Posts Tagged ‘Flash’
Flash Development for Android Cookbook
Flash Development for Android Cookbook
简介 Book Description
Flash has now arrived to Android — the fastest growing smartphone platform. This offers massive opportunities for Flash developers who want to get into mobile development. At the same time, working on smartphones will introduce new challenges and issues that Flash developers may not be familiar with.
The Flash Development for Android Cookbook enables Flash developers to branch out into Android mobile applications through a set of essential, easily demonstrable recipes. It takes you through the entire development workflow: from setting up a local development environment, to developing and testing your application, to compiling for distribution to the ever-growing Android Market.
The Flash Development for Android Cookbook starts off with recipes that cover development environment configuration as well as mobile project creation and conversion. It then moves on to exciting topics such as the use of touch and gestures, responding to device movement in 3D space, working with multimedia, and handling application layout. Essential tasks such as tapping into native processes and manipulating the file system are also covered. We then move on to some cool advanced stuff such as Android-specific device permissions, application debugging and optimization techniques, and the packaging and distribution options available on the mobile Android platform.
In a nutshell, this cookbook enables you to get quickly up to speed with mobile Android development using the Flash Platform in ways that are meaningful and immediately applicable to the rapidly growing area of mobile application development.
Take your Flash applications beyond the desktop and into the emerging world of mobile application development.
Over 100 recipes to build exciting Android applications with Flash, Flex, and AIR
The quickest way to solve your problems with building Flash applications for Android
Contains a variety of recipes to demonstrate mobile Android concepts and provide a solid foundation for your ideas to grow
Learn from a practical set of examples how to take advantage of multitouch, geolocation, the accelerometer, and more
Optimize and configure your application for worldwide distribution through the Android Market
Part of Packt’s Cookbook series: Each recipe is a carefully organized sequence of instructions to complete the task as efficiently as possible
What you will learn from this book
Configure Flash Professional, Flash Builder, or FDT to develop Android applications cross-platform regardless of operating system
Convert Flex and ActionScript projects to true mobile experiences
Work with multitouch and gestures for a truly innovative user experience
Use the geolocation and accelerometer sensors to respond to location and movement
Make use of the built-in microphone and camera hardware for user generated content
Stream audio and video to an application using a variety of protocols
Use advanced image display and modifications using custom shaders
Effectively scale and position the interface elements across devices
Employ a variety of URI handlers to invoke native SMS, telephone, e-mail, maps, and more
Work with the Android file system and manage application databases easily
Compile and submit your application or game to the ever growing, worldwide Android Market
Approach
Written in cookbook style, this book offers solutions to all common Flash Android development problems through recipes. Each recipe contains step-by-step instructions followed by analysis of what was done in each task and other useful information. The book is designed so that you can read it chapter by chapter, or you can look at the list of recipes and refer to them in no particular order.
Who this book is written for
This book contains recipes covering a variety of topics from the very simple to those that are more advanced. If you are a seasoned Flash developer, this book will get you quickly up to speed with what is possible with Android. For those who are new to Flash, welcome to the world of visually rich, rapid application development for mobile Android devices! If you have any interest in Flash development for Android, this book is for you.
目录 Table of Contents
Chapter 1: Getting Ready to Work with Android: Development Environment and Project Setup
Chapter 2: Interaction Experience: Multitouch, Gestures, and Other Input
Chapter 3: Movement through Space: Accelerometer and Geolocation Sensors
Chapter 4: Visual and Audio Input: Camera and Microphone Access
Chapter 5: Rich Media Presentation: Working with Images, Video, and Audio
Chapter 6: Structural Adaptation: Handling Device Layout and Scaling
Chapter 7: Native Interaction: StageWebView and URI Handlers
Chapter 8: Abundant Access: File System and Local Database
Chapter 9: Manifest Assurance: Security and Android Permissions
Chapter 10: Avoiding Problems: Debugging and Resource Considerations
Chapter 11: Final Considerations: Application Compilation and Distribution
作者 About the Author
Joseph Labrecque is primarily employed by the University of Denver as a senior
interactive software developer specializing in the Adobe Flash Platform, where he
produces innovative academic toolsets for both traditional desktop environments and
emerging mobile spaces. Alongside this principal role, he often serves as adjunct faculty,
communicating upon a variety of Flash Platform solutions and general web design and
development subjects.
