ADOBE ANIMATE CC

COURSES AVAILABLE

Course Outline | Rich Content Creation

Description

Rich Content Creation is an introductory course that provides designers and developers new to the Animate environment the knowledge and hands-on practice they need to create rich Animate content. Students will produce an engaging interface using text, graphics, animations, video, and sound. Simple user interactions are added using built in ActionScript behaviors and Script Assist. In addition to teaching essentials, the course focuses on teaching best practices for creating Animate content.

Audience

This course is for beginners: designers and developers new to Animate who want to learn the interface and commonly used features. To gain the most from this class, students should:

  • Be familiar with Windows or Mac OS X.
  • Be familiar with the web and its terminology.

GETTING ACQUAINTED

  • Starting Animate and Opening a File
  • Getting to Know the Workspace
  • Working with the Library Panel
  • Understanding the Timeline
  • Organizing Layers in a Timeline
  • Using the Properties Inspector
  • Using the Tools Panel
  • Undoing Steps in Animate
  • Previewing Your Movie
  • Publishing Your Movie
  • Saving Your Movie

WORKING WITH GRAPHICS

  • Understanding Strokes and Fills
  • Creating Shapes
  • Making Selections
  • Editing Shapes
  • Using Gradient and Bitmap Fills
  • Making Patterns and Decorations
  • Creating Curves
  • Creating Transparencies
  • Creating and Editing Text

CREATING AND EDITING SYMBOLS

  • Importing Illustrator Files
  • About Symbols
  • Creating Symbols
  • Importing Photoshop Files
  • Editing and Managing Symbols
  • Changing the Size and Position of Instances
  • Changing the Color Effect of Instances
  • Understanding Blend Effects
  • Applying Filters for Special Effects
  • Positioning in 3D Space

ADDING ANIMATION

  • About Animation
  • Understanding the Project File
  • Animating Position
  • Changing the Pacing and Timing
  • Animating Transparency
  • Animating Filters
  • Animating Transformations
  • Changing the Path of the Motion
  • Swapping Tween Targets
  • Creating Nested Animations
  • Using the Motion Editor
  • Easing
  • Animating 3D Motion
  • Previewing the Animation

ARTICULATED MOTION AND MORPHING

  • Articulated Motion with Inverse Kinematics
  • Constraining Joints
  • Inverse Kinematics with Shapes
  • Armature Options
  • Morphing with Shape Tweens
  • Using Shape Hints
  • Simulating Physics with Inverse Kinematics

CREATING INTERACTIVE NAVIGATION

  • About Interactive Movies
  • Creating Buttons
  • Understanding ActionScript 3.0
  • Preparing the Timeline
  • Adding a Stop Action
  • Creating Event Handlers for Buttons
  • Creating Destination Key frames
  • Creating a Home Button
  • Playing Animation at the Destination
  • Animated Buttons

USING TEXT

  • Understanding TLF Text
  • Adding Simple Text
  • Adding Multiple Columns
  • Wrapping Text
  • Hyperlinking Text
  • Creating User-input Text
  • Loading External Text

WORKING WITH SOUND AND VIDEO

  • Understanding the Project File
  • Using Sounds
  • Understanding Animate Video
  • Using Adobe Media Encoder
  • Understanding Encoding Options
  • Playback of External Video
  • Working with Video and Transparency
  • Using Cue Points
  • Embedding Animate Video

LOADING AND CONTROLLING FLASH CONTENT

  • Loading External Content
  • Removing External Content
  • Controlling Movie Clips
  • Creating Masks

PUBLISHING FLASH DOCUMENTS

  • Testing a Animate Document
  • Understanding the Bandwidth Profiler
  • Adding Metadata
  • Publishing a Movie for the Web
  • Alternative Publishing Options

Course Outline | Intro to ActionScript 3.0

INTRODUCTION TO ACTIONSCRIPT 3.0

  • A brief history of Animate and ActionScript
  • ActionScript 3.0 for new programmers
  • For users of ActionScript 1.0 and 2.0
  • Formats for playing back Animate and ActionScript 3.0 files
  • Animate CC, Animate Builder 4, and Flex
  • ActionScript in the Animate Timeline vs. external ActionScript files

USING CODE SNIPPETS AND NAVIGATING THE FLASH TIMELINE

  • Adding ActionScript using code snippets
  • Placing code on the Animate Timeline

WORKING WITH EVENTS AND FUNCTIONS

  • Working with event-handling functions
  • Using code snippets to create navigation
  • Creating event listeners

CREATING ANIMATION WITH ACTIONSCRIPT

  • Controlling movie clip properties with ActionScript
  • Creating animation using ActionScript tweens

CREATING ACTIONSCRIPT IN EXTERNAL FILES

  • Creating an ActionScript file
  • Creating instances of a class file in Animate

USING ACTIONSCRIPT AND COMPONENTS TO LOAD CONTENT

  • Creating a List component instance and setting its parameters
  • Adding an instance of the UILoader component
  • Adding a CHANGE event listener to the List component
  • Loading SWF files into a UILoader component
  • Creating the gallery file
  • Adding a scroll bar to the text field

CREATING PRELOADERS IN ACTIONSCRIPT 3.0

  • Tools in the testing environment
  • Creating a text field and progress bar to track loading
  • Inserting ActionScript to track progress of the UILoader component
  • Controlling the frames of a movie clip to reflect loading progress

USING ARRAYS AND LOOPS IN ACTIONSCRIPT 3.0

  • Adding MovieClip instances to the Stage from the Animate Library
  • Adding the initial variables
  • Generating multiple instances with a for loop
  • Generating drag-and-drop functionality
  • Creating the game play in an ENTER_FRAME listener
  • Using hitTestObject() to check for collisions

