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Book Detailed Table of Contents

  • Introduction
    • Flash and Game Development
    • Who Is This Book For?
    • What Do You Need To Use This Book?
    • Using the Example Games in Your Projects
    • What You'll Find in This Book
    • The FlashGameU.com Web Site
  • 1. Using Flash and ActionScript 3.0

    • What Is ActionScript 3.0?
      • Creating a Simple ActionScript Program
      • A Simple Use of trace
      • Creating Screen Output
      • Our First ActionScript 3.0 Class
    • Working with Flash CS3
      • Display Objects and Display Lists
      • The Stage
        The Library

      • The Timeline
    • Writing and Editing ActionScript
    • ActionScript Game Programming Strategies
      • Single Class Method
      • Smallest Step Approach
      • Good Programming Practices
    • Basic ActionScript Concepts
      • Creating and Using Variables
      • Condition Statements
      • Loops
      • Functions
    • Testing and Debugging
      • Types of Bugs
      • Methods of Testing
      • Using the Debugger
    • Publishing Your Game
      • Formats
      • Flash
      • HTML
    • ActionScript Game Programming Checklist
      • Publishing and Document Settings
      • Class, Function, and Variable Names
      • Runtime Issues
      • Testing Issues
  • 2. ActionScript Game Elements

    • Creating Visual Objects
      • Using Movie Clips
      • Making Buttons
      • Drawing Shapes
      • Drawing Text
      • Creating Linked Text
      • Creating Sprite Groups
      • Setting Sprite Depth
    • Accepting Player Input
      • Mouse Input
      • Keyboard Input
      • Text Input
    • Creating Animation
      • Sprite Movement
      • Using Timers
      • Time-Based Animation
      • Physics-Based Animation
    • Programming User Interaction
      • Moving Sprites
      • Dragging Sprites
      • Collision Detection
    • Accessing External Data
      • External Variables
      • Loading Data
      • Saving Local Data
    • Miscellaneous Game Elements
      • Custom Cursors
      • Playing Sounds
      • Loading Screen
      • Random Numbers
      • Shuffling an Array
      • Displaying a Clock
      • System Data
      • Game Theft and Security
  • 3. Basic Game Framework: A Matching Game

    • Placing Interactive Elements
      • Methods for Creating Game Pieces
      • Setting Up the Flash Movie
      • Creating the Basic ActionScript Class
      • Using Constants for Better Coding
      • Shuffling and Assigning Cards
    • Game Play
      • Adding Keyboard Listeners
      • Setting Up Game Logic
      • Checking for Game Over
    • Encapsulating the Game
      • Creating the Game Movie Clip
      • Adding an Introduction Screen
      • Adding a Play Again Button
    • Adding Scoring and a Clock
      • Adding Scoring
      • Adding a Clock
      • Displaying Time
      • Displaying Score and Time after the Game Is Over
    • Adding Game Effects
      • Animated Card Flips
      • Limited Card-Viewing Time
      • Sound Effects
    • Modifying the Game
  • 4. Brain Games: Memory and Deduction

    • Arrays and Data Objects
      • Arrays
      • Data Objects
      • Arrays of Data Objects
    • Memory Game
      • Preparing the Movie
      • Programming Strategy
      • Class Definition
      • Setting the Text, Lights, and Sounds
      • Playing the Sequence
      • Switching Lights On and Off
      • Accepting and Checking Player Input
      • Modifying the Game
    • Deduction Game
      • Setting Up the Movie
      • Defining the Class
      • Starting a New Game
      • Checking Player Guesses
      • Evaluating Player Moves
      • Ending the Game
      • Clearing Game Elements
      • Modifying the Game
  • 5. Game Animation: Shooting and Bouncing Games

    • Game Animation
      • Time-Based Animation
      • Coding Time-Based Animation
    • Air Raid
      • Movie Setup and Approach
      • Flying Airplanes
      • Moving Gun
      • Skyward Bullets
      • The Game Class
      • Modifying the Game
    • Paddle Ball
      • Setting Up the Movie
      • Class Definition
      • Starting the Game
      • Starting a New Ball
      • Game Animation and Collision Detection
      • Game Over
      • Modifying the Game
  • 6. Picture Puzzles: Sliding and Jigsaw

    • Manipulating Bitmap Images
      • Loading a Bitmap
      • Breaking a Bitmap into Pieces
    • Sliding Puzzle Game
      • Setting Up the Movie
      • Setting Up the Class
      • Loading the Image
      • Cutting the Bitmap into Pieces
      • Shuffling the Pieces
      • Reacting to Player Clicks
      • Animating the Slide
      • Game Over and Cleanup
      • Modifying the Game
    • Jigsaw Puzzle Game
      • Setting Up the Class
      • Loading and Cutting the Image
      • Dragging Puzzle Pieces
      • Game Over
      • Modifying the Game
  • 7. Direction and Movement: Space Rocks

    • Using Math to Rotate and Move Objects
      • The Sin and Cos Functions
      • Using Cos and Sin to Drive a Car
      • Calculating an Angle from a Location
    • Air Raid II
      • Altering the Gun
      • Changing the Bullets
      • Changes to AirRaid2.as
    • Space Rocks
      • Game Elements and Design
      • Setting Up the Graphics
      • Setting Up the Class
      • Starting the Game
      • Score and Status Display Objects
      • Ship Movement and Player Input
      • Shields Up!
      • Rocks
      • Missiles
      • Game Control
      • Modifying the Game
  • 8. Casual Games: Match Three

    • Reusable Class: Point Bursts
      • Developing the Point Burst Class
      • Using Point Bursts in a Movie
    • Match Three
      • Playing Match Three
      • Game Functionality Overview
      • The Movie and MatchThree Class
      • Setting Up the Grid
      • Player Interaction
      • Animating Piece Movement
      • Finding Matches
      • Finding Possible Moves
      • Score Keeping and Game Over
      • Modifying the Game
  • 9. Word Games: Hangman and Word Search

    • Strings and Text Fields
      • ActionScript 3.0 String Handling
      • Applying Text Formatting to Text Fields
    • Hangman
      • Setting Up the Hangman
      • The Hangman Class
    • Word Search
      • Development Strategy
      • Defining the Class
      • Creating the Word Search Grid
      • User Interaction
      • Dealing With Found Words
      • Modifying the Game
  • 10. Questions and Answers: Trivia and Quiz Games

    • Storing and Retrieving Game Data
      • Understanding XML Data
      • Importing External XML Files
      • Trapping Load Errors
    • Trivia Quiz
      • Designing a Simple Quiz Game
      • Setting Up the Movie
      • Setting Up the Class
      • Loading the Quiz Data
      • Message Text and Game Button
      • Moving the Game Forward
      • Displaying the Questions and Answers
      • Judging the Answers
      • Ending the Game
    • Deluxe Trivia Quiz
      • Adding a Time Limit
      • Adding Hints
      • Adding a Factoid
      • Adding Complex Scoring
      • Randomizing the Questions
    • Picture Quiz
      • Better Answer Arrangement
      • Recognizing Two Types of Answers
      • Creating Loader Objects
      • Determining the Right Answer
      • Expanding the Click Area
      • Images for Questions
      • Modifying the Game
  • 11. Action Games: Platform Games

    • Designing the Game
      • Level Design
      • Designing the Class
      • Planning Which Functions Are Needed
    • Building the Class
      • Class Definition
      • Starting the Game and Level
      • Keyboard Input
      • The Main Game Loop
      • Character Movement
      • Scrolling the Game Level
      • Checking for Collisions
      • Enemy and Player Death
      • Collecting Points and Objects
      • Showing Player Status
      • Ending the Levels and the Game
      • The Game Dialog Box
    • Modifying the Game
  • 12. Game Worlds: Driving and Exploration Game

    • Creating a Top-Down Driving Game
      • Creating a Top-Down World
      • Game Design
      • The Class Definition
      • The Constructor Function
      • Finding the Blocks
      • Placing the Trash
      • Keyboard Input
      • The Game Loop
      • Moving the Car
      • Checking for Trash and Trashcan Collisions
      • The Clock
      • The Score Indicators
      • Game End
      • Modifying the Game
    • Building a Flash Racing Game
      • Racing Game Elements
      • Making the Track
      • Sound Effects
      • Constants and Variables
      • Starting the Game
      • The Main Game Loop
      • Car Movement
      • Checking Progress
      • The Countdown and the Clock
      • Game Over
      • Modifying the Game
  • Index


Copyright Gary Rosenzweig