书籍详情
学习ActionScript 3.0(影印版)
作者:(美)舒普(Shupe,R),(美)罗瑟(Rosser,Z) 著
出版社:东南大学出版社
出版时间:2009-01-01
ISBN:9787564114480
定价:¥82.00
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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
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。
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
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
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