Game Development Reference
Figure 8-13. The EnemyTwo's subobject follows four connected motion paths.
For fine control over how objects are animated, you can use the Flash Motion Editor . To open the
Motion Editor , highlight any layer that uses a motion tween and then select Window ° Motion Editor .
Many more details of how the object behaves when it moves across the motion path can be controlled
from this window.
One of the great things about working with Flash as a game-design platform is how accessible and fun
it is to animate objects. I won't discuss Flash's timeline animation capabilities in much more detail than
I've done here, so if you're new to Flash, you might want to take a short break from this chapter and
do a little more experimenting on your own. Animation is quite a big topic, deserving of a whole book
in its own right, but the best way to learn is to dive right in and start playing.
Controlling timeline animations with code
In Chapter 9 and Chapter 10, you'll be looking at techniques for animating objects using pure AS3.0
programming code. However, AS3.0 has quite a few built-in methods and properties that you can
use to control objects that are animated on a timeline. With a bit of ingenuity, you can build a quite
complex game just using timeline animation and a few of these methods and properties. Table 8-2
describes how to use these methods and properties.