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Adobe Flash Actionscript (Level I & Level II)
C & C++(Basic)

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ADOBE FLASH ACTIONSCRIPT - Level I (for Designers)

Prerequisite for learning Action Script is knowledge of the following in
C programming language -
  • Functions
  • Conditions
  • Arrays
  • Loops
Interactive Flash
  • Giving your movies instructions
  • Working with the Actions panel
  • Direct typing
  • Who are you talking to?
  • Controlling movie clips on the stage
  • Arguments
  • Listening to what your movies are telling you
  • Events in Flash
  • External events
  • Internal events
  • Introducing event handlers


Movies That Remember

  • Introducing variables
  • Values and types
  • Creating variables and using them with literals and expressions
  • Naming variables
  • Creating variables
  • Using literal values
  • Using expressions
  • Input and output
  • Using string expressions
  • Working with numbers
  • Other uses for numeric expressions
  • Working with Boolean values
  • Logic operators
  • Arrays
  • Reasons for using arrays
  • Arrays let you store related information together
  • Arrays let you hold information in a specific order
  • Arrays let you index information
  • Arrays let you link information
  • Creating a new array

Movies That Decide for Themselves

  • Making decisions in ActionScript: The if action
  • Defining a decision
  • Alternative actions
  • Acting on alternatives: The else action
  • More than one alternative: The else if action
  • Handling lots of alternatives: The switch action
More Power, Less Script
  • Timeline loops
  • ActionScript loops
  • while loops
  • Useful things to do with while loops
  • for loops
  • init
  • condition
  • next
  • Some useful examples of for loops
  • Simple loop
  • Reverse loop
  • Two at a time
  • Looping through elements in an array
  • Applying an operation to all the elements in an array
  • Searching an array for a specific value
  • Cross-indexing a pair of arrays

Movies That Remember How to Do Things            

  • Breaking down a task
  • Bundling actions and running them afterward
  • Using anonymous and named functions
  • Using functions to hide evil math
  • Using functions to take care of repetitive jobs
  • Choosing which actions to bundle and where
  • Arguments and redundancy
  • Local variables and modular code
  • Returning values from a function
  • Typing functions
  • Running in circles
  • Nesting functions
  • Using nested functions
Objects and Classes
  • Introducing objects and classes
  • Type and object-oriented programming
  • Classes, generalization, and abstraction
  • Seeing arrays in a new light
  • The Array constructor method
  • Other Array methods
  • Array properties
  • Creating classes and objects (instances) in Flash
  • Instances
  • The Object object
  • Viewing an object in Flash
  • Constructors
  • Objects, objects, everywhere
  • Lurking objects
Objects on the Stage
  • Movie clips and buttons as objects
  • Symbol types and behaviors
  • Two sides of the same object
  • Working with Library items
  • Let chaos reign
  • Bitmap caching
  • The other side of bitmap caching
  • Bitmap caching and RAM
  • Changing the appearance of a cached movie clip
  • When to use bitmap caching
  • Referencing different timelines with ActionScript
  • Different place, different variable
  • Locating variables from inside an event handler function
  • Reusing handler functions
  • The apply method

Reusable Code and Realistic Movement

  • Breaking down big tasks into smaller ones
  • Black-box programming
  • Creating simple components
  • Creating a modular set of playback controls
  • Dark Valentine
  • Modular control of movie clips
  • How to simulate realistic movement
  • Motion with acceleration
  • Trailing the pointer (a mouse follower)
  • Understanding the inertial code
  • Fine-tuning the component
  • Function-based modular code
  • Swarming behavior
  • Taking the swarming effect forward
  • Creating tweens with ActionScript
  • Using import to access the Tween class
  • How to use the Tween constructor function
Games and Sprites
  • What is a sprite?
  • Control
  • External and internal data
  • Movement
  • Collision
  • Planning zapper
  • The game world (the main timeline)
  • gSCREEN_TOP, gSCREEN_BOTTOM, gSCREEN_RIGHT, and gSCREEN_LEFT
  • score
  • level, skill, and accel
  • speed
  • shipDead, fired, and gSHIP_HEIGHT
  • The timeline
  • The code
  • Global constants
  • The “start game” trigger
  • The player (the ship)
  • The SwarmAlien
  • alienSpawn()
  • onEnterFrame
  • alienBrain()
  • alienReincarnate()
  • The SwarmAlien code
  • The bullet

Drawing API

Adding Sound to Flash      

  • Choosing the right sound format
  • Using sound on a timeline
  • Using the ActionScript Sound class
  • Playing sounds from ActionScript
  • Attaching sounds to a sound instance
  • Starting and stopping sounds
  • Creating dynamic soundtracks
  • Using ActionScript to control volume and balance
  • Dealing with large sound files
  • Using compression to reduce download times
  • Loading sound from external files

Working with Multimedia

Responding to Events

Flash Action Script Excercise


 

Minimum Pre-requisite to learn ActionScript

1)
Basics of 'C' Programming Language.
2)
OOPS & C++ (Class, object, Inheritance)
3)
Any database (Access/SQL/Oracle)


1.
 C
  1.1 Datatypes.
  1.2 Operator.
  1.3 Condition construct.
  1.4 Looping construct.
  1.5 Functions.
  1.6 Array.


2.
 C++
  2.1 Class.
  2.2 Object.
  2.3 Inheritance.
  2.4 Functions.
  2.5 Properties.

For Topic Covered

ADOBE FLASH ACTIONSCRIP - LEVEL II (for Developers)

Prerequisite for learning Action Script is knowledge of the following in C programming language -
  • Functions
  • Conditions
  • Arrays
  • Loops

Introduction to ActionScript 3.0

  • Beyond_Script_Assist

Communicating to MovieClips, Variables, and People

Using and Writing Functions

 

Minimum Pre-requisite to learn Action Script

1)
Basics of 'C' Programming Language.
2)
OOPS & C++ (Class, object, Inheritance)
3)
Any database (Access/SQL/Oracle)


1.
 C
  1.1 Datatypes.
  1.2 Operator.
  1.3 Condition construct.
  1.4 Looping construct.
  1.5 Functions.
  1.6 Array.


2.
 C++
  2.1 Class.
  2.2 Object.
  2.3 Inheritance.
  2.4 Functions.
  2.5 Properties.

For Topic Covered


 




Flash Actionscript (Level I)

Duration Time Fees (Indian RS.) Fees (US $) 
150 Sessions 11 am-4 pm 25,000 715

C & C++ (Basic)

Course Duration
C 10 hours
C++ 10 hours

Note:C & C++ (Basics) training will be conducted from Monday-Friday

Our Students' Design Galleries

 

Lodging, boarding and travelling not included in the fees.
The above mentioned fees is for one course.
   
COMPUFIELD offers a unique style of learning -

One computer : One student : One Instructor
Maximum Instructor to Student Ratio 1:4
Sessions : Each session will be of 1 hour.
The timing can be fixed based on our mutual convenience,between 9.00 a.m. to 7.00 p.m.
Overseas Students take 5 to 10 hours per day to complete their courses.
Course duration in days = total sessions divide by number of sessions per day.
The Above Mentioned Tuition Fees Includes Service Tax 12.36%
No extra charges/refund for more/less time taken to complete the course.


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