About the Book
Special Edition Using
Macromedia Flash MX provides readers with a comprehensive reference. It
covers everyday basic skills quickly and concisely to allow more time to
be spent detailing more advanced topics. It is organized by topic, rather
than linearly, so that readers can jump in and learn only what they need
to complete the task at hand. The authors have loaded the book up with
real-world tasks, tips, and techniques as well as answers to questions
that they've been hearing for years as trainers. Topics covered include
using the Library more effectively, ActionScript Debugging, and creating
dynamic Flash applications. Coverage also includes:
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Using 3D graphics
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Importing and using bitmaps and video
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Creating complex frame-by-frame animations
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Adding and synchronizing sound to your
Flash animations
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Advanced Scripting and integration
Related
Books
Special Edition Using Books (Special
Edition Using Books)
Table ofContents
Introduction.
I. FLASH ENVIRONMENT AND TOOLS.
1. What's New in Flash MX.
Interface Improvements.
Components.
Video Support.
Scripting Improvements.
Flash 5 Compatibility.
Accessible Content.
Troubleshooting.
2. The Flash Interface.
Panel Sets.
Setting Document Attributes.
The Timeline.
The Toolbox.
Keyboard Shortcuts.
The Library.
The Movie Explorer.
Setting Flash Preferences.
Troubleshooting.
Flash At Work: Creating Your Ideal
MX Interface.
3. Drawing and Painting in Flash.
Understanding Vector Graphics.
Using the Drawing Tools.
Editing and Adjusting Shapes.
Working with Fills.
Erasing.
Using Layout Aids.
Creating a Mask.
Troubleshooting.
Flash at Work: How Big Is My Shape?
4. Using Bitmaps in Flash.
Importing Bitmaps.
Tracing Bitmaps.
Breaking Apart Bitmaps.
Compressing Bitmaps.
Troubleshooting.
Flash at Work: Animating Bitmaps.
5. Working with Text.
Working with Text.
The Text Tool.
The Property Inspector.
Character Attributes.
Paragraph Attributes.
Text Options.
Editing and Transforming Text.
Best Practices for Using Text.
Troubleshooting.
Flash at Work: Copying Text Boxes.
II. ANIMATION AND SOUND.
6. Symbols, Instances, and Library
Assets.
Understanding Symbols.
Creating Symbols.
Editing Symbols.
Instances.
The Library.
Troubleshooting.
Flash at Work: Nesting Symbols.
7. Animating in Flash.
Understanding Animation.
Frames and Keyframes.
Tweening.
Scrubbing Through the Timeline.
Cartoon Animation in Flash.
Animation Guidelines.
Troubleshooting.
Flash at Work: “Un-perfecting” Animation.
8. Using Sound.
Understanding Sound.
Preparing Sounds for Flash.
Importing Sounds.
Synchronizing Sounds.
Editing Sounds.
Controlling Sound.
Optimizing Sounds.
Troubleshooting.
Flash at Work: Turning Off Sound.
9. Buttons, Menus, and User Input.
Flash Interactivity.
Buttons.
Menus.
Using Components.
Troubleshooting.
Flash at Work: Open as Library.
10. Integrating Video.
Video in Flash.
Importing Video.
Working with Imported Video.
Controlling Video Playback.
Troubleshooting.
Flash at Work: Video Interactivity.
III. ADDING ADVANCED INTERACTIVITY
WITH ACTIONSCRIPT.
11. Getting Started with ActionScript.
Adding Interactivity with ActionScript.
Using the Actions Panel.
Understanding Object-Oriented Languages.
The Three R's: Readability, Reusability,
and Reachability.
Troubleshooting.
Flash At Work: Readable, Reusable,
Reachable Code: A “Before and After” Ad.
12. Managing Variables, Data, and
Datatypes.
Working with Variables.
Categorizing Data Using Datatypes.
Troubleshooting.
At Work: Version Detection.
13. Using Operators.
Working with Operands, Expressions,
and Statements.
Understanding Arithmetic Operators.
Understanding Bitwise Operators.
Assignment and Compound Assignment.
Comparison Operators.
Using Logical (Boolean) Operators.
The Conditional Operator.
The Comma Operator.
Named Operators.
Other Operators.
Troubleshooting.
Flash at Work: Applying Bitwise Operators
to Tic-Tac-Toe.
14. Working with Data: Using Statements.
Forming Standalone Statements and
Control Blocks.
Understanding Program Flow Control.
Making Decisions Using Conditionals
and switch.
Repeating Actions Using Loops.
Troubleshooting.
Flash at Work: Using a for Loop to
Generate a List.
