Book description
A completely revised and updated edition of the all-time bestselling Flash title
Written by two of the world’s leading Flash experts, this comprehensive reference provides you with undocumented techniques, tips, and tricks on the CS4 release of Flash, the popular tool that allows you to create animations and build interactive Web sites
In-depth coverage on more than one thousand pages includes something for everyone—whether you’re a Web novice or an accomplished Web professional—this resource will be your guide to the inner workings and capabilities of Flash CS4
Two of the world’s leading Flash experts offer more coverage than any other book on the market
The accompanying CD-ROM includes trial software, addons, plugins, shareware, templates, and examples
Note: CD-ROM/DVD and other supplementary materials are not included as part of eBook file.
Table of contents
- Copyright
- About the Authors
- About the Technical Editor
- Credits
-
Preface
- How to Get the Most out of This Book
- Icons: What Do They Mean?
- How This Book Is Organized
- Part I: An Introduction to Flash Web Production
- Part II: Mastering the Flash Environment
- Part III: Creating Animation and Effects
- Part IV: Integrating Media Files with Flash
- Part V: Adding Basic Interactivity to Flash Movies
- Part VI: Distributing Flash Movies
- Part VII: Approaching ActionScript
- Part VIII: Applying ActionScript
- Part IX: Appendixes
- Getting in Touch with Us
- Adobe Wants to Help You
- Acknowledgments
-
I. An Introduction to Flash Web Production
- 1. Understanding the Adobe Flash CS4 Blueprint
- 2. Exploring Web Technologies
- 3. Planning Flash Projects
-
II. Mastering the Flash Environment
-
4. Interface Fundamentals
- 4.1. Getting Started
- 4.2. Managing Windows and Panels
- 4.3. The Tools Panel
- 4.4. The Document Window
- 4.5. The Timeline Window
- 4.6. Printing
- 4.7. Summary
-
5. Drawing in Flash
- 5.1. Using Geometric Shape Tools
- 5.2. Using Drawing Tools
- 5.3. Creating Precise Lines and Bezier Curves with the Pen Tool
- 5.4. Using Fill and Stroke Controls
- 5.5. Optimizing Drawings
- 5.6. Putting Selection Tools to Work
- 5.7. Designing and Aligning Elements
- 5.8. The Edit menu
- 5.9. Creating Patterns with Symbols Using the Spray Brush Tool and the Deco Tool
- 5.10. Summary
-
6. Symbols, Instances, and the Library
- 6.1. Understanding the Document Library
- 6.2. Defining Content Types
- 6.3. Editing Symbols
- 6.4. Modifying Instance Properties
- 6.5. Building Nested Symbol Structures
- 6.6. 9-Slice Scaling for Movie Clip Backgrounds
- 6.7. Using the Movie Explorer
- 6.8. Using Authortime Shared Libraries
- 6.9. Summary
- 7. Applying Color
- 8. Working with Text
-
9. Modifying Graphics
- 9.1. Sampling and Switching Fills and Strokes
- 9.2. Transforming Gradients and Bitmap Fills
- 9.3. Gradient Transform Used for Lighting Effects
- 9.4. Applying Modify Shape Menu Commands
- 9.5. Free Transform Commands and Options
- 9.6. Manipulating Symbols in 3D Space
- 9.7. Modifying Item Types
- 9.8. Working with Drawing Objects and Combine Object Commands
- 9.9. Working with Compound Shapes
- 9.10. Editing with Find and Replace
- 9.11. Using the History Panel
- 9.12. Summary
-
4. Interface Fundamentals
-
III. Creating Animation and Effects
- 10. Animation Strategies
-
11. Timeline Animation and the Motion Editor
- 11.1. Basic Methods of Flash Animation
