学习ActionScript 3.0(影印版)

学习ActionScript 3.0(影印版)
作 者: 舒普 罗瑟
出版社: 东南大学出版社
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版权说明: 本书为出版图书,暂不支持在线阅读,请支持正版图书
标 签: J2EE
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作者简介

  Rich Shupe从ActionScript诞生之初就开始向各种程度的学生讲授这门语言。在1995年他创建了自己的培训和软件开发公司FMA。作为一位在几个技术领域(包括Flash、Director和QuickTime)得到认可的权威人士,Rich是纽约视觉艺术学校计算机艺术系的讲师。

内容简介

如果你是ActionScript 3.0新手,那么这是一本理想的入门指南。《学习ActionScript 3.0》讲解了ActionScript和Flash是如何工作的,清晰地描述了基本主题,例如逻辑、事件处理、内容显示、类、把项目迁移到ActionScript 3.0以及很多其他方面。通过实际练习,你会学到重要的技巧,还会随着内容的深入熟练运用这些技巧。本书的配套网站包含所有练习的材料,还有附加的小测验测试你对关键概念的掌握情况。Flash设计师、开发人员和程序员新手将会发现这本内容丰富的指南是无价之宝,能够在本书的带领下适应ActionScript 3.0的陡峭学习曲线。作者Rich Shupe和Zevan Rosser作为Flash开发人员和讲师,根据他们丰富的经验,揭示了很多你可以用于每天实际工作中的方法。通过本书,你将学会:·协调ActionScript 3.0力量和性能的新方法如何在Flash CS3专业版和Flash播放器中使用ActionScript 3.0·人们在使用这门语言中常犯的错误·如何格式化文字、使用声音和影像、编写代码画图以及其他内容·使用面向过程或者面向对象的技巧编写脚本·如何以SWF、图像、文本和XML文件的格式来载入要素和数据·不仅局限于简单地堆砌脚本,也包括如何开展一个项目以及哪些资源可以对你有所帮助

图书目录

Preface

PartⅠ Getting Started

 Chapter 1 ActionScript Overview

What Is ActionScript 3.0?

The Flash Platform

Procedural Versus Object-Oriented Programming

The Document Class

Legacy Code Compatibility

 Chapter 2 Core Language Fundamentals

Miscellaneous Basics

Variables and Data Types

Conditionals

Loops

Arrays

Functions

Custom Objects

this

Absolute versus Relative Addresses

PartⅡ Graphics and Interaction

 Chapter 3 Properties, Methods, and Events

Inherited Attributes

Properties

Events

Methods

Event Propagation

Frame and Timer Events

Removing Event Listeners

 Chapter 4 The Display List

The Sum of Its Parts

Adding and Removing Children

Managing Object Names, Positions, and Data Types

Changing the Display List Hierarchy

A Dynamic Navigation Bar

 Chapter 5 Timeline Control

Playhead Movement

Frame Labels

Frame Rate

A Simple Site or Application Structure

 Chapter 6 OOP

Classes

Inheritance

Composition

Encapsulation

Polymorphism

Navigation Bar Revisited

 Chapter 7 Motion

Basic Movement

Geometry and Trigonometry

Physics

Programmatic Tweening

Timeline Animation Recreations

Particle Systems

 Chapter 8 Drawing with Vectors

The Graphics Class

The Geometry Package

The Motion Package

9-Slice Scaling

Applied Examples

 Chapter 9 Drawing with Pixels

Bitmap Caching

The BitmapData Class

Blend Modes

Bitmap Filters

Color Effects

Image Encoding and Saving

PartⅢ Text

 Chapter 10 Text

Creating Text Fields

Setting Text Field Characteristics

Selecting Text

Formatting Text

Formatting with HTML and CSS

Triggering ActionScriot from HTML Links

Parsing Text Fields

Loading HTML and CSS

PartⅣ Sound and Video

 Chapter 11 Sound

ActionScript Sound Architecture

Internal and External Sounds

Playing, Stopping, and Pausing Sounds

Buffering Streaming Sounds

Changing Sound Volume and Pan

Reading ID3 Metadata from MP3 Sounds

Visualizing Sound Data

Working with Microphone Sound

Waveform Visualization

 Chapter 12 Video

Encoding

Components

Full-screen Video

Captions

Coding Your Own Video Playback

PartⅤ Input/Output

 Chapter 13 Loading Assets

Loading Sound and Video

Loading Text

Loading Display Objects

Communicating Across ActionScript Virtual Machines

Taking a Brief Look at Security

 Chapter 14 XML and E4X

Understanding XML Structure

Creating an XML Object

Reading XML

Writing XML

Deleting XML Elements

Loading External XML Documents

Communicating with XML Servers

An XML-Based Navigation System

PartⅥ Programming Design and Resources

 Chapter 15 Programming Design and Resources

Programming Design Methodologies

Object-Oriented Design Patterns

   Resources

Index