In addition to his accomplishments in higher education, Joseph is the proprietor of
Fractured Vision Media, LLC; a digital media production company, technical consultancy,
and distribution vehicle for his creative works. He is founder and sole abiding member of
the dark ambient recording project ‘An Early Morning Letter, Displaced’ whose releases
have received international award nominations and underground acclaim.
Joseph has contributed to a number of respected community publications as an article
writer and video tutorialist. He regularly speaks at user group meetings and industry
conferences such as Adobe MAX, FITC, and D2WC. In 2010, he received an Adobe Impact
Award in recognition of his outstanding contribution to the education community. He has
served as an Adobe Education Leader since 2008 and is also a 2011 Adobe
Community Professional.
Visit him on the web at http://memoryspiral.com/.
Flash Game Development by Example
Flash Game Development by Example
简介 Book Description:
You can’t call yourself a Flash game developer unless you know how to build certain essential games, and can quickly use the skills and techniques that make them up.
Flash Game Development by Example is an ultra-fast paced game development course. Learn step-by-step how to build 10 classic games. Each game introduces new game development skills, techniques, and concepts. By the end of the book you will have built ten complete games – and have the skills you need to design and build your own game ideas.
The book starts with simple well known puzzle games: Concentration and Minesweeper. After learning the basics of game design you’ll introduce AI with a four-in-a-row game. Then as you build your own versions of old arcade games such as Snake, Tetris, and Astro Panic. The book ends with a collection of modern casual classics.
Build the classic and modern games that will turn you into a capable Flash games developer.
What you will learn from this book :
Build 10 working games in one fast-paced 360 page book.
Each game is carefully selected and explained to introduce essential game development skills.
Covers puzzle and board-style games as well as fast paced arcade games.
Build games with AI, levels, shooting at moving targets, puzzles, scoring systems, time limits, and more.
Build games are in the style of: Concentration, Minesweeper, Connect Four, Sokoban, Snake, Tetris, Astro Panic, Bejeweled, Puzzle Bobble, Ballbalance.
Approach
In each chapter you’ll build a complete game, starting with simple puzzlers and working your way up to games similar to the most popular online casual games. Each game introduces a range of essential skills that all Flash game developers should know. There’s never a dull moment — you’re building working, fun games right from Chapter 1.
Who this book is written for
If you’ve never developed a game before or you’ve made a start but want to refine your skills and build complete, successful projects then this book is just what you need.
目录 Summary of Contents
Preface
Chapter 1: Concentration
Chapter 2: Minesweeper
Chapter 3: Connect Four
Chapter 4: Snake
Chapter 5: Tetris
Chapter 6: Astro-PANIC!
Chapter 7: Bejeweled
Chapter 8: Puzzle Bobble
Chapter 9: BallBalance
Appendix: Where to Go Now
Index
关于作者 About the Author
The author (hey, that’s me! Shh… I don’t want people to know I am self promoting the book) hates the yadda yadda yadda about his resume. So here are 4 quick points:
As a blogger, I run… I mean he runs one of the most famous Flash game development tutorials blogs in the world: www.emanueleferonato.com
As a game developer, he made Flash games played by more than 50,000,000 players and sponsored by the biggest Flash games portals.
As a writer, he worked as a reviewer for Packt Publishing and writes love poems to his wife every day.
But, above all, he can make you learn how to make Flash games and enter this ever growing market!
