Flash Advanced Scripting
Objectives
To carry on where the Flash Intro course left off, introducing more advanced
Flash techniques and methods. During this course the delegates will gain a more
in depth understanding of how to use Flash to their commercial advantage, building
up a better general knowledge of standard programming techniques. Actionscript
skills will be taught through the creation of useful, real life applications.
Where we are
Dialogue to discover the current level of expertise of the delegates, making
sure the basic principles of what makes a Flash movie are understood.
Best practice
What developers should, and should not do, when building a Flash application.
What are the right, and the wrong ways of approaching development. How does
working with a team of developers effect the application design?
Advances in Flash
Looking at the differences between Flash 5, Flash MX, and Flash MX 2004.
Explaining and examining the differences needed when aiming your Flash application
at different target systems, and an initial look at the added functionality
of the more recent versions.
Object Orientation
Simple introduction to this sometimes daunting topic, with real world analogies
and examples of how this relates to Flash. Explaining the benefits of this kind
of development, and how it can dramatically reduce development time.
The power of the MovieClip
Examining the MovieClip object in flash, and seeing how it is as much a tool
for the developer as it is the animator. Looking at MovieClip events, actions
and techniques and how this relates to Object Orientation.
Objects
Introduction to the Object in Flash, with examples of how this relates to
real life scenarios. Prototyping, constructors and callbacks are explored in
this section. The difference between _root, _level0, _parent and _global is
examined.
Functions
Looking at how to structure a movie giving the most flexibility, power and
adaptability. Introduction to function design, parameters and return values.
External Data
Looking at the different ways of bringing external data into Flash, from
text file, XML file or from a database. Explanation of how methods differ depending
on your target audience specification, and demonstration of some useful tips
and tricks to ease external data manipulation within Flash.
Components
Explanation of the components introduced from Flash MX onwards. How these
can be used, why they are useful, and how they can be adapted or extended.
XML
An introduction to the XML processing power within Flash, with examples of
how this often confusing subject can be useful. Both reading and creating XML
documents is explored.
Gaming techniques
Introduction to various gaming techniques, which are useful in all interactive
Flash applications. Hit testing, movie clip manipulation and use of functions
are all explored through the creation of a simple game.
Multiuser development
Introduction to the field of developing multiuser Flash applications. Be
it chat applications, multi player gaming, or more advanced community tools,
the basic premise is the same and we will be looking at what’s involved
both from a structural perspective, and getting hands on with the code.
Advanced streaming techniques
How to reduce the wait? Stub files, pre-caching and application design are
all examined here. Here we also look at ways of improving the performance of
a Flash movie, seeing how to make your code more efficient to enhance the experience
for your users.