
Foundation ActionScript Animation:Making Things Move!
Action Scripting In Flash
ActionScript 2.0 Garage
FriendsofED.Foundation.ActionScript.for.Flash.8 with Exercise files
ActionScript Cookbook
Essential Actionscript 2.0
Flash 8 ActionScript Bible
Flash ActionScript
Flash Actionscript For Designers
Flash MX Advanced For Windows
Learn Programming with Flash
Object Oriented Programming with ActionScript 2.0
Foundation Actionscript 3.0 Animation: Making Things Move!
Foundation ActionScript 3.0 with Flash CS3 and Flex
ActionScript 3.0 Bible
The.Flash.Anthology.Cool.Effects.and.Practical.Act ionScript
Object-Oriented ActionScript For Flash 8
OReilly.Essential.ActionScript.3.0.Jun.2007
Server-Side_Flash-Scripts_Databases_and_Dynamic_Development
Sure you can animate using motion tweens, in fact we'll help you do that with our Flash Cartoon Animation book, but isn't there something extra special in making things move with just a few lines of code?
In this book Keith Peters guides us through some basic animation theory and then demystifies the math and physics behind creating realistic animation, looking at trigonometry, velocity and acceleration, and bouncing & friction.
This book will teach you how to use Flash ActionScript to move the objects in your movies, rather than letting Flash’s tween engine do it for you. The benefit of this is smaller, more realistic, more dynamic interactive movies that seem to come alive on your screen. Almost all of the code featured in this book will work fine in either Flash MX 2004 or Flash 8, and with a few minor adjustments, most of it can even be applied to Flash MX.
Although the text covers many advanced math and physics concepts, making for very realistic motion, there’s no need to worry, even if you’re a relative newcomer to programming and the last math class you took was in high school (and even if you barely remember that!).
This book first covers everything you need to know to get started: the principles of animation, and the basics of ActionScript, trigonometry, and Flash rendering methods. You’ll work your way slowly from using code to move a single object across the screen to creating complex systems that really push Flash’s capabilities with topics covered including collision detection, particle attraction, and kinematics. The book concludes with looking at 3D animation techniques, including building a basic 3D engine, 3D lines, fills and solids, and matrix math.
Once you come to grips with the ideas presented here, you’ll find yourself creating all manner of exciting animations and games!
Summary of Contents
Part I ActionScripted Animation Basics
Ch. 1 Basic Animation Concepts
Ch. 2 ActionScript Basics for Animation
Ch. 3 Trigonometry
Ch. 4 Rendering Techniques
Part II Basic Motion
Ch. 5 Velocity and Acceleration
Ch. 6 Bouncing and Friction
Ch. 7 User Interaction: Dragging and Throwing
Part III Advanced Motion
Ch. 8 Easing and Springs
Ch. 9 Collision Detection
Ch. 10 Bouncing off Angles
Ch. 11 Billiard Ball Physics
Ch. 12 Particle Attraction
Ch. 13 Forward Kinematics
Ch. 14 Inverse Kinematics
Part IV Three D
Ch. 15 A Basic 3D Engine
Ch. 16 3D Lines, Fills, Solids
Ch. 17 Advanced 3D: Backface Culling and Lighting
Ch. 18 Matrix Math
Part V Tips and Tricks
Ch. 19 Tips and Tricks
Action Scripting In Flash
ActionScript 2.0 Garage
FriendsofED.Foundation.ActionScript.for.Flash.8 with Exercise files
ActionScript Cookbook
Essential Actionscript 2.0
Flash 8 ActionScript Bible
Flash ActionScript
Flash Actionscript For Designers
Flash MX Advanced For Windows
Learn Programming with Flash
Object Oriented Programming with ActionScript 2.0
Foundation Actionscript 3.0 Animation: Making Things Move!
Foundation ActionScript 3.0 with Flash CS3 and Flex
ActionScript 3.0 Bible
The.Flash.Anthology.Cool.Effects.and.Practical.Act ionScript
Object-Oriented ActionScript For Flash 8
OReilly.Essential.ActionScript.3.0.Jun.2007
Server-Side_Flash-Scripts_Databases_and_Dynamic_Development
Sure you can animate using motion tweens, in fact we'll help you do that with our Flash Cartoon Animation book, but isn't there something extra special in making things move with just a few lines of code?
In this book Keith Peters guides us through some basic animation theory and then demystifies the math and physics behind creating realistic animation, looking at trigonometry, velocity and acceleration, and bouncing & friction.
This book will teach you how to use Flash ActionScript to move the objects in your movies, rather than letting Flash’s tween engine do it for you. The benefit of this is smaller, more realistic, more dynamic interactive movies that seem to come alive on your screen. Almost all of the code featured in this book will work fine in either Flash MX 2004 or Flash 8, and with a few minor adjustments, most of it can even be applied to Flash MX.
Although the text covers many advanced math and physics concepts, making for very realistic motion, there’s no need to worry, even if you’re a relative newcomer to programming and the last math class you took was in high school (and even if you barely remember that!).
This book first covers everything you need to know to get started: the principles of animation, and the basics of ActionScript, trigonometry, and Flash rendering methods. You’ll work your way slowly from using code to move a single object across the screen to creating complex systems that really push Flash’s capabilities with topics covered including collision detection, particle attraction, and kinematics. The book concludes with looking at 3D animation techniques, including building a basic 3D engine, 3D lines, fills and solids, and matrix math.
Once you come to grips with the ideas presented here, you’ll find yourself creating all manner of exciting animations and games!
Summary of Contents
Part I ActionScripted Animation Basics
Ch. 1 Basic Animation Concepts
Ch. 2 ActionScript Basics for Animation
Ch. 3 Trigonometry
Ch. 4 Rendering Techniques
Part II Basic Motion
Ch. 5 Velocity and Acceleration
Ch. 6 Bouncing and Friction
Ch. 7 User Interaction: Dragging and Throwing
Part III Advanced Motion
Ch. 8 Easing and Springs
Ch. 9 Collision Detection
Ch. 10 Bouncing off Angles
Ch. 11 Billiard Ball Physics
Ch. 12 Particle Attraction
Ch. 13 Forward Kinematics
Ch. 14 Inverse Kinematics
Part IV Three D
Ch. 15 A Basic 3D Engine
Ch. 16 3D Lines, Fills, Solids
Ch. 17 Advanced 3D: Backface Culling and Lighting
Ch. 18 Matrix Math
Part V Tips and Tricks
Ch. 19 Tips and Tricks
DOWNLOAD HERE
http://rapidshare.com/files/94495632/1-Action_script_Animation_with_Exercise.rar
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