【Flash Game Development by Example】
下载地址1 Password: libproject.net
下载地址2
iOS Development with Flash

简介 Book Description:
Use your Flash skills to create popular apps for Apple products
The new version of Flash allows you to export your developed applications as iOS apps, which can then be uploaded to Apple s app store. Written by an expert Flash and iOS developer, this visual guide takes your Flash skills to the next level so that you can begin developing applications for Apple s unique platform. Loads of screen shots enhance your learning process as you go step by step through the process of creating apps that rate well in the app store. You ll quickly get up to speed on the special considerations of developing for the iPhone, iPod touch, and iPad.
* Takes you visually through the process of creating apps designed for Apple s unique platform using the latest version of Flash
* Points out pitfalls and shares best practices for using Flash to develop for the iPhone, iPod touch, and iPad
* Offers tips for developing applications that rate well in Apple s app store
* Uses approximately 2,000 screen shots to drill home the step-by-step lessons on using Flash to develop mobile apps
If you are a visual learner, then iOS Development with Flash: Your visual blueprint for developing Apple apps is essential reading for you to start creating successful Apple apps.
目录 Table of Contents:
1 GETTING STARTED WITH IPHONE DEVELOPMENT.
Introducing the iPhone and iPod touch.
Introducing the Development Tools.
Introducing the Available APIs.
Check What APIs Are Not Available.
Become an iPhone Developer.
Generate a Certificate Signing Request on Mac OS X.
Generate a Certificate Signing Request in Windows.
Upload Your Certificate Signing Request.
Create a P12 Certificate on Mac OS X.
Create a P12 Certificate in Windows
Add Devices to Your Account.
Create App IDs.
Create a Provisioning Profile.
Add Provisioning Files to Your Device.
2 GETTING STARTED WITH FLASH CS5.
Using the Actions Panel.
Create a Skeleton Custom Class.
Set the Source Path.
Create MovieClips.
Create Buttons.
Edit Properties in Flash.
Add Objects to the Stage with Code.
Remove Objects from the Stage with Code.
Work with Events.
Using the Drawing API.
Using Flash CS5 Help.
3 DEVELOPING YOUR FIRST APPLICATION.
Create a New Project.
Configure Publish Settings.
Set Your Application Output.
Add Your iPhone Certificate.
Add Your Provisioning File.
Compile from Flash Professional CS5.
Compile from the Command Line.
Install Your Application with the iPhone Configuration Utility.
Install Your Application with Xcode.
Update Your Version Number.
4 DESIGNING YOUR APPLICATION.
Explore Apple’s Human Interface Guidelines.
Understanding Screen Resolutions.
Create Full-Screen Applications.
Understanding Screen Orientation.
Create Usable Hit States.
Understanding Layout.
Change the Status Bar Style.
5 HANDLING INTERACTION.
Create Button States.
Respond to Touch Events.
Track Multiple Touches.
Respond to Zoom Events.
Respond to Rotate Events
Respond to Pan Events.
Respond to Swipe Events.
Listen for Accelerometer Events.
Determine If the Accelerometer Is Available.
Determine Device Orientation.
Detect Which Way Is Up.
Filter Accelerometer Data.
6 WORKING WITH IMAGES.
Prepare Your Images.
Import Images.
Display Images.
Bundle Images with Your Application.
Load Images at Runtime.
Create Images Dynamically.
Save Images to the Photo Library.
Load Images from the Photo Library.
Using iOS Default Images.
7 WORKING WITH SOUND.
Import Audio into Your Project.
Choose an Audio Codec.
Bundle Sounds with Your Application.
Load Sounds at Runtime.
Play Sounds.
Stop Sounds.
Set the Volume of a Sound.
Visualize the Sound Spectrum.
8 WORKING WITH VIDEO.
Explore Available Video Formats and Encode a Video File.
Convert Videos.
Embed a Video.
Bundle a Video with Your Application.
Load a Video.
Buffer a Video.
Control a Video.
