Adobe Flash Actionscript (Level I & Level II)
C & C++(Basic)
For Corporate Training in flash actionscript CLICK HERE
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ADOBE
FLASH ACTIONSCRIPT - Level I (for Designers)
Prerequisite for learning Action Script is knowledge of the following in
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
- Nesting spiders—argh!
- Animating movie clips with ActionScript
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
- Typing an array
Using variable values as offsets
- Typing an array
- Using variable values as offsets
Movies That Decide for Themselves
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- Decision making
- 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
- Switching without breaks
- Organizing your code in the correct order
- 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
- Hangman
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
- Using more function nesting to tidy up your script
- 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
- Making a show reel
- 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
- Global variables
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
- Understanding the transition types
- 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
- The debris of war
Drawing API
- Turtle graphics
- Drawing lines
- Drawing curves
- How the sketching code works
- Filling shapes
- Creating a kaleidoscope
- Kaleidoscope math
- Building the kaleidoscope engine
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
- Silence can also be golden
Working with Multimedia
Responding to Events
Flash Action Script Excercise
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Minimum Pre-requisite to learn ActionScript
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1) |
Basics of 'C' Programming Language. |
2) |
OOPS & C++ (Class, object, Inheritance) |
3) |
Any database (Access/SQL/Oracle) |
1. |
C |
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1.1 |
Datatypes. |
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1.2 |
Operator. |
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1.3 |
Condition construct. |
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1.4 |
Looping construct. |
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1.5 |
Functions. |
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1.6 |
Array.
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2. |
C++ |
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2.1 |
Class. |
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2.2 |
Object. |
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2.3 |
Inheritance. |
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2.4 |
Functions. |
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2.5 |
Properties. |
For Topic Covered ![](click_here.gif)
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ADOBE
FLASH ACTIONSCRIP - LEVEL II (for Developers)
Prerequisite for learning Action Script is knowledge of the following in C programming language -
Introduction to ActionScript 3.0
- Why_AS3
- AS2_vs_AS3
- Beyond_Script_Assist
Communicating to MovieClips, Variables, and People
- Communicating
- MC_Properties
- Variables
- Variable_Types
- Trace_Statements
- Comments
Using and Writing Functions
- Functions
- Using_Functions
- Writing_Functions
- Modular_Functions
- Return_Functions
Responding to Events
- Understanding_Events
- Listeners
- Handlers
- Mouse
- Keyboard
- Links
- EnterFrame
- Timer
Understanding Classes
- Classes
- Creating_Classes
- Extending_Classes
- Methods
- Public_Private
- Class_Timeline
- Doc_Class
- Class_Path
- Useful
Decision-Making and Repetition
- UndrstdgCndtnl
- Writing Conditional
- Operators
- Using Operators
- Alternate Conditions
- Compound
- Understanding_Loops
- Writing Loops2
- Generating Instances
- Placing_Instances
Using Math...and Loving It!
- Math_Class
- Math_Operations
- Random
- Rounding2
Using Text and Arrays
- Creating_TextField
- Styling_TextField
- Capturing_TextField
- External
- Scroll
- Arrays
- Text_Game
- Finishing_Text_Game
Creating a Memory Game with What You Already Know
- Planning
- Card_Class
- Memory_Class
- Graphics
- Placing
- Checking2
- Resetting
- Incorrect_Matches
- Winning
- More_Cards
- Randomizing
Using Advanced Graphic and Animation Tools
- Drawing
- Color
- Random_Color
- Animate_Color
- Filters
- Filter_Properties
- Animating_Filters
Working with Multimedia
- Loading_Images
- Communicating_swf
- Sound
- Play_Stop
- Pause_Resume
- Volume_Control
- Understanding_Video
- Loading_Video
- Video_Playback
Adding Advanced Interactivity
- Drag_Overview
- Drag_Drop
- Collisions
- Responding_Collisions
- Detecting_Win
- Shadow
- Random
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|
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 ![](click_here.gif)
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Flash Actionscript (Level I)
Duration |
Time |
Fees (Indian RS.) |
Fees (US $) |
150 Sessions |
11 am-4 pm |
25,000 |
715 |
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C & C++ (Basic)
Course |
Duration |
C |
10 hours |
C++ |
10 hours |
Note:C & C++ (Basics) training will be conducted from Monday-Friday
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