By Keith Peters
Sure you could animate utilizing movement tweens—in truth, we are going to assist you do this with our Flash comic strip Animation book—but isn't really there whatever exceptional in making issues stream with quite a few traces of code?
In this booklet Keith Peters publications you thru a few uncomplicated animation idea after which demystifies the maths and physics in the back of developing life like animation, trigonometry, speed and acceleration, and bouncing & friction.
This ebook will train you ways to take advantage of Flash ActionScript to maneuver the gadgets on your video clips, instead of letting Flash's tween engine do it for you. the advantage of this is often smaller, extra lifelike, extra dynamic interactive videos that appear to return alive in your reveal. just about all of the code featured during this ebook will paintings positive in both Flash MX 2004 or Flash eight, and with a number of minor alterations, such a lot of it will possibly also be utilized to Flash MX.
Although the textual content covers many complicated math and physics innovations, making for extraordinarily reasonable movement, there isn't any have to fear, whether you are a relative newcomer to programming and the final math classification you took used to be in highschool (and no matter if you slightly consider that!).
This ebook first covers every little thing you must recognize to start: the rules of animation, and the fundamentals of ActionScript, trigonometry, and Flash rendering tools. you are going to paintings your means via slowly, from utilizing code to maneuver a unmarried item around the reveal to making complicated structures that truly push Flash's features, with themes coated together with collision detection, particle appeal, and kinematics. The publication concludes with taking a look at 3D animation ideas, together with construction a uncomplicated 3D engine, 3D traces, fills and solids, and matrix math.
Once you come back to grips with the tips offered the following, you can find your self developing all demeanour of intriguing animations and games!
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Extra info for Foundation ActionScript Animation: Making Things Move!
It will also immediately be opened for editing, allowing you to add content if you wish. Make sure that you specify Movie Clip and not Graphic or Button when creating the symbol. Next, you need to know how to get a movie clip instance on the stage. You can do this in four main ways: manually, copying an existing instance, attaching a new movie clip, or creating an empty movie clip. Manually means to simply drag the symbol onto the stage in the authoring environment. Not much needs to be said about that.
You’ve already seen one of these ways twice in this chapter: select some stage element and “convert” it to a movie clip symbol. The other way is to simply create a new symbol. You can create a new symbol by pressing CTRL-F8 ( -F8 on a Mac), by choosing Insert ➤ New Symbol from the menu, or by choosing New Symbol from the Library panel menu. The dialog box that comes up is identical to the Convert to Symbol dialog box (shown earlier in Figure 2-1), but the movie clip it creates will be empty. It will also immediately be opened for editing, allowing you to add content if you wish.
IsDown() returns true only if the specified key is down at the time you check it. One thing you should know about key handling is that when you are testing a movie in the Flash authoring environment, the IDE intercepts some keys to control the IDE itself. TAB, all function keys, and any keys assigned as shortcuts to menu items will not be received by your movie while testing. You can disable this by choosing Control ➤ Disable Keyboard Shortcuts from the menu while the movie is running. This allows you to test your movie as it will actually work in a browser.
Foundation ActionScript Animation: Making Things Move! by Keith Peters