Set the Volume of a Video.
9 WORKING WITH TEXT.
Determine Available Fonts on Your Device.
Embed Fonts in Your Application.
Create an Input TextField.
Create a Password TextField.
Using TLF TextFields.
Create a Scrollable TextField.
10 SAVING STATE.
Create a Local SharedObject.
Write to a SharedObject.
Load Data from a SharedObject.
Connect to a SQLite Database.
Create a SQLite Table.
Insert Data into a SQLite Table.
Select Data from a SQLite Table.
Update Data in a SQLite Table.
Delete Data from a SQLite Table.
Handle Application Exits.
Save Application States.
11 WORKING WITH FILES.
Reference Files and Directories.
Write Files.
Read Files.
Update Files.
Append Files.
Handle Files Synchronously.
Copy Files.
12 USING THE LOCATION, CONTACTS, AND WIFI FEATURES.
Retrieve Your Current Location.
Map Your Location.
Determine Your Speed.
Retrieve a List of Contacts.
Retrieve a Contact’s Details.
Retrieve Phone Number Favorites.
Check for an Internet Connection.
Check for a Persistent WiFi Connection.
Set the System Idle Mode.
13 USING SPECIAL IPHONE URL PROTOCOLS.
Make Phone Calls.
Open the Mail Application.
Open the Maps Application.
Open the Messages Application.
Play a YouTube Video.
Open the iTunes Store.
14 INTEGRATING WITH THIRD-PARTY SERVICES.
Submit Updates to Twitter.
Display Ads with Smaato.
Track with Google Analytics.
Display Ads with AdMob.
15 OPTIMIZING PERFORMANCE.
Optimize Your Display List.
Manage Mouse Events.
Understanding cacheAsBitmap.
Understanding cacheAsBitmapMatrix.
Determine the Device OS.
16 CREATING APPLICATION SETTINGS.
Create a Settings Bundle.
Add a Settings Group.
Add a Text Setting.
Add a Multiple Value Settings Field.
Add a Toggle Switch Field.
Add a Slider Settings Field.
Add a Title Settings Field.
Add the Settings Bundle to Your Application.
Read the Settings.
Add an Icon to Your Settings.
Read Your Device’s Global Settings.
17 DEBUGGING YOUR APPLICATION.
Show Your Trace Statements.
Create Breakpoints.
Using the Flash CS5 Debugger.
Understanding the Debug Console.
Understanding the Variables Panel.
Get Crash Reports.
Using Instruments.
Using the ObjectAlloc Instrument.
Using the Core Animation Instrument.
Using the OpenGL ES Instrument.
Using the Activity Monitor Instrument.
Using the Hardware Acceleration Profiler.
18 DEPLOYING YOUR APPLICATION.
Create an Application Icon.
Remove the Glare from Your Application Icon.
Create a Default Splash Screen.
Create App Store Graphics.
Create a Distribution Certificate.
Create an Ad Hoc Provisioning File.
Publish for Ad Hoc Distribution.
Create an App Store Provisioning File.
Publish Your Application for App Store Distribution.
Submit Your Application to the App Store.
Getting Your App Approved.
Track Your Application Sales.
INDEX.
关于作者 About the Author
Julian Dolce is a senior Flash developer at QNX Software Systems, specializing in mobile AIR applications. Julian has spoken at numerous conferences around the world where he has taught workshops on moving from Flash development to iPhone development and on AIR for Android development. He also maintains a personal development blog, www.deleteaso.com, in which he writes about his life as a Flash developer.
Flash 10 Multiplayer Game Essentials
Flash 10 Multiplayer Game Essentials
简介 Book Description:
Create exciting real-time multiplayer games using Flash
* A complete end-to-end guide for creating fully featured multiplayer games
* The author’s experience in the gaming industry enables him to share insights on multiplayer game development
* Walk-though several real-time multiplayer game implementations
* Packed with illustrations and code snippets with supporting explanations for ease of understanding
In Detail
Multiplayer web-based games are more popular than any others, and developing your own is an exciting challenge. But developing multiplayer games is a complex task. There are few resources that explain how to build multiplayer games from the ground up.