15. Combining Statements into Functions.
Writing Better Code with Functions.
Function Basics: Creating Functions.
Calling Functions.
Using var to Create Local Function
Variables.
Passing Information to Functions in
Arguments.
Retrieving Results Using Return Values.
Functions as Classes: Constructor
Functions.
Using Function.apply() and Function.call().
Explicit Scoping.
Automatic Scoping.
Troubleshooting.
Flash at Work: Calculating Factorials-An
Example of Recursion.
16. Interaction, Events, and Sequencing.
Triggering Action: The Timeline and
Event Handlers.
Timeline-Based Scripting.
Event-Based Scripting.
Sequencing Actions Using Execution
Order.
Troubleshooting.
Flash at Work: General-Purpose Flash
Event Engines.
17. Unlocking the Power of Movie
Clips.
Introducing the Movie Clip.
Flash MX's New Properties for Movie
Clips.
Creating and Removing Movie Clips.
Loading and Unloading External Content.
Controlling the Visual Stacking Order
of Movie Clips.
Using Init Objects to Give Properties
to New Movie Clips.
Using Object.registerClass() to Subclass
a New Movie Clip.
Detecting Movie Clip Collisions.
Calling a Function Repetitively Using
setInterval().
Dragging and Dropping Movie Clips.
Working with Dynamic Masks.
Troubleshooting.
Flash at Work: A Scratch-and-Win Game.
18. Drawing with ActionScript.
Introducing the Flash MX Drawing Methods.
Using Objects to Keep Track of What
You're Drawing.
Drawing Lines and Curves.
Optimizing Curve-Drawing Functions.
Using Solid Fills.
Working with Gradient Fills.
Troubleshooting.
Flash at Work: Drawing an Eight-Segment
Circle.
IV. ADVANCED ACTIONSCRIPTING.
19. Using the Built-in Core Objects.
Introducing Built-in Objects.
The Core Objects.
Troubleshooting.
Flash at Work: Amazing Arrays.
20. Using the Built-in Movie Objects.
Movie-Related Objects and Classes.
Troubleshooting.
Flash at Work: Tic-Tac-Totally Automatic
with LocalConnection.
21. Packaging Data and Functions
Using Custom Objects.
Introducing Custom Objects.
Positioning Local Properties in the
Inheritance Hierarchy.
new “Orphans” the Existing Subclass
prototype.
Overriding Inherited Properties.
Accessing the Superclass Using super.
Working with the constructor Property.
Creating Class Hierarchies Using the
__proto__ Property.
Designing Good Superclasses and Subclasses:
“Is” Versus “Has”.
Troubleshooting.
22. Components.
Using Built-In Components.
Creating a New Component.
Troubleshooting.
23. Using Learning Interactions.
Interactions and Templates.
Using Drag and Drop.
Fill in the Blank.
Hot Objects.
Hot Spots.
Multiple Choice.
True or False.
Feedback, Knowledge Track, and Navigation.
Troubleshooting.
Flash at Work: Using an LMS.
24. Sharing ActionScript.
Shared Libraries.
Flash Remoting.
Including External ActionScript.
Troubleshooting.
Flash at Work: The LocalConnection
Feature.
25. Testing, Debugging, and Troubleshooting.
Avoiding Common Problems.
Using the Debugger.
V. EXTERNAL COMMUNICATION WITH FLASH.
26. Communicating Locally.
Controlling the Browser.
Calling JavaScript Functions.
Controlling the Projector.
Communicating with Director.
Storing Information Locally.
Communicating Between Flash Movies.
Troubleshooting.
27. Communicating with the Server.
Loading Text Data.
Embedding Data on the HTML Page.
Loading Dynamic Data.
Sending Data.
Troubleshooting.
Flash at Work: Sending E-mail from
Flash.
28. XML Data.
Introduction to XML.
Parsing XML Data.
Building XML Data.
Importing XML Documents.
Sending XML Documents to the Server.
XML Sockets.
Troubleshooting.
Flash at Work: A Simple XML Application.
VI. OUTPUT OPTIONS FOR FLASH.
29. Printing a Flash Movie.
Printing Flash Content.
Preparing Files for Printing.
Creating a Print Button.
Troubleshooting.
Flash at Work: Invisible Ink.
30. Optimizing, Publishing, and
Exporting Movies.
Testing Movies.
Optimizing Movies.
Specifying Publish Settings.
Exporting Different File Formats.
Troubleshooting.
Flash at Work: Using Named Anchors.
VII. APPENDIX.
Appendix A. Making Flash Accessible.
Accessibility Guidelines.
Index. |