Học Actionscript 3.0 - p 8

GraphicS and interaction PART II Part II represents the largest section of the book, spanning Chapter 3 through Chapter 9. This part covers many significant features that distinguish ActionScript from prior versions. It focuses on graphics and interactions and includes the new event model and display list. Chapter 3 is a discussion of properties, events, and methods—the items responsible for manipulating just about anything in Flash. Chapter 4 goes on to explain the display list, a great new way to display visual assets in Flash. Chapter 5 discusses timeline control, including various navigation techniques. Chapter 6 marks an important transition in the. | GRAPHICS AND INTERACTION PART II Part II represents the largest section of the book spanning Chapter 3 through Chapter 9. This part covers many significant features that distinguish ActionScript from prior versions. It focuses on graphics and interactions and includes the new event model and display list. Chapter 3 is a discussion of properties events and methods the items responsible for manipulating just about anything in Flash. Chapter 4 goes on to explain the display list a great new way to display visual assets in Flash. Chapter 5 discusses timeline control including various navigation techniques. Chapter 6 marks an important transition in the book. Chapter 6 discusses object-oriented programming and while still introducing syntax in the timeline the remaining chapters in the book will focus increasingly on OOP. Chapter 7 takes a look at various ways to animate graphics with ActionScript. Chapters 8 and 9 round out the presentation of graphics and interactivity with tutorials covering drawing with vectors and pixels. Included are demonstrations for creating vectors with ActionScript and manipulating a variety of bitmap proper ties in your projects. IN THIS PART Chapter 3 Properties Methods and Events Chapter 4 The Display List Chapter 5 Timeline Control Chapter 6 OOP Chapter 7 Motion Chapter 8 Drawing with Vectors Chapter 9 Drawing with Pixels 49 Download from Wow eBook Download from Wow eBook CHAPTER 3 PROPERTIES METHODS Akin E EkJTC AND EVENTS In addition to the core language fundamentals reviewed in the previous chapter you will find that the majority of your scripts are written using properties methods and events. These are the basic building blocks of most scripted tasks and allow you to get and set characteristics of issue instructions to and react to input from many assets. This is what we ll be covering in this chapter Jump Right In. Get your feet wet right away by starting the chapter with a simple practical .

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