This comprehensive guide is packed with practical examples and insights into basic and fundamental knowledge for developing real-time multiplayer games in Flash.
This book starts with the essential ingredients to develop Flash games using Flash Builder 4 and AS3, followed by the basic Flash programming that you need to know in order to write any Flash game. You will learn the basic features that a developer must implement for any multiplayer game. The chapters discuss the challenges you will face when developing a multiplayer game. You will learn to leverage the PulseUI framework to quickly develop a multiplayer game along with all the required screen management. The simple, but powerful, Pulse API model required for multiplayer game development is thoroughly explained as well. As you go through these concepts, you will learn to implement them using code examples.
The last section takes you through four multiplayer game implementations of increasing complexity: first a simple turn-based TicTacToe, followed by a multi-player Jigsaw, a card-based racing game, and finally a complex space racing game.
A development guide for all your multiplayer games
What you will learn from this book
* Explore the essential functionalities of a Game Server
* Exchange information between the players using game state actions
* Customize parts of the game screens–login, new game screen, players, friends display, and more
* Prototype your multiplayer games rapidly using PulseUI
* Walk through the code that manages the graphics of a game
* Model complex game environments using XML game schema
* Design the schema needed to implement a game using game states
* Delve into the basics of screen management and the Pulse game state APIs
* Deploy the game design schema required for multiplayer games
Approach
The book provides all the essentials needed to implement a fully featured multiplayer game in Flash. It begins by dissecting a basic hello-world example providing its code and an insight into each feature that is required. Following the book is easy because of the excellent illustrations and working code samples. Four complete game implementations with increasing complexity are discussed; each example is presented with detailed design, implementation code, and screenshots.
Who this book is written for
This book discusses essentials for beginner to intermediate Flash Developers who have perhaps created a game or two in Flash and want to take the next step, and create something that can be played by two or more players over the internet. This book will appeal to professional and amateur developers with an inclination to build synchronous multiplayer games with Flash. No prior knowledge of networking or server-side programming is required.
目录 Summary of Contents
Preface
Chapter 1: Getting Started
Chapter 2: Game Interface Design
Chapter 3: Avatar and Chat
Chapter 4: Lobby and Room Management
Chapter 5: Game Logic
Chapter 6: Multiplayer Game Example: Tic-tac-toe
Chapter 7: Multiplayer Game Example: Jigsaw
Chapter 8: Card-based Racing Game Tutorial
Chapter 9: Real-time Racing Game Tutorial
Appendix A: Introduction to FlashBuilder and AS3
Appendix B: Graphics Programming in AS3
Index
关于作者 About the Author
Prashanth Hirematada, is the founder of Gamantra, a game technology company focused on Network engines and server platforms. Prior to founding Gamantra in 2006, he was a Chief Architect at Shanda Interactive Entertainment Ltd., where he was responsible for creating a common game development platform for all MMOG initiatives at Shanda. He joined Shanda in 2004 through Shanda’s acquisition of Zona, Inc., a MMOG game technology company, headquartered in Santa Clara, USA. At Zona, as a Technical Chief Architect, he was responsible for server-side architecture and implementation of MMOG framework. Prior to joining Zona in 2001, Prashanth worked in various Silicon Valley based technology start-up companies developing software at various levels for well over seven years.
His master’s thesis was a distributed implementation of the Message Passing Library (MPI) on a heterogeneous network of workstations including Solaris, HP-UX, OpenStep, and Windows-NT. He received his MS in Computer Science from the California State University, Sacramento, California, in 1994 and his BS in Computer Science from Bangalore University, Bangalore, India in 1992. You can contact him at prash@gamantra.com.
