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Rex van der Spuy - Foundation Game Design with ActionScript 3.0

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Rex van der Spuy Foundation Game Design with ActionScript 3.0
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In response to the success of the first edition of Foundation Game Design with Flash, Rex van der Spuy has revised and updated all the code to meet current programming best practices, and the focus is now on accurate ActionScript 3.0, regardless of the IDE that you use.
Weve all sneaked the odd five minutes here or there playing the latest Flash game that someone sent around the office, but creating those games is trickier than it looks. The aim of Foundation Game Design with ActionScript 3.0 is to take you, even if youve minimal multimedia or programming experience, through a series of step-by-step examples and detailed case studiesto the point where youll have the skills to independently design any conceivable 2D game using Flash and ActionScript.
Foundation Game Design with ActionScript 3.0 is a non-technical one-stop shop for all the most important skills and techniques a beginning game designer needs to build games with Flash from scratch. Whether youre creating quick blasts of viral amusement, or more in-depth action or adventure titles, this is the book for you.

  • Focused and friendly introduction to designing games with Flash and ActionScript
  • Detailed case studies of Flash games
  • Essential techniques for building games, with each chapter gently building on the skills of preceding chapters
  • Modern best practices and new content on ActionScript 3.0
  • Also covers asset creation in Photoshop and Illustrator
What youll learn
  • How to build interactive movies and objects with Flash
  • A thorough grounding in ActionScript 3.0 and good programming practices, with minimal prior programming experience required
  • How to build interactive storybooks, space-shooter, adventure and drag-and-drop games
  • To master collision detection, enemy AI systems, player control, managing game data, basic physics and trigonometry
  • To make use of design patterns and object-oriented programming techniques to build robust games
  • Strategies for making games fun to play and easy to build
Who this book is for

This book is for a non-technical, creative person who wants to learn the art of video game design, but has no idea where to start or where to look for help. It is a lucid, friendly and step-by-step guide though all the technical and creative issues involved in game design with Flash and ActionScript. The book treats programming as a creative artistic tool, and will help anyone who may be afraid of programming come to love the subject as much as the author does. The techniques in the book are comprehensive enough to form the basis of career as a game designer, and form a solid foundation for continued study of programming and ActionScript. This book is the missing link that will guide and inspire any curious and creative person turn a good game idea into a reality.

Table of Contents
  1. Programming Foundations: How to Make a Video Game
  2. Making Objects
  3. Programming Objects
  4. Controlling Movie Clip Objects
  5. Decision Making
  6. Controlling a Player Character
  7. Bumping into Things
  8. Object-Oriented Game Design
  9. Platform Game: Physics and Data Management
  10. Advanced Object and Character Control
  11. Using Flash Professional

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Foundation Game Design with ActionScript 30 Second Edition Copyright 2012 by - photo 1

Foundation Game Design with ActionScript 3.0, Second Edition

Copyright 2012 by Rex van der Spuy

All rights reserved. No part of this work may be reproduced or transmitted in any form or by any means, electronic or
mechanical, including photocopying, recording, or by any information storage or retrieval system, without the prior
written permission of the copyright owner and the publisher

ISBN-13 (pbk): 978-1-4302-3993-2

ISBN-13 (electronic): 978-1-4302-3994-9

Trademarked names, logos, and images may appear in this book. Rather than use a trademark symbol with every
occurrence of a trademarked name, logos, or image we use the names, logos, or images only in an editorial fashion and
to the benefit of the trademark owner, with no intention of infringement of the trademark.

The use in this publication of trade names, service marks, and similar terms, even if they are not identified as such, is
not to be taken as an expression of opinion as to whether or not they are subject to proprietary rights.

Distributed to the book trade worldwide by Springer Science+Business Media New York, 233 Spring Street, 6th Floor,
New York, NY 10013. Phone 1-800-SPRINGER, fax (201) 348-4505, e-mail orders-ny@springer-sbm.com, or visit www.springeronline.com.

For information on translations, please e-mail rights@apress.com or visit www.apress.com.

Apress and friends of ED books may be purchased in bulk for academic, corporate, or promotional use. eBook versions
and licenses are also available for most titles. For more information, reference our Special Bulk SaleseBook Licensing web page at www.apress.com/bulk-sales.

The information in this book is distributed on an as is basis, without warranty. Although every precaution has been
taken in the preparation of this work, neither the author(s) nor Apress shall have any liability to any person or entity with
respect to any loss or damage caused or alleged to be caused directly or indirectly by the information contained in the
work.

