformations with Transform Class.
  5. Dive into one of the most significant additions to Flash Player 8, bitmap caching. This feature gives you the power to greatly increase the speed at which large amounts of objects are updated and drawn onto the Stage by the renderer.

 

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Description

With Flash Professional 8: Next Level ActionScript, you’ll learn the new advanced features of Flash Pro 8 that are only available to ActionScript users, including the Drawing API, Bitmap API, and the matrix transformations and displacements. Plus, you’ll get a preview of how to use ActionScript in development of mobile applications.

Sample clip

Course outline

DISC 1 – Making Custom Classes

Chapter USING BUILT-IN CLASSES (60 min)

  1. Looking at the Basics
  2. Changing the Properties of a Movie Clip
  3. Using the On Enter Frame Event Handler
  4. Using the Randomize Function
  5. Creating a Placeholder for Multiple Objects
  6. Adding a Loop
  7. Using Variables to Make Reusable Code
  8. Setting Up an On Release Event
  9. Making a Tween Object
  10. Modifying the Depth Parameter
  11. Demonstrating the Modular Structure with Alpha
Chapter 2: WORKING WITH THE LISTENER OBJECT MODEL (62 min)

  1. Looking at Built-In Classes
  2. Working with MovieClip Event Handlers
  3. Working with Non-Handler Classes
  4. Creating Mouse Events
  5. Creating Key Events
  6. Using Switches to Detect which Keys are Pressed
  7. Event Listeners
  8. Practical Example of Listener Usage
  9. Listening for Multiple Broadcasts
  10. A Limitation of the loadMovie Method
  11. Introducing the MovieClipLoader
  12. Listening for Load Progress
  13. Creating an Animated Progress Bar
  14. Hiding Progress Bar Upon loadComplete
  15. Loading External Bitmaps with MovieClipLoader
Chapter 3: INTRODUCTION TO MAKING CLASSES (64 min)

  1. Learning the Structure of a Real Class
  2. Declaring Variables
  3. Introducing Constructor Functions
  4. Testing Using a Di.erent Stage Size
  5. Using Methods
  6. Using a Getter & a Setter
  7. Showing a Dynamic Setting in the Class
  8. Randomizing
  9. Reusability
  10. Setting Up a Class for a Text Type Animation
  11. Adding a Typer Function to the Class
  12. Testing the Text Type Animation
Chapter 4: USING CUSTOM CLASSES FOR BUTTONS (54 min)

  1. Introducing Custom Buttons
  2. Setting Up the Visibility of the Initial Content
  3. Setting Up Event Handlers for the Home Button
  4. Adding Frame Labels
  5. Dynamically Assigning the Label for a Button
  6. Setting Up a Generalized Function to Handle Buttons
  7. Making Custom Buttons into a Class
  8. Making a Class an Extension of Another Class
  9. Assigning Event Handlers to Functions & a Class
  10. Advanced Button Class Summary
  11. Attaching Audio to a Toggle Button
  12. Constructing a Class for the Toggle Button
  13. Animate the Toggle Button Using the Tween Class
  14. Learning where to Store Class Files
Chapter 5: USING CUSTOM CLASSES FOR EFFECTS (69 min)

  1. Building Animated E.ects in the Timeline
  2. Packaging Scripts into a Function
  3. Setting Up Letter Spacing & Text
  4. Turning a Script into a Class, Part 1
  5. Turning a Script into a Class, Part 2
  6. Testing Using Syntax Checker
  7. Animation Changes & New E.ects
  8. Making a Class More Independent
  9. Creating Tweens inside the Class
  10. Incorporating Tween Events & Methods into the Class
  11. Adding More E.ects
  12. Building E.ects into the Class File
  13. Formatting Text in the Test File
Chapter 6: MAKING A COMPONENT (68 min)

  1. Checking Out Graphics for the Content
  2. Starting the Slider Movement
  3. Measuring the Position of the Slider
  4. Set Intervals with Check Settings Function
  5. Changing the Interval for Smoother Control
  6. Moving the Code into a Class
  7. Using Check Syntax to Find Script Errors
  8. Setting Up the Project for Testing
  9. Adding an OnRelease Outside Event Handler
  10. Separate the Slider Measurement from the Object
  11. Tracking if the Slider is Active
  12. Setting the Range of the Slider
  13. Making the Slider into a Component
  14. Setting Up a Rotation Slider
  15. Adding a Start Value
  16. Displaying the Slider in the Components Panel
  17. Testing the Slider Component
  18. Final Comments & Credits

DISC 2 – Using Advanced ActionScript Classes

Chapter 1: USING THE SOUND CLASS (82 min)

  1. Introducing the MP3 Player Project
  2. Setting Up the External Playlist
  3. Setting Up the Combo Box for Music Selection
  4. Display Selected Song Title & Stylize Text
  5. External Sound Loading & Tracking
  6. Adding a Progress Bar for Load/Play Position
  7. Working with ID3 Metadata
  8. Adding Volume & Balance Sliders
  9. Adding a Play/Pause Toggle Control
  10. Rearrange the onLoad, onComplete & onID3 Data
  11. Incorporating an Array Formula
  12. Initializing the Array Data & Adding Variables
  13. Constructing the Amplitude Meters
  14. Controlling the Amplitude Meters with Sliders
  15. Cleaning Up the MP3 Player Script
Chapter 2: DRAWING API (31 min)

  1. Introducing Drawing Methods
  2. Drawing Strokes with moveTo & lineTo Methods
  3. Making Shapes with beginFill, endFill & curveTo
  4. Introducing New Parameters in Flash 8
  5. Animating Objects Using Drawing Methods
  6. Using Initialization Objects to Control Animation
  7. Connecting Animation to App Functionality
Chapter 3: WORKING WITH BITMAP DATA (36 min)

  1. Intoducing the Bitmap Data Class
  2. Setting Up Bitmap Caching
  3. Using Basic Filters
  4. Creating a Blur Filter & Adding it to a Movie Clip
  5. Creating a Bitmap Data Object from Scratch
  6. Accessing Pixel Noise through Bitmap Data
  7. Applying a Noise Method to Bitmap Data
  8. Applying a Perlin Noise Method
  9. Setting the MP3 Player to Control the Animations
Chapter 4: APPLYING MATRIX TRANSFORMATIONS (42 min)

  1. Understanding the Matrix Class
  2. Using the Matrix Class
  3. A.ecting Movie Clips with Matrices
  4. Making a Placeholder Matrix
  5. Changing Matrix Properties
  6. Setting Up a Coordinate System
  7. Setting Up Slider Controls
  8. Looking at ColorTransforms
  9. Assigning a ColorTransform Object
  10. Understanding the Math behind ColorTransform
  11. Applying Random Colors with ColorTransform
Chapter 5: A PREVIEW OF MOBILE APPLICATIONS (43 min)

  1. Setting Up Flash Lite™ 2
  2. Introducing the Emulator
  3. Explaining the Screen Size for the Graphics
  4. Setting the Output Quality
  5. Adding Text
  6. Enabling Buttons with ActionScript
  7. Adding Navigation to the Number Keys
  8. Adding Navigation to the 4-Way Keys
  9. Adding Navigation to the Soft Keys
  10. Discussing the Flash Development Center
  11. 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.