AdvancED Game Design with Flash
AdvancED Game Design with Flash
简介 Book Description:
Creating games in Flash is a never-ending journey of exploration, learning, and most of all, fun. Once you’ve mastered the basics, a new world is opened up to you, enabling you to take your existing skills to the next level and discover new skills that will in turn open new doors. This book is a direct continuation of Foundation Game Design with Flash, and is a complete point-by-point roundup of the most important skills a Flash game designer needs to know. You’ll increase your ActionScript knowledge and your game design skills while creating some excellent example games. You’ll learn advanced collision detection skills; professional AI and pathfinding; and how to load and save game data, create destructible environments, and build and switch game levels.
* Each chapter highlights a new advanced technique illustrated by practical examples.
* Examples of games are given in a variety of genres, all of which take an object-oriented programming approach.
* Advanced game design topics are covered, including vector-based collision reaction, pathfinding, billiard ball physics, and modeling game data.
What you’ll learn
* How to use vectors to figure out where objects are going and how they should react to collisions
* Pixel-perfect collision detection for irregular shapes using hitTest and bitmapData
* How to use design patterns and abstract data models to manage complex games efficiently
* How to create advanced enemy AI systems using pathfinding strategies in grid-based environments
* How to use XML to load and save game data
* How to use sound and music in games and create particle effects using blitting.
Who this book is for
This book is for experienced Flash and ActionScript 3.0 developers who want to take their game design skills to a professional level. Readers should have a solid background in object-oriented ActionScript 3.0 programming, and may have attempted game projects of their own. If you have read Foundation Game Design with Flash, then this book will be a natural next step for you. The book covers game design strategies and techniques common to many game design platforms—not just Flash—and will help you create top-quality games that are quick to build and easy to maintain.
目录 Summary of Contents
Chapter 1: Modeling Game Data ……………………. 1
Chapter 2: Vectors: Ghosts in the Machine …………………. 67
Chapter 3: Collisions Between Circles ………………………….. 161
Chapter 4: Collisions Between Polygons…………………. 223
Chapter 5: Pixel-Perfect Collision and Destructible Environments……………….. 305
Chapter 6: Explosions, Blitting, and Optimization………………. 367
Chapter 7: Make It Fun! Sound, Music, and AI ……… 445
Chapter 8: Tile-Based Game Design………………………….. 503
Chapter 9: Pathfinding……………………………. 623
Chapter 10: XML and External Data …………………………. 691
关于作者 About the Author
Rex van der Spuy is a freelance multimedia designer specializing in Flash game design, interface design and ActionScript programming, as well as standards-based XHTML+CSS+DOM website design.
He migrated to the multimedia industry from an earlier career in film and television, having graduated with a BFA in Film/Video from York University (Toronto) in 1993 and spending a number of years working as an independent producer and freelance cameraman. He has designed Flash games and done interactive interface programming for clients such as Agency Interactive (Dallas,) Scottish Power (Edinburgh,) DC Interact (London,) Draught Associates (London) and the Bank of Montreal (Canada.) He also builds game engines and interactive interfaces for museum installations for PixelProject (Cape Town.) In addition, he taught advanced courses in Flash Game Design and Shockwave 3D Game Design for the Canadian School of India (Bangalore, India) and produced two online guide books to Flash Game Design and ActionScript programming (available for free download from his website, www.kaleidoscope-multimedia.com.)
Rex is a also a proponent of standards-based, W3C compliant accessible XHTML coding. He has produced hand-coded websites for Meon Villa, Conran Events, Apax.com, the British-German Association (UK) and the Europan 8 architecture competition,—all meeting strict W3C guidelines and accessibility requirements.
In his spare time, Rex has done a considerable amount of technical and fiction writing and maintains a semi-professional musical career as a performer on the sitar. Rex currently divides his time equally between Canada, India and South Africa and works on consulting and software development projects for clients in India, North America and the UK.