CREATING AND FORMATTING TEXT WITH ACTIONSCRIPT

  • Creating a TLF text field with ActionScript
  • Loading an external text file into a TLF text field
  • Using the TextFormat class
  • Giving the user a custom panel to format text
  • Creating a scroll bar using ActionScript

CONTROLLING SOUND WITH ACTIONSCRIPT

  • Adding sliders to the project
  • The Sound, SoundChannel, and SoundTransform classes
  • Setting the song titles using a for loop
  • Making the sliders invisible until needed
  • Programming the buttons to select songs
  • Controlling the visibility of the volume and pan controls
  • Adding a listener for the ID3 tags of an MP3 file
  • Adding a text format object
  • Adding the slider controls

WORKING WITH AN XML PLAYLIST

  • Understanding the basic structure of an XML file
  • Replacing the songList array with an XML instance
  • Loading an external playlist using the URLLoader class
  • Responding to COMPLETE and IO_ERROR events
  • Moving the event listeners into the xmlLoaded() function
  • Updating the chooseSong() function
  • Creating hyperlinks using XML data
  • Navigating through the song list

USING ACTIONSCRIPT AND COMPONENTS TO CONTROL VIDEO

  • Adding the FLVPlayback component
  • Setting FLVPlayback properties in Animate
  • Adding ActionScript control of FLVPlayback properties
  • Working with color
  • Using cue points with Animate video
  • Adding the FLVPlaybackCaptioning component
  • Playing multiple video files from an XML playlist
  • Using the full-screen publish settings

Course Outline | Game Development Essentials

Programming Basics: How to Make a Video Game

  • The basics
  • Programming
  • What kind of games can you make?
  • New terminology
  • Laying the foundation
  • Game files you’ll need
  • Setting up the work environment
  • The Animate Developer workspace
  • Setting up the ActionScript code format preferences
  • Writing your first gaming program
  • Using the constructor method
  • Aligning code
  • ActionScript directives
  • Importing and extending the MovieClip class
  • Adding comments to your code
  • Publishing the SWF file
  • Using the Project Panel
  • Naming conventions

Making Objects

  • Understanding Interactive Objects
  • Setting up the work environment
  • Creating the first page
  • Drawing the first page
  • Drawing the background
  • Organizing layers and the timeline
  • Drawing the foreground objects
  • Creating a hill
  • Making some water
  • Grouping objects
  • Adding some clouds
  • Creating some flowers
  • Learning more techniques
  • Creating a character
  • Adding some more pages
  • Using buttons
  • Creating a button symbol
  • Understanding button states
  • Creating the Over state
  • Creating the Down state
  • Duplicating the button
  • Organizing the Library
  • Adding the buttons to your scene

Programming Objects

  • Displaying the first page of the storybook
  • Variables and Variable types
  • Creating empty boxes
  • Creating an instance
  • Displaying the instance on the stage
  • Programming buttons
  • Using dot notation
  • Invoking methods
  • Using method calls
  • Using function definitions
  • Creating method arguments and parameters
  • Using multiple arguments and parameters
  • Understanding events and event listeners
  • Importing an event class
  • Adding an event listener
  • Using the event handler
  • Understanding other events
  • Programming storybook buttons
  • Looking at the onHillButtonClick event handler
  • Using the onPondButtonClick event handler
  • Adding back buttons
  • Knowing when to use the model

Controlling Movie Clip Objects

  • Movie Clip properties
  • Setting up the project files
  • Understanding x and y positions of objects
  • Moving incrementally
  • Tracing the output
  • Using increment and decrement operators
  • Limiting movement
  • Making instances bigger and smaller
  • Visibility
  • More properties
  • Controlling Movie Clip timelines
  • Using the timeline as a state machine

Decision Making

  • Setting up the project files
  • Designing a GUI
  • Inputting and outputting
  • Adding dynamic text fields
  • Creating dynamic text
  • Adding input text
  • More about fonts and text fields
  • Adding a button
  • Building a simple guessing game
  • Setting up the Main.as file
  • Learning more about variables
  • Making it more obvious
  • Making decisions
  • Displaying the game status
  • Using postfix operators to change variable values by 1
  • Controlling strings
  • Why use the gameStatus variable
  • Using UINT vs. INT variables
  • Winning and losing
  • Modular programming with methods
  • Using random numbers
  • Disabling the Guess button
  • Playing again
  • The final code
  • Tracking guesses
  • Adding a visual display
  • Entering numbers with the Enter key
  • Turning the tables

Controlling a Player Character

  • Setting up the project files
  • Controlling a player character with the keyboard
  • Creating a player character
  • Adding keyboard control code
  • Controlling the keyboard
  • Moving with velocity
  • Using the new onKeyDown event handler
  • Using the onKeyUp event handler
  • Using the onEnterFrame event handler
  • Setting screen boundaries
  • Blocking movement at the stage edges
  • Building a better pigpen
  • Screen wrapping
  • Scrolling
  • Creating an environment
  • Fine-tuning the player character
  • Adding a drop shadow
  • Scrolling basics
  • Better scrolling
  • Parallax scrolling

Bumping into Things

  • Setting up the project files
  • Using hitTestObject
  • Changing a dynamic text field
  • Triggering a change of state
  • Reducing a health meter
  • Using scaleX to scale the meter based on a percentage
  • Updating a score
  • Picking up and dropping objects
  • Disadvantages of using hitTestObject
  • Detecting collisions with the bounding box
  • Creating subobjects
  • Using hitTestPoint
  • Using hitTestPoint to create an environmental boundary
  • Creating objects that block movement
  • Working with axis-based collision detection
  • Programming with the Collision class
  • Using static methods
  • Using the method parameters
  • Using the Collision.block method
  • Pushing objects
  • Detecting bitmap collisions