- 11.2. Frame-by-Frame Animation
- 11.3. Modifying Multiframe Sequences
- 11.4. Using Tweens for Animation
- 11.5. Adjusting Easing and Tween Properties with the Motion Editor
- 11.6. Integrating Multiple Animation Sequences
- 11.7. Reusing and Modifying Tweened Symbol Instances
- 11.8. Summary
- 12. Applying Filters, Blends, Guides, and Masks
- 13. Character Animation Techniques
-
IV. Integrating Media Files with Flash
-
14. Adding Sound
- 14.1. Identifying Sound File Import and Export Formats
- 14.2. Importing Sounds into Flash
- 14.3. Assigning a Sound to a Button
- 14.4. Adding Sound to the Timeline
- 14.5. Organizing Sounds on the Timeline
- 14.6. Synchronizing Audio to Animations
- 14.7. Stopping Sounds
- 14.8. Editing Audio in Flash
- 14.9. Sound Optimization Overview
- 14.10. Publish Settings for Audio
- 14.11. Fine-Tuning Sound Settings in the Library
- 14.12. Final Sound Advice and Pointers
- 14.13. Summary
-
15. Importing Artwork
- 15.1. Defining Vectors and Bitmaps
- 15.2. Knowing the File Formats for Import to Flash
- 15.3. Preparing Bitmaps
- 15.4. Preserving Bitmap Quality
- 15.5. Importing and Copying Bitmaps
- 15.6. Setting Bitmap Properties
- 15.7. Using the Bitmap Buttons in the Properties Panel
- 15.8. Making Sense of Bitmap Compression
- 15.9. Converting Rasters to Vectors
- 15.10. Using External Vector Graphics
- 15.11. Importing Vector Artwork
- 15.12. Optimizing Vectors
- 15.13. Working with XFL: The Flash Format of the Future
- 15.14. Summary
-
16. Displaying Video
- 16.1. Integrating Video: The Solutions
-
16.2. Importing the Video
- 16.2.1. An overview of codec options
- 16.2.2. Compressing video with Adobe Media Encoder CS4
-
16.2.3. Using the Video Import wizard
- 16.2.3.1. Choosing a target Flash Player version
- 16.2.3.2. Choosing a source clip: The Select Video screen
- 16.2.3.3. Formatting the embedded video content: The Embedding screen
- 16.2.3.4. Controlling the video content: The Skinning screen
- 16.2.3.5. Reviewing your settings: The Finish Video Import screen
- 16.2.4. Deploying video files with Flash CS4
- 16.3. Using the FLVPlayback Component (AS3)
- 16.4. Working with Cue Points
- 16.5. Working with Video Alpha Channels
- 16.6. Summary
-
14. Adding Sound
-
V. Adding Basic Interactivity to Flash Movies
- 17. Understanding Actions and Event Handlers
- 18. Building Timelines and Interactions
- 19. Making Your First Flash CS4 Project
-
VI. Distributing Flash Movies
- 20. Publishing Flash Movies
- 21. Integrating Flash Content with Web Pages
- 22. Using the Flash Player and Projector
-
VII. Approaching ActionScript
-
23. Knowing the Nuts and Bolts of Code
- 23.1. Breaking Down the Interactive Process
- 23.2. The Basic Context for Programming in Flash
- 23.3. One Part of the Sum: ActionScript Variables
- 23.4. Declaring Variables in ActionScript
-
23.5. Creating Expressions in ActionScript
- 23.5.1. Operators
- 23.5.2. Checking conditions: if . . . else actions
- 23.5.3. Branching conditions with switch() and case
-
23.5.4. Loops
- 23.5.4.1. while (condition) { actions }
- 23.5.4.2. do { actions } while (condition);
- 23.5.4.3. for (initialize; condition; next) { actions }
- 23.5.4.4. for (variableIterant in object) { actions }
- 23.5.4.5. for each (propertyValue in object) { actions }
- 23.5.4.6. break
- 23.5.4.7. continue
- 23.5.4.8. Adding a loop to your actions list
- 23.5.5. Properties
- 23.5.6. Built-in functions
