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Shadow work is an important tool for personal growth and development, as it can help to uncover hidden aspects of the self and provide an avenue for exploration and integration of these aspects. It can be a powerful and transformative experience, allowing us to move beyond our current limitations and find greater meaning and purpose in our lives. Shadow work can help us to become more aware of our unconscious patterns and behaviors, as well as our underlying motivations, and to become more conscious of how we relate to others and the world around us. By engaging in shadow work, we can begin to make more conscious choices in our lives and to better understand our own internal landscape.
Sure you can animate using motion tweensin fact, well help you do that with our Flash Cartoon Animation bookbut isnt there something extra special in making things move with just a few lines of code?In this book Keith Peters guides you through some basic animation theory and then demystifies the math and physics behind creating realistic animation, looking at trigonometry, velocity and acceleration, and bouncing & friction.This book will teach you how to use Flash ActionScript to move the objects in your movies, rather than letting Flash's tween engine do it for you. The benefit of this is smaller, more realistic, more dynamic interactive movies that seem to come alive on your screen. Almost all of the code featured in this book will work fine in either Flash MX 2004 or Flash 8, and with a few minor adjustments, most of it can even be applied to Flash MX.Although the text covers many advanced math and physics concepts, making for very realistic motion, theres no need to worry, even if you're a relative newcomer to programming and the last math class you took was in high school (and even if you barely remember that!).This book first covers everything you need to know to get started: the principles of animation, and the basics of ActionScript, trigonometry, and Flash rendering methods. Youll work your way through slowly, from using code to move a single object across the screen to creating complex systems that really push Flash's capabilities, with topics covered including collision detection, particle attraction, and kinematics. The book concludes with looking at 3D animation techniques, including building a basic 3D engine, 3D lines, fills and solids, and matrix math.Once you come to grips with the ideas presented here, you'll find yourself creating all manner of exciting animations and games!
Get up to speed with the latest Flash technology Create new Flash extensions Enhance your production workflow With the release of Flash MX 2004, Macromedia gave us a brand-new Extensibility architecture layer, which let us look under the hood of Flash and extend its functionality. With the extensibility tools, which include behaviors, custom-made tools and commands, the JavaScript API (or JSFL), and the XML-to-UI API, you can literally extend Flash to do things it cannot do out of the box. Things such as adding new custom commands to the menu and customizing the tool bar, adding brand new, custom created tools. The commands could be as simple as drawing a commonly used shape on the stage, or as complex as creating an entire new Flash movie from scratch.These features not only allow users to share code and effects more easily within the community or a production environment, but will also allow developers to package up and reuse more within Flash than was ever possible before, increasing productivity and decreasing production times. We now have the ability to take our designs further than ever beforeif you have an idea for a new feature, you can just create it yourself and plug it in. This is the future of Flash!Extending Macromedia Flash MX 2004 covers the entire spectrum of the extensibility architecture in Flash MX 2004. It includes in-depth tutorials on each new areacommands, tools, timeline effects, behaviors, use of the MMExecute command, executing Flash from the command line, and full coverage of XML to UI, which enables you to easily create custom user interfaces for your Flash Extensions. The final section of this book contains a comprehensive desktop reference to JavaScript Flash (JSFL), the new language that you'll use to create your Flash extensions.
Foundation HTML5 Animation with JavaScript covers everything that you need to know to create dynamic scripted animation using the HTML5 canvas.
This book is a compilation of advanced ActionScript 3.0 animation techniques for any user creating games, user interaction, or motion control with ActionScript.
With over 100,000 iPhone applications and 125,000 registered iPhone developers, is it still possible to create a top-selling app that stands apart from the six-figure crowd? Of course, but you'll need more than a great idea and flawless code¿an eye-catching and functional user interface design is essential. With this book, you'll get practical advice on user interface design from 10 innovative developers who, like you, have sat wondering how to best utilize the iPhone's minimal screen real estate. Their stories illustrate precisely why, with more apps and more experienced, creative developers, no iPhone app can succeed without a great user interface.Whatever type of iPhone project you have in mind¿social networking app, game, or reference tool¿you'll benefit from the information presented in this book. More than just tips and pointers, you'll learn from the authors' hands-on experiences, including: Dave Barnard of App Cubby on how to use Apple's user interface conventions and test for usability to assure better results Joachim Bondo, creator of Deep Green Chess, beats a classic design problem of navigating large dataset results in the realm of the iPhone Former Apple employee Dan Burcaw tailors user interfaces and adds the power of CoreLocation, Address Book, and Camera to the social networking app, Brightkite David Kaneda takes his Basecamp project management client, Outpost, from a blank page (literally) to a model of dashboard clarity Craig Kemper focuses on the smallest details to create his award-winning puzzle games TanZen and Zentomino Tim Novikoff, a graduate student in applied math with no programming experience, reduces a complex problem to simplicity in Flash of Genius: SAT Vocab Long-time Mac developer Chris Parrish goes into detail on thecreation of the digital postcard app, Postage, which won the 2009 Apple Design Award Flash developer Keith Peters provides solutions for bringing games that were designed for a desktop screen to the small, touch-sensitive world of the iPhone Jürgen Siebert, creator of FontShuffle, outlines the anatomy of letters and how to select the right fonts for maximum readability on the iPhone screen Eddie Wilson, an interactive designer, reveals the fine balance of excellent design and trial-by-fire programming used to create his successful app Snow Report Combined with Apress' best-selling Beginning iPhone 3 Development: Exploring the iPhone SDK, you'll be prepared to match great code with striking design and create the app that everyone is talking about.
Flash has long been one of the most approachable, user-friendly tools for creating web-based animations, games, and applications. This has contributed to making it one of the most widely used programs for creating interactive web content. With each new version of Flash, ActionScript, its built-in scripting language, has become more powerful and a little more complex, too. ActionScript, now at version 3.0, has significantly matured as a programming language, bringing power and speed only previously dreamed about to Flash-based animation, going far beyond traditionally used keyframes and tweens.The material inside this book covers everything you need to know to harness the power of ActionScript 3.0. First, all the basics of script-based animation and setting up an ActionScript 3.0 project are covered. An introduction to object-oriented programming follows, with the new syntax, events, and rendering techniques of ActionScript 3.0 explained, giving you the confidence to use the language, whether starting from scratch or moving up from ActionScript 2.0.The book goes on to provide information on all the relevant trigonometry you will need, before moving on to physics concepts such as acceleration, velocity, easing, springs, collision detection, conservation of momentum, 3D, and forward and inverse kinematics. In no time at all, you'll both understand the concepts of scripted animation and have the ability to create all manner of exciting animations and games.
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