Course: Animation for Games

About this course

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. You’ll also get some 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.

Training Solution Breakdown:

  • Intuitive and rewarding online training resources
  • Comprehensive Freephone or email support
  • 24/7 access to training materials
  • Study anytime, anywhere in a world for a flexible learning experience
  • 12 months (one year) unrestricted access
  • Access to online training options
  • Progress reviews & comprehensive assessments to ensure efficient understanding of course content
  • Career advice and CV support once training has been completed

Buy this course today and take control of your career and enhance your prospects.

Flash CS3 ActionScript 3 Animation Breakdown
Chapter 1: THE NEW DISPLAY LIST (64 min)
  • Getting Started
  • Introducing the New Display Hierarchy
  • Working with Display Objects
  • Making a Text Field Object
  • Creating a New Container
  • Using the Shape Class
  • Adding Graphics to the Shape Object
  • Creating an External Class
  • Using the Sprite Class
  • Working with the Movie Clip Class

For more information, contact one of our course advisors

Chapter 2: ANIMATING WITH THE ENTERFRAME EVENT (65 min)
  • Understanding Timeline Animation
  • Using the enterFrame Event
  • Controlling a Nested Movie Clip
  • Using enterFrame with a Sprite
  • Adding Limits to an Animation
  • Animating the X, Y & Rotation Properties
  • Creating Animation in a Class
  • Completing the Class
  • Adding Graphics to a Class
  • Changing Speed Variables
  • Changing a Sprite Class to a Movie Clip
  • Setting Up Another Movie Clip

For more information, contact one of our course advisors

Chapter 3: ANIMATING WITH THE TIMER CLASS (51 min)
  • Introducing the Timer Class
  • Creating a Running Timer
  • Controlling a Running Timer
  • Loading an External Bitmap
  • Creating a Mini Slideshow
  • Using a Timer to Animate
  • Controlling the Animation with Buttons
  • Controlling the Delay

For more information, contact one of our course advisors

Chapter 4: USING COPY & PASTE ANIMATION (84 min)
  • Setting Up Buttons to Go from Black & White to Color
  • Building Custom Buttons Using Movie Clips
  • Add a gotoAndPlay Method to Move a Playhead
  • Adding Frame Labels
  • Setting Up Additional Buttons
  • Adding a Click Event Handler
  • Reusing Click Events
  • Adding “If” Statements
  • Setting Up a Function to Control Visible Properties
  • Adding an “Else If” Statement
  • Using Arrays
  • Using a “For Loop” Structure
  • Using Arrays to Set Up Thumb Clicks
  • Using Arrays to Set Up Thumbnails
  • Final Comments & Credits

For more information, contact one of our course advisors

Chapter 5: USING THE TWEEN CLASS (61 min)
  • Exploring the Document
  • Structuring a Tween
  • Introducing the Easing Class
  • Setting Up Multiple Tweens
  • Looping a Tween
  • Using Tween Events
  • Setting Up a TimerEvent
  • Setting Up a showPhoto Function
  • Setting Up the photoCounter
  • Using the Transition Class

For more information, contact one of our course advisors

Chapter 6: CREATING A PHYSICS-BASED KEYBOARD CONTROL GAME (65 min)
  • Setting Up the Moon Lander Animation
  • Understanding Keyboard Response
  • Programming Keyboard Response
  • Adding Vertical Acceleration
  • Adding Horizontal Movement
  • Building the Crash Sequence
  • Setting the Landing Sequence
  • Setting Up Start & Replay Functions

For more information, contact one of our course advisors

Chapter 7: CREATING A SHOOTER GAME WITH MOUSE CONTROL5 (55 min)
  • Creating a Duck Class
  • Using the Duck Class
  • Set Up a Timer Animation to Make More Ducks
  • Incorporating Additional Duck Graphics
  • Adding the Duck-Hit Animation
  • Replacing Cursor Graphics
  • Setting Up the Score
  • Tracking the Score with a Class
  • Adding Sound Effects

For more information, contact one of our course advisors

Chapter 8: USING ARRAYS & CUSTOM CLASSES IN GAMES (75 min)
  • Introducing the Game Layout
  • Drawing the Game Pieces
  • Positioning the Game Pieces
  • Setting Up a Symbol Array
  • Shuffling the Symbols
  • Clicking the Spinners
  • Distinguishing between Clicks
  • Checking for a Match
  • Setting Up the Score
  • Controlling the Spinners with the Class
  • Using Tweens for the Spinners
  • Adding Sound Effects

For more information, contact one of our course advisors

Chapter 9: CREATING A TILE-BASED GAME (96 min)
  • Getting Started with Tile-Based Games
  • Laying Out the Tiles
  • Setting Up Tile Types
  • Clicking the Tiles to Set the Types
  • Adding the Pirate Icon
  • Tracing the Location of the Pirate Icon
  • Completing the Engine & Saving Level Data
  • Building the Game Application
  • Moving the Pirate Character
  • Responding to Map Tiles
  • Moving the Pirate in Different Directions
  • Adding the Player Controls
  • Player Control Functions
  • Setting Up Trigger Tiles
  • Final Comments & Credits

For more information, contact one of our course advisors

Will I need any additional materials?

No other books are necessary for this course.

For more information, contact one of our course advisors

© 2017 titanium.training Privacy Terms