Cover image for Flash Game Development in a Social, Mobile, and 3D World.
Flash Game Development in a Social, Mobile, and 3D World.
Title:
Flash Game Development in a Social, Mobile, and 3D World.
Author:
Gladstien, Keith.
ISBN:
9781435460218
Personal Author:
Physical Description:
1 online resource (624 pages)
Contents:
Cover -- Contents -- Introduction -- Chapter 1 Problematic Code: Debugging and Testing -- Debugging Tools -- Permit Debugging -- Compile-Time Errors -- Run-Time Errors -- Custom Profile -- Errors That Trigger Error Messages -- Errors That Do Not Trigger Error Messages -- Testing and Experimenting -- Final Words on Debugging -- Chapter 2 Avoiding Problematic Code -- Timeline Coding versus Class File Coding -- Scope -- MovieClip Scope -- Class Scope -- Function Scope -- Chapter 3 Writing Class Code -- Internal, Private, Protected, and Public Properties -- Getters and Setters -- Example 1: Passing a Variable from Main to C1 via the C1 Constructor -- Example 2: Passing a Variable from Main to C1 Using a C1 Public Method -- Example 3: Using an Event Dispatcher -- Static Properties -- Internal, Private, Protected, Public, and Static Methods -- Example 1: public Method -- Example 2: static public Method -- Singleton Class -- Dynamic Class -- Chapter 4 What You Should Know -- Arrays -- Associative Arrays -- Array Notation -- BitmapData -- Conditional Compiling -- Dictionary -- DispatchEvent -- ExternalInterface -- Garbage Collection -- GetTimer() -- Listeners versus Weak Listeners -- Loops -- Do Loops, for Loops, and while Loops -- EnterFrame, setInterval(), and Timer Loops -- Math Class -- Geometry -- Linear Interpolation -- Modulo Operator -- Randomizing -- Trigonometry -- MouseOut versus RollOut -- Pausing/Restarting Your Game -- Registration Points -- SharedObject -- Tweening with ActionScript -- Variable Names -- Vector -- Chapter 5 Using the Flash API and Starting a Flash Game -- Step 1 -- Version 0a -- Step 2 -- Version 0b -- Version 0c -- Version 0d -- Version _01 -- Chapter 6 Developing a Flash Game -- Version _02 -- Version _03 -- Version _04 -- Version _05 -- Version _06 -- Version _07 -- Version _08 -- Version _09.

Chapter 7 Optimizing Game Performance -- Judging and Measuring Performance -- CPU/GPU Usage and Memory Consumption -- Memory Management -- Memory Tracking, Memory Use, and Performance Testing -- Optimization Techniques -- Easiest to Hardest to Implement -- Greatest to Least Benefit -- Memory Management -- Managing CPU/GPU Usage -- Arithmetic Operations -- Bitmaps -- Loops -- Mouse Interactivity -- Remove Event Listeners -- Stage3D -- Type All Variables -- Use Vectors Instead of Arrays -- Summary -- Chapter 8 Developing and Distributing Games for iOS Devices -- The Tank Combat Game for the iPad -- Testing an iOS Game -- Publishing Your Game for iOS -- Air for iOS Settings: General Tab -- Air for iOS Settings: Deployment Tab -- Air for iOS Settings: Icons Tab -- Air for iOS Settings: Languages Tab -- Distributing Your Game for iOS -- Chapter 9 Developing and Distributing Games for Android Devices -- Switcher for Android -- Testing an Android Game -- AIR Debug Launcher -- Android Emulators -- Android Debug Bridge (ADB) -- Adobe AIR Developer Tool (ADT) -- Publishing Your Game for Android -- AIR for Android Settings: General Tab -- AIR for Android Settings: Deployment Tab -- AIR for Android Settings: Icons Tab -- AIR for Android Settings: Permissions Tab -- AIR for Android Settings: Languages Tab -- Distributing Your Game for Android -- Chapter 10 3D Game Development -- Flare3D -- Version 01 -- Version 02 -- Version 03 -- Version 04 -- Version 05 -- Chapter 11 Social Gaming: Social Networks -- Facebook -- Facebook JavaScript API -- Adobe's Facebook ActionScript API -- Twitter -- Adding Twitter Buttons -- Requests That Do Not Require Authentication -- Requests That Require Authentication -- Google+ -- Adding a +1 Button -- Adding a Badge -- Adding a Share Button -- Google+ Plug-In Summary -- Google+ API -- Chapter 12 Social Gaming: Multiplayer Games.

Server-Based Multiplayer Games -- Peer-to-Peer Games -- Appendix A: Errors That Trigger an Error Message -- Appendix B: Errors That Do Not Trigger Error Messages -- Code That Doesn't Work -- Errors Caused by Asynchronous Code Execution -- GotoAndPlay and gotoAndStop (to a Frame Not Yet Loaded) -- Lost Object References -- Repeatedly Executed Code -- Problems Related to Class File Use -- Index -- A -- B -- C -- D -- E -- F -- G -- H -- I -- J -- K -- L -- M -- N -- O -- P -- R -- S -- T -- U -- V -- W-Y.
Local Note:
Electronic reproduction. Ann Arbor, Michigan : ProQuest Ebook Central, 2017. Available via World Wide Web. Access may be limited to ProQuest Ebook Central affiliated libraries.
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