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General Course Information
1a. Course Dept.: CIS
1b. Course Number: 068
2. Course Title: Object Oriented Game Programming with Flash
3. Units: 3
4. This Course is: Assoc Degree Applic. - Transfer to CSU/Private

 
Course Format and Duration
5a. Course Length: Full-semester
   
5b. Weekly Hours: 3 Lecture +
    0 Activities +
    1 Lab +
    0 By Arrangement =
Total Weekly Hours: 4
   

 
Method of Instruction
6. Instructional methods used to present course content.
Lecture/Discussion
Lecture/Lab
Online
Hybrid

 
Course Preparation
7a. Corequisite(s):
None
   
7b. Prerequisite(s):
CIS 062 with a grade of "C" or "CR" or better
   
7c. Course Advisory:
SCC minimum English and Math Standards
CIS 001 with a grade of
   
8. Repeatability: Not Repeatable
Additional Reapeatability Info:
None 

 
CATALOG DESCRIPTION AND OTHER CATALOG INFORMATION
9a. Catalog Description:
Using solid programming techniques and the fundamental concepts of Object Oriented Programming, students will use Macromedia Flash ActionScript to create multimedia games. This process includes designing, coding, testing, debugging and documenting Flash ActionScript programs. Additionally, students will apply these concepts to the creation of game programs that utilize digital media including images, animation, audio, video, and text.
9b. Other Catalog information:
   
10. Student Performance Objectives:
As a result of successful completion of this course, a student will be able to:
1. Effectively use Flash ActionScript basic programming techniques.
2. Define, create, and use ActionScript OOP techniques for properties, references, instances,
object types, classes, and inheritance.
3. Use current game concepts to implement game components that effectively use mouse movement and positioning, events and buttons, timing, state machines, rotation, recursion, vectors, and velocity.
4.Code Flash ActionScript and HTML Web pages to communicate with the server, preload necessary Flash files,communicate with the browser, call JavaScript routines, and embed server-side programming.
   
11. Methods of Evaluating Student Achievement:
1. Class discussions, written examinations, and projects requiring the student to demonstrate a working knowledge of Macromedia Flash and Flash ActionScript.
2. Lab assignments requiring the student to demonstrate proficiency in the use of the topics covered in this course.
3. Class discussion.
   
12. Student Assignments (Homework):
   
a. Required Reading Assignments:
Approximately 40 pages per week from the required student text.
   
b. Required Writing Assignments:
Creating Web sites that incorporate ActionScript programs, Flash drawings, objects, animations, movies, and sound.
   
c. Other (Terms projects, research papers, portfolios, etc.)
Final portfolio-quality project requiring the creation and publication to the Web of an Internet game programmed with object oriented coding techniques using Flash ActionScript, Flash drawings, objects, animations, movies, and sound.
   
13. Course Content Outline:
I. ActionScript Basics
A. Situating the ActionScript(s)
B. Understanding and using variables, constants, operators, and mathematical expressions
C. Defining scope (block, movie clip)
D. Inserting comments and documenting code
E. Defining data types
F. Converting data to different data types
G. Using code blocks, conditional statements, and loops
H. Using Logical operators
I. Using built-in and user-defined functions
J. Creating, initializing, and accessing arrays, array properties and methods
K. Using simple, nested, multidimensional arrays

II. Object Oriented Programming
A. Defining and using object properties (_alpha, _x and _y, _xscale _yscale, _width _height, _visible, _rotation. _xmouse, _ymouse)
B. Defining and using references (_root, this, _parent, function)
C. Creating and using global objects and instance objects
D. Creating instances (i.e., dynamic movie clips)
E. Using custom-made object types
F. Defining and extending classes
G. Dealing with multiple inheritance
H. Defining and using Actionscript objects
1. Core objects
2. Movie objects
3. Client/server and authoring objects
I. Managing Data in Classes

III. Game Components & Concepts
A. Setting up mouse movement and pointing
B. Using Events and buttons to control movie playback
C. Timing
D. Using state machines
E. Using rotation
F. Using recursion
G. Creating and implementing vectors
H. Implementing and controlling object velocity

IV. Server-Side Flash Concerns
A. Communicating with the server
B. Preloading files
C. Communicating with the browser
D. Calling javascript routines
E. Embedding server-side programming
   
14a. All textbooks, resources and other materials used in this course are:
College level
   
14b. EXAMPLE texts, reading and resources:
Murray & Everett-Church. Macromedia Flash MX 2004 Game Programming.
Course Technology, 2003

 
Makar & Winiarcyzk. Macromedia Flash MX 2004 Game Design Demystified.
Peachpit Press, 2004

 
Macromedia Flash MX 2004 Game Development. Rhodes.
Charles River Media, 2004

 
Macromedia Flash MX ActionScripting: Training from the Source. Franklin, Makar.
Macromedia Press, 2002

 

 
General Education/Transfer Information
IGETC:
 
CSU:
 
SCC GE:  

 


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