- 23.5.7. Creating and calling subroutines
- 23.6. Creating a Login Sequence with Variables
- 23.7. Summary
- 24. Controlling Movie Clips
- 25. Using Functions and Arrays
- 26. Interacting with Movie Clips
-
23. Knowing the Nuts and Bolts of Code
-
VIII. Applying ActionScript
- 27. Animating with ActionScript
-
28. Sharing and Loading Assets
- 28.1. Managing Smooth Movie Download and Display
- 28.2. Preloading a Flash Movie
- 28.3. Loading Flash Movies
- 28.4. Loading Images into Flash Movies
- 28.5. Loading MP3 Audio into Flash Movies
- 28.6. Loading a Flash Video into a Flash Movie
- 28.7. Displaying a Flash Video at Its Native Size
- 28.8. Accessing Items in Shared Libraries
- 28.9. Summary
- 29. Sending Data In and Out of Flash
-
30. Applying HTML and Text Field Formatting
-
30.1. Exploring HTML Usage in Text Fields
- 30.1.1. Supported HTML tags
- 30.1.2. Formatting text with the Properties panel
- 30.1.3. Inserting HTML tags into text fields with ActionScript
- 30.1.4. Formatting fields with the TextFormat object
- 30.1.5. Applying style sheets to text fields
- 30.1.6. Inserting images into text fields
- 30.1.7. Using the TextEvent.LINK event with anchor tags
- 30.2. Controlling Text Field Properties
- 30.3. Pixel-based Text Scrolling with Movie Clips
- 30.4. Summary
-
30.1. Exploring HTML Usage in Text Fields
-
31. Creating a Game in Flash
- 31.1. The Game Plan: Four Phases of Game Design
- 31.2. Building the Project
- 31.3. Scripting the Game
- 31.4. Initializing the Game
- 31.5. Building the Interface
- 31.6. Starting the Game
- 31.7. The User Input
- 31.8. Interpreting the User Input
- 31.9. Checking the Status of the Game
- 31.10. Added Feature: Storing User and Game Information
- 31.11. Summary
-
32. Using Components
- 32.1. What Are Components?
- 32.2. Why Use Components?
- 32.3. Compiled Clips: A Specific Component Format
- 32.4. How to Add a Component
- 32.5. Where to Find Components, Assets, and Parameters
- 32.6. Modifying Component Color Properties and Parameters
- 32.7. Removing Components from Your Movie
- 32.8. Components in Flash CS4
- 32.9. Understanding the Listener Event Model for Components
- 32.10. Using Components in Your Movie
- 32.11. Modifying Components
- 32.12. Using Embedded Fonts with Components
- 32.13. Modifying AS3 Component Skins
- 32.14. Using the UILoader and ProgressBar Components
- 32.15. Custom Components
- 32.16. Summary
-
33. Building an Image Gallery Component
- 33.1. Creating a Plan
- 33.2. Phase 1: Setting Up the Gallery Class
- 33.3. Phase 2: Loading Thumbnails into the ScrollPane
- 33.4. Phase 3: Displaying the Full-Size JPEG Image
-
33.5. Phase 4: Enhancing the Thumbnail and Image States
- 33.5.1. Tracking the selected thumbnail
- 33.5.2. Framing the selected thumbnail with the BevelFilter class
- 33.5.3. Creating a loading transition with the BitmapData and BlurFilter classes
- 33.5.4. Transitioning thumbnail states with the Tween and ColorMatrixFilter classes
- 33.5.5. Setting the image caption
- 33.5.6. Completing the thumbnail button handlers
- 33.5.7. Building a right-click download menu item for the full-size JPEG
- 33.6. Phase 5: Finalizing the Component
- 33.7. Summary
- IX. Appendixes
Product information
- Title: Adobe® Flash® CS4 Professional Bible
- Author(s):
- Release date: February 2009
- Publisher(s): Wiley
- ISBN: 9780470379189
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