Game Development Reference
In-Depth Information
7
MAKE IT MOVE—ACTIONSCRIPT
ANIMATION
CHAPTER OUTLINE
A Little Terminology
104
Easing 104
Sequencing 104
To Tween or Not to Tween? Is That
a Question? 105
A Simple Scripted Shooter
105
The Projectile Class 106
The SimpleShooter Class 107
Memory: Tweening Animation
109
The MemoryCard Class
110
The Memory Class
111
Summary
114
No matter how good the artwork in a game looks, it can fall
completely flat if it is unconvincingly animated. Players respond to
motion and animation in a game, and it can mean the difference
between a successful suspension of disbelief and a boring experience.
Luckily for Flash game developers, animation is at the core of Flash
s
long history. It is what the product originally started out doing and
has only continued to develop over the years. Flash CS4 introduced a
number of new features that not only made the timeline amazingly
more powerful to work with, but also cut down on the time spent on
building animations. Some of these features include an entirely new
way of assigning tweens to objects on the stage, complete motion
control over every property of a tween, and inverse kinematics for
doing convincing joint-based character animation.
However, I should go ahead and get a disclaimer out of the
way. We will not be discussing standard Flash timeline animation
in this chapter. I made this decision for a few reasons:
￿
'
If you
svery
likely that you are already familiar with many aspects of Flash
animation and will be able to pick up the new features quickly
on your own.
'
re coming to this topic from a Flash background, it
'
 
 
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