Any source code or other supplementary materials referenced by the author in this text is available to readers at
www.apress.com. For detailed information about how to locate your book's source code, go to www.apress.com/source-code/.

Credits

President and Publisher:
Paul Manning
Lead Editor:
Ben Renow-Clarke
Technical Reviewers:
Joshua Freeney
Editorial Board:
Steve Anglin, Mark Beckner, Ewan Buckingham, Gary
Cornell, Morgan Ertel, Jonathan Gennick, Jonathan
Hassell, Robert Hutchinson, Michelle Lowman, James
Markham, Matthew Moodie, Jeff Olson, Jeffrey Pepper,
Douglas Pundick, Ben Renow-Clarke, Dominic
Shakeshaft, Gwenan Spearing, Matt Wade, Tom
Welsh
Coordinating Editor:
Kelly Moritz
Copy Editor:
Mary Behr
Compositor:
Apress (Brigid Duffy)
Production Editor:
Brigid Duffy
Indexer:
BIM Indexing & Proofreading Services
Artist:
SPi Global
Cover Image Artist:
Corn van Dooren
Cover Designer:
Anna Ishchenko

Dedicated to my father, Mani van der Spuy,
without whom this book would not have been written.
Thanks, Dad, for always believing in me.

Contents
ABOUT THE AUTHOR

Rex van der Spuy is a freelance interactive media designer specializing in Flash/AS3.0 game design, interface design, and ActionScript programming. He currently divides his time between Canada, India, and South Africa. When not coding video games, he wanders around the world playing the sitar.

ABOUT THE TECHNICAL REVIEWER

Josh Freeney is currently an instructor for the Digital Animation and Game Design program at Ferris State University in Grand Rapids, Michigan. He teaches Flash game development classes focused on rapid agile production with maximum reusability, and he has spoken at the Michigan Flash Festival. He likes board games, hiking, sleeping in, and anything Lego. He continues to consult with anyone anywhere who has a Flash problem that needs fixing.

ABOUT THE COVER IMAGE DESIGNER

Corn van Dooren designed the front cover image for this book After taking a - photo 2Corn van Dooren designed the front cover image for this book. After taking a break from friends of ED to create a new design for the Foundation series, he worked at combining technological and organic forms, with the results now appearing on the cover of this and other books.

Corn spent his childhood drawing on everything at hand and then began exploring the infinite world of multimediaand his journey of discovery hasn't stopped since. His mantra has always been the only limit to multimedia is the imagination, a saying that keeps him moving forward constantly.

Corn works for many international clients, writes features for multimedia magazines, reviews and tests software, authors multimedia studies, and works on many other friends of ED books. If you like Corn's work, be sure to check out his chapter in New Masters of Photoshop: Volume 2 (friends of ED, 2004). You can see more of his work (and contact him) at his web site, www.cornevandooren.com.

ACKNOWLEDGMENTS

My unending gratitude to Ben, Josh, and Kelly for the vision, dedication, hard work, and encouragement that made this book a reality.

Thanks to Preston and Rahle at the world's most innovative interactive media company, PixelProject, for hosting my sojourn in Cape Town, and for all your inspiration and friendship.

This book was written in remote areas of the Himalayas with scant access to the Internet (or even electricity). I wish to send out a big thank you to the people of Ladakh, India and Nepal for their incredible generosity and graciousness while I was working on this project.

(And, for the one person out there who might find this noteworthy: Yes, it is possible to walk 9 days to the Annapurna glacier in flip-flops and program a video game 1500 meters above your laptop's 3000 meter maximum specified operating altitude.)

INTRODUCTION

So you want to make a video game. Where do you start? What do you need to learn? To whom can you look for help?

If you've ever asked any of these questions, you know how difficult it is to find the answers. I asked myself these same questions many years ago in a little village outside of Bangalore, India, where I was teaching programming and interactive media at an international school. All my students were playing games and they all wanted to create games, but there were no comprehensive books or online resources available on how to do this.

A little bit of research turned up something surprising: not only did basic game design require relatively little programming knowledge but the same set of techniques could also be used over and over again in different contexts to create completely different kinds of games. It was fun to do, the results were immediate, and it was a great creative outlet. The result of this research was an in-house textbook on game design that formed the basis of three high schoollevel courses and inspired the writing of this book.

That was back in the now almost prehistoric days of Flash 4 and 5, when the ActionScript programming language was still in version 1.0 and Flash had some wonderful built-in interactive tutorials that guided new users every step of the way. It seemed as if everyone was a beginner in those days, so it was relatively easy to find books and tutorials that assumed the reader had no background knowledge.

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