IT 201: Information Design Techniques. Review Sheet. A few notes from Professor Wagner s IT 286: Foundations of Game Production Course

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1 IT 201: Information Design Techniques Review Sheet Sources: Notes from Professor Sequeira s IT 201 course at NJIT A few notes from Professor Wagner s IT 286: Foundations of Game Production Course Foundation Game Design with Flash by Rex van der Spuy Part 1: FLASH AS file where all of your ActionScript programming code is stored FLA file Where all of the visual objects for your program will reside Holding down shift allows you to select multiple objects Use the var and new keywords to create an instance of the symbol you created so that you can now control it with code Use the addchild method to visually display that new instance on the stage var startpage:startpage; Semicolon ends the line Keyword to create a variable Variable name Type (same as name in library) The process of displaying an instance on the stage: 1. var startpage:startpage; 2. startpage = new StartPage( ); Creates the instance

2 3. addchild(startpage); How to define your own method/function: function namegoeshere( ): void { //add directives here } Displays the instance on the stage Type declaration Function definition What do you need for an event (i.e. clicking a button)? 1. Import the event class a. Ex) import flash.events.mouseevent; 2. Add an event listener a. Ex) stage.addeventlistener(mouseevent.click, onclick); 3. Write the event handler a. Ex) function onclick(event:mouseevent):void { //code for what happens when the button is clicked goes here } Properties are features of an object you can control with code. Static Text used for text that doesn t change. Dynamic Text a text field that can be programmed so that the text it displays changes based on what s happening in the program.

3 Input Text a text field that allows the user to type in some text. Flash Interface - the panels we used especially properties, library, timeline, stage, tools, layers, etc. Merge drawing Mode - draws objects that merge into a single drawing object. To convert a merge drawn graphic to an individual drawing object, as if it had been drawn in object drawing mode click Modify> Combine Objects > Union Object drawing mode - draws objects, each of which remains a separate drawing object. To convert these objects to merge objects use Modify>Break Apart or command-b. Timeline - Keyframes, frames, frame rate, Layers Tools Free transform tool - useful for scale tweening and changing the center of rotation Select, Subselect Pen Tool Text Rectangle, Oval (hold shift to constrain for perfect square or circle) Stage - Properties such as color, size and document class Classic Tweens - change the object's location or how we see it but doesn't fundamentally change the object itself. Motion Tween Motion Tween along a guide path - path snaps to registration point

4 Scale Tween Color effect (alpha, tint, brightness) tween Shape Tween Color Tweens Motion Editor - We did not focus on this so it is not included. Library, Symbol-Class linkage Symbols Graphic Button - We did not focus on this so it is not included. MovieClip Instances of MovieClip and Graphic Symbols ActionScript 3 ActionScript Classes, the Document Class Imports: flash.display.movieclip flash.events.mouseevent flash.events.keyboardevent flash.events.event flash.events.* (shortcut for all event imports) flash.ui.keyboard (optional) Types, including the basics (int, number, etc) and user-defined (MovieClips) Variables

5 Symbols vs. Instances 3 step process for adding to the stage (declare variable, make new instance, add to the stage) var instancename : MovieClipName = new MovieClipName; Dot notation Conditionals (we focused on if statements. We never mentioned other such as switch statements) addchild(), removechild() Method Calls, function definitions, arguments, parameters MovieClip Properties - x, y, rotation, height, width, alpha, visible Event Listeners, Event Handlers Mouse Events (CLICK, MOUSE_OVER) Keyboard Events (KEY_UP, KEY_DOWN) Generic Events (ENTER_FRAME) Event propogation (user defined events) onenterframe function (how do you set it up, how do you use it) hittestobject() Health meter, block movement, update text field, etc Physics (friction, acceleration, bounce, gravity) Axis-based collision detection (example of extra credit topic) Object Oriented Design - Developing classes that directly control your objects(movieclips). Private variables, properties

6 and methods, communication between classes, get and set methods, public static functions and dispatching events. Part 2: UNITY Custom Unity Google Search (courtesy of Professor Greg Wagner): This will search the unity docs, forms, and unity wiki community for answers to your unity related questions. A game is a series of interesting choices Unity is a game engine Game view what your active cameras actually see Inspector info about whatever you have selected in the hierarchy Game Object all objects in Unity that are Unity objects Components what a game object is made up of; define what a game object is and what it does Tags useful for identifying objects and identifying what classes they belong to Layers matter for physics and cameras

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