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Flash MX 2004 Games
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Flash MX 2004 Games Art to ActionSc
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Contents at a glance Introduction x
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Contents in summary Introduction xi
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Contents in summary Chapter 15: Maz
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Introduction: Learn to write Action
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1 Your first game Rather alarmingly
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Chapter 1: Your first game view of
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Using the Line tool Chapter 1: Your
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Chapter 1: Your first game Adding t
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Chapter 1: Your first game is true
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Chapter 1: Your first game would tr
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_x = startX; _y = startY; moveX = 0
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Section 1 Animation The first secti
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Flash MX 2004 Games Using the drawi
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Flash MX 2004 Games Figure 2.7 Stag
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Flash MX 2004 Games The Pencil tool
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Flash MX 2004 Games When you use th
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Flash MX 2004 Games Figure 2.25 Sca
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Flash MX 2004 Games To use a gradie
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Flash MX 2004 Games tweening was se
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Flash MX 2004 Games Figure 2.37 Usi
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3 Simple cut-out animation Flash is
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Flash MX 2004 Games Figure 3.4 Sele
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Flash MX 2004 Games Figure 3.7 Usin
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Flash MX 2004 Games Figure 3.10 The
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Flash MX 2004 Games pressing F5. Th
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Flash MX 2004 Games WalkLeft TurnLe
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4 Using CGI programs to create anim
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Flash MX 2004 Games that sometimes
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Flash MX 2004 Games Figure 4.6 The
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Flash MX 2004 Games Figure 4.9 The
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Flash MX 2004 Games As you get expe
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Flash MX 2004 Games colour layer us
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Flash MX 2004 Games A higher settin
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5 Background art All your games wil
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Flash MX 2004 Games Figure 5.3 A si
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Flash MX 2004 Games better to expor
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Flash MX 2004 Games if it is only d
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Figure 5.10 Using symbols to add te
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Flash MX 2004 Games independent whe
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Flash MX 2004 Games Using photograp
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Flash MX 2004 Games Website and you
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Flash MX 2004 Games 3 Choose ‘png
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Flash MX 2004 Games User input on m
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Flash MX 2004 Games Figure 6.8 Opti
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7 So what is a variable? After the
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Chapter 7: So what is a variable? a
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Chapter 7: So what is a variable? T
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Chapter 7: So what is a variable? B
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Chapter 7: So what is a variable? 3
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Chapter 7: So what is a variable? P
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Chapter 7: So what is a variable? 5
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Chapter 7: So what is a variable? n
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Chapter 7: So what is a variable? B
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8 In tip-top condition Should I go
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Chapter 8: In tip-top condition All
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Chapter 8: In tip-top condition Wit
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} } return false; Chapter 8: In tip
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Figure 8.5 Properties window for th
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Chapter 8: In tip-top condition to
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Chapter 8: In tip-top condition Tab
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Figure 8.12 The anchor point for th
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53 return 4; 54 } 55 } 56 } Listing
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Chapter 9: Using loops and the repe
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Chapter 9: Using loops Now instead
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do{ a++; if (a==10) continue; //Do
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Chapter 9: Using loops Two examples
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Figure 9.2 The Loops01 project at r
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Chapter 9: Using loops Creating sim
- Page 145 and 146: Chapter 9: Using loops Creating phy
- Page 147 and 148: 1 //Initialise firing 2 for (i=0; i
- Page 149 and 150: Chapter 9: Using loops heart of alm
- Page 151 and 152: Chapter 10: Keep it modular a game
- Page 153 and 154: Chapter 10: Keep it modular for(j=0
- Page 155 and 156: Chapter 10: Keep it modular From a
- Page 157 and 158: Chapter 10: Keep it modular To call
- Page 159 and 160: 4 pt2.init(20, 30); 5 pt2.sum(pt1);
- Page 161 and 162: Chapter 10: Keep it modular a locat
- Page 163 and 164: Chapter 10: Keep it modular 1 v1 =
- Page 165 and 166: Chapter 10: Keep it modular Summary
- Page 167 and 168: Chapter 11: Debugging would give th
- Page 169 and 170: 4 trace("n = " + n); 5 6 function s
- Page 171 and 172: 5 onClipEvent(enterFrame){ 6 count+
- Page 173 and 174: 10 name = "Box" + i; 11 eval(name).
- Page 175 and 176: Chapter 11: Debugging 5 switch(i){
- Page 177 and 178: Chapter 11: Debugging Using the Fla
- Page 179 and 180: the Watch window, then you can see
- Page 181 and 182: Figure 11.12 Debugging remotely Cha
- Page 183 and 184: is presumed, www.niklever.net/flash
- Page 185 and 186: Chapter 12: Using external files Th
- Page 187 and 188: Chapter 12: Using external files Wh
- Page 189 and 190: with a query string version: Chapte
- Page 191 and 192: Figure 12.3 Developing the Weather
- Page 193 and 194: function loaded(success){ if (succe
- Page 195: Chapter 12: Using external files
- Page 200 and 201: Flash MX 2004 Games Figure 13.1 Emb
- Page 202 and 203: Figure 13.3 A simple reaction time
- Page 204 and 205: Flash MX 2004 Games Used to set a
- Page 206 and 207: Flash MX 2004 Games Pay particular
- Page 208 and 209: Flash MX 2004 Games 92 pong:control
- Page 210 and 211: Flash MX 2004 Games 3 4 //Bounce of
- Page 212 and 213: Flash MX 2004 Games A simple game,
- Page 214 and 215: Flash MX 2004 Games The remainder o
- Page 216 and 217: Flash MX 2004 Games 18 mc._y = orgY
- Page 218 and 219: Flash MX 2004 Games worry about los
- Page 220 and 221: Flash MX 2004 Games access. The SQL
- Page 222 and 223: Figure 14.3 Creating the database,
- Page 224 and 225: Figure 14.6 Allocating the user’s
- Page 226 and 227: Flash MX 2004 Games constants to ma
- Page 228 and 229: Flash MX 2004 Games variable ‘que
- Page 230 and 231: Flash MX 2004 Games 16 17 conn.Exec
- Page 232 and 233: Flash MX 2004 Games 32 str += ("D"
- Page 234 and 235: Flash MX 2004 Games ActionScript fo
- Page 236 and 237: Flash MX 2004 Games 1 function ente
- Page 238 and 239: Flash MX 2004 Games Figure 14.10 Us
- Page 240 and 241: 15 Mazes Mazes form the basis of ma
- Page 242 and 243: Flash MX 2004 Games Figure 15.2 Usi
- Page 244 and 245: Flash MX 2004 Games 29 cellH = 0; 3
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Flash MX 2004 Games Because of secu
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Flash MX 2004 Games The camera moti
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Flash MX 2004 Games 1 function maze
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Flash MX 2004 Games 21 if (val & WE
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Flash MX 2004 Games 17 } 18 } Listi
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Flash MX 2004 Games 75 function spi
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16 Board games There are many two-p
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Flash MX 2004 Games 4 Scan the boar
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Flash MX 2004 Games 7 eval(name).go
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Flash MX 2004 Games 49 }else{ 50 fl
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Flash MX 2004 Games Figure 16.4 Dev
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Flash MX 2004 Games board. Then we
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Flash MX 2004 Games The function ca
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Flash MX