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Week
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Topics
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Monday,
May 7
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Final
Exam CI 2006 8:00 AM - 11:00 AM
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May
1
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Reading Day
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| 15 |
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Last day to
turn in programs/projects -see Blackboard for specific instructions:
Friday, April 27 - Program 3 - Fully completed Lesson 9 or 10 further
enhanced
Wednesday, April 25 - Program 2 - Fully completed Lesson 6 or 7 further
enhanced
Monday, April 23 - Program 1 - Fully completed Lesson 4 or
ASGamer further enhanced |
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14 |
April
18,
AS Lesson 10
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Changing position relative to the stage
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13 |
April
11 |
XML, Bitmap vs. Vector graphics revisited / bitmapdata |
| 12 |
April 4 |
Sound,
SoundChannel, SoundTransform / SoundMixer computeSpectrum
(ActionScript API) - Discussion
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| 11 |
March 28 |
Applying
startDrag and stopDrag from Lesson 7 to the Animated
Birds. Compares positional checks to hitTestObject and in
either case nudges the target bird in the correct direction. Starter code.
Note: sound was added by importing a short wav file to the library then
dragging that file to the desired key frame, Bird frame labelled "Fly",
setting Sync to Start and Repeat to 0. In this way the sound only plays while the bird is flying. |
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Wednesday,
March 21,
AS Lesson 9
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| % (modulo) — Operator |
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Calculates the remainder of expression1
divided by expression2. |
Practice Questions -take
home
Understanding
Statements
switch
for
while
if
else
case, break, default |
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Spring Break |
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| 9 |
March 7,
AS Lesson 7
Midterm Review
Monday,
Open lab
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Lessons
1-4 and ASGamer will
not be accepted late after Midnight March 6 9.
Correct web URL is http://student.uncw.edu/abc1234/Flash
not \\uncwstudent\WWW\abc1234\Flash
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February
27,
AS Lesson 5 - notes
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Friday:
Midterm in Blackboard no class meeting
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Arrays, external ActionScript
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Wednesday,
Complete
the asgamer tutorial in Blackboard
February
20,
Flow of Control
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Testing and Debuging Manual (great
tips, well worth the read)
Understanding
Statements
switch
for
while
if
else
case, break, default
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Program 1 assigned in
Blackboard
Wednesday,
asgamer parts 5-8
February
13,
asgamer tutorial parts 1-4
Link
to Completed Lessons in my Flash
Folder
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Friday,
February 17, no class - complete the Quiz 1(available
in Blackboard Wednesday 11:00 am through Monday
Friday February 24 10:00 am.)
on in-class
annimation from scratch using ActionScript (see Monday, February
6)
Complete the basic game
series asgamer
- by Jonathan Parsons
-arrays, declaration, instantiation,
adding to, deleting from, and splicing
More
on external classes, KeyEvent, selection, and passing parameters.
This series of
articles walk you through making a simple game by asgamer
- by Jonathan Parsons
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Wednesday, Creating
ActionScript in
External Files
Lesson
4
February
6, In-class practice
creating an annimation from scratch
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ActionScript
code samples: 3,
4
objects,
symbols, variables, strict data-typing, library, instances,
instance names class definitions, constructor, functions, instance
variables onstage and the display list, offstage and the display list
viewable versus visible external files
In-class
practice -started Monday, finish Wednesday - JackBird
/ Stage
/ Bird
Having trouble
mastering the Flash drawing Tools palette, Creating a
Symbol, or Publishing? Take a look at the help available under Getting
Started>> on the Flash opening page. Hre are a couple of
the available links
http://www.adobe.com/devnet/flash/articles/flash_cs5_createfla.html
Five Steps to learning Flash Professional -
several quick videos for each step
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Wednesday,
Lesson 3 due today by midnight
Monday,
January 30
Lesson
3
Creating Animation with ActionScript
Lesson 1&2 due by midnight
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Sample
completed Lesson
3
Language
features
logical operators, assignment operators, comparison operators,
arithmetic operators
selection structures, flow of control, functions -defined vs. invoked
Event Listeners
registering a listener to an object ties that
event to a user defined function -addEventListener()
removing a listener removes the tie -removeEventListener()
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Wednesday, January 25
Monday,
January 23
Lesson
2
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Sample
completed Lessons
1 & 2
Most simple animation in
Flash is done using a process known as tweening.
Tweening is short for "in between" and refers to filling in the frames
between two keyframes so that a graphic displayed in the first keyframe
changes into the graphic displayed in the second keyframe. There are
two types of tweening that you can create in Flash--a motion
tween and a shape tween. The main
difference between motion tweening and shape tweening is that motion
tweening operates on grouped objects or symbols, and shape tweening is
used with objects that are not symbols and are ungrouped.
Classic motion tween involves multiple frames with an object residing
in keyframes that distinguish the start and stop motion points.
Selecting Frame property - motion tween then has Flash calculating the
in between locations of the
object in each frame. Simple motion tween works with a single keyframe
and works over a span of frames. Create a simple motion tween to get
the paper into the basket - startFile
/ Classic Tween:
instructions
Number Systems:
Hexadecimal/Decimal/Octal/Binary
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Wednesday,
Lesson
1
Code Snippets, Event Listeners and Functions
Monday,
January 16
Martin Luther King state holiday
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HTML Template HTMLTemplate.html
Start with this file, place in your Flash folder and rename to
index.html.
Place the object code for your first swf file in the body
ActionScript
code samples: 1-2
http://uncw.edu/web/websitespersonal.html
Create a folder on your web
site labeled Flash to hold your coursework.
Truth Tables - logic operators in Flash -
Flash Operators API
Bitmap vs
Vector / Merge Drawing Mode / Object Drawing Mode
Understanding
Symbols - Graphic, Movie Clip, Button
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Friday,
January 13
Wednesday,
January 11
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Introduction
to Course / Identifying the Elements of the Flash
Interface |