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Acknowledgments in Font
Acknowledgments Make Code-128 In None Using Barcode generation for Font Control to generate, create ANSI/AIM Code 128 image in Font applications. www.OnBarcode.comMaking ECC200 In None Using Barcode generation for Font Control to generate, create Data Matrix ECC200 image in Font applications. www.OnBarcode.comA great debt of gratitude to the phenomenally hard-working, dedicated, and talented team at friends of ED who made this book possible. You re the best bunch of people to work with, ever. Josh, Fran, Kelly, Marilyn, and Ben, we did it! A particular note of gratitude to the lead editor, Ben Renow-Clarke. It was his vision for Foundation Game Design and AdvancED Game Design to be two books, and they exist thanks to his consistent vision and encouragement over the two years that it took to write them. USS Code 39 Maker In None Using Barcode encoder for Font Control to generate, create Code 3 of 9 image in Font applications. www.OnBarcode.comUCC-128 Creation In None Using Barcode printer for Font Control to generate, create EAN 128 image in Font applications. www.OnBarcode.comIntroduction
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PDF 417 Creation In None Using Barcode encoder for Office Excel Control to generate, create PDF-417 2d barcode image in Excel applications. www.OnBarcode.comBarcode Encoder In VB.NET Using Barcode creator for VS .NET Control to generate, create Barcode image in Visual Studio .NET applications. www.OnBarcode.comHowever, make sure you have a comfortable understanding of these topics: Creating, controlling, and modifying Sprite and MovieClip objects Making and programming buttons Generating random numbers Controlling objects with the mouse and keyboard Moving objects with acceleration and friction Implementing collision detection: hitTestObject, hitTestPoint, and distance-based systems Using ADDED_TO_STAGE and REMOVED_FROM_STAGE events to reliably initialize and remove display objects Changing the display object-stacking order Filtering display objects to add bevel and drop-shadow effects Using the Point class and converting local coordinates to global coordinates Object-oriented programming (OOP): Inheritance (making new classes by extending other classes) Composition (using instances of classes inside other classes) Private properties Getters and setters Different classes for game construction Dependency (building classes so that they can work without depending on other classes) Using static properties and methods Calculating distance and angles using the Math class Making drag-and-drop objects Using a Timer object Dispatching events and event bubbling If you think you might be a bit hazy in any of areas, have a quick flip through Foundation Game Design with Flash and see if you can find the level at which you re comfortable working. If you need to do a little more reconnaissance work, don t worry this book will still be here waiting for you when you re ready! I ve also assumed that you have some familiarity with the drawing API: AS3.0 s classes that allow you to draw lines and shapes on the stage. If you haven t used the drawing API before, take a quick look at the chapter Using the drawing API in Adobe s AS3.0 documentation (http://help.adobe.com/en_US/ ActionScript/3.0_ProgrammingAS3/). At the end of 1 in this book, there s also a quickreference guide to common drawing API commands. That should be all you need to know to get started.
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