Mobile Actionscript 3 Basics
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Mobile Actionscript 3 Basics

We will look at programming iPhone and Android apps with Actionscript 3 and Adobe Flash CS5.5, Flash CS6 or Flash CC.
4.1 (7 ratings)
Instead of using a simple lifetime average, Udemy calculates a course's star rating by considering a number of different factors such as the number of ratings, the age of ratings, and the likelihood of fraudulent ratings.
9,045 students enrolled
Created by Justin Dike
Last updated 11/2013
English
Current price: $10 Original price: $20 Discount: 50% off
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Includes:
  • 3 hours on-demand video
  • Full lifetime access
  • Access on mobile and TV
  • Certificate of Completion
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What Will I Learn?
You will learn how to incorporate the Accelerometer, Camera Roll, Gestures, Geolocation, and much more into your AS3 project
View Curriculum
Requirements
  • Adobe Flash CS5.5, CS6, Flash CC
Description

Justin Dike, lead developer and owner of CartoonSmart.com teaches this course in Actionscript 3 development for mobile platforms. As of Flash CS5.5, Adobe has given developers the option to quickly export their Actionscript 3 projects for iOS or Android. As most developers now know, the Flash Player platform isn't doing so well on mobile platforms, but Adobe Flash as a development tool is ironically thriving with its easy export options and hundreds of thousands of experienced Actionscript programmers. This is an exciting time to be learning Flash and AS3 for mobile development, and specifically game programming.

These tutorials were recorded using Flash CS5 but the Actionscript 3 demonstrated is the same as it was a couple versions ago.

Who is the target audience?
  • Some familiarity with Flash / Actionscript 3 is preferred.
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Curriculum For This Course
Expand All 11 Lectures Collapse All 11 Lectures 02:56:49
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The Accelerometer
2 Lectures 35:03

The adventure begins here. We'll take a look at using Flash, Actionscript 3 and Device Central to test an application that uses your device's accelerometer to roll a marble around. The virtual phone in Device Central can also be used to test with (Device Central is included with Flash).


After the accelerometer code is in place, we'll make the project a bit more interesting and add some collision detection and a timer to reset the board.

Preview 33:04
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Touches
1 Lecture 32:25

This course takes a look at the various ways of adding touch input to your Flash-created App (or swf file). Touch-enabled devices that are running Flash Player 10.1 or higher can make use of this functionality, so you don't necessarily have to be exporting your Flash project to an application. This code could be used for a Flash movie played within the browser.


We'll look at detecting states like: touch begin, move, end, rollover, rollout, as well multiple touches, pressure, the size of the area you are touching, your primary touch target, and much more.

Multi-Touch Input with Actionscript 3
32:25
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Gestures and Orientation
2 Lectures 34:26

This part teaches how to add Gesture recognition to your Flash project. Gestures are finger actions like pinching, swiping, panning , rotating, two finger tapping or long-pressing. Example files are created for each gesture and we'll look at some of the pro and cons to using Gestures vs Touch Input.

We'll also take a quick look at the Actionscript 3 code to detect a change in orientation on your device, then optionally change the appearance of your objects on stage (or do anything else).

Gestures Recognition
32:13

Orientations
02:13
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Google Maps and Geolocation
1 Lecture 16:38

This tutorial goes over downloading and installing the Google Maps Component for Flash (which can be used for your mobile or non-mobile Flash projects). We'll look at plugging in a latitude and longitude and adding the zoom and map view types to your Flash Google Map.


Finally we'll check out the Actionscript 3 used for detecting the geolocation of your device (the latitude and longitude) and plugging that into the Google Map.

Google Maps and Geolocation
16:38
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Camera Roll
1 Lecture 23:38

In this tutorial you'll see how to save an image from your Flash movie to your device's camera roll (or media gallery). This has been successfullly iPhone and Android tested. You can save either the entire stage, portion of it, or specific movieclips. This little bit of code could be the foundation of MANY kid's apps.


Also we'll look at how to pull in an image from the camera roll to your Flash movie (successfully tested on the Android butthe iPhone doesn't want to make this happen yet)

Send a Screenshot to the Camera Roll
23:38
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Exporting to iPhone or Android with Flash CS5.5, CS6, CC
4 Lectures 34:39

Exporting an Android App. The next two video courses go over testing your AIR to Android app on either a device (in my case the Samsung Galaxy Tab) or using the emulator from the free Android SDK.

Exporting for Android
08:09

Exporting for Android using the Emulator
12:33

Exporting to iPhone. This lesson will teach you how to export your Flash-created iPhone or iPad and install it on your device. You will need to sign up for Apple Developer program to fully test your app (and eventually to submit it to the Store)

Exporting for iPhone
11:45

Previously Written Actionscript 3 (Usually Runs Fine!)
02:12
About the Instructor
Justin Dike
4.4 Average rating
547 Reviews
39,913 Students
24 Courses
CartoonSmart / Owner / Leader Developer and Instructor

Justin Dike is the founder of CartoonSmart one of the internet's first video training websites. He is a long-time illustrator and animator, focusing mostly on Adobe Flash, and experienced programmer with Swift, Sprite Kit, Actionscript 3, Objective C and Cocos2d. For CartoonSmart he has recorded hundreds of hours of video tutorials and recently published his first full length book titled iOS Programming with Xcode and Cocos2d available in the iBookstore. Justin has also developed many iOS games, including a side scrolling game engine.