By Gary Rosenzweig
Gary Rosenzweig's ActionScript 3.0 video game Programming collage indicates you ways to take advantage of ActionScript, the programming language at the back of Flash CS3 specialist. the teachings educate you the entire fundamentals of ActionScript programming via video game examples, however the code will be simply tailored to non-game-oriented tasks, akin to internet education and advertisements. Written through a real-world Flash developer, this e-book offers you with the resource code of sixteen entire video games and lays the root that you can create your personal video games. Gary additionally presents a better half site - flashgameu.com, which includes records, updates, new content material, Gary's web publication and masses extra.
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Extra resources for ActionScript 3.0 Game Programming University
The last button will step out of the current function. So, use this button to finish the current function and go to the next line of the function you just left. 16 shows the debug panels after you step into the showNumber function and then move down a few lines. You can see that the Variables panel shows the value of i. You can also expand the myText variable to see all the properties of the text field. At the upper left, you can see where you are in the program. You are currently in the showNumber function, which was called from the constructor function for the class.
It is a representation of the screen that will be seen by users when they are playing the game. 8 shows the document window with the stage taking up a majority of the space. It also shows the timeline at the top. 8 The document window includes both the stage and the timeline. Many of our games will have a completely blank stage and empty timeline. All the graphic elements will be created by the ActionScript code. However, many games will have graphic elements already sitting on the stage. This is particularly important when a nonprogrammer graphic designer is involved in making a game.
You can follow any number of programming styles and still create games that work well. However, some programmers prefer certain styles over others. I have chosen a method for this book that allows us to focus on the core game code, perhaps sacrificing some advanced organization. Single Class Method The third Hello World program earlier in this chapter is simply one class file linked to a Flash movie of the same name. This simple approach is fast and easy. NOTE An alternative is to use different class files for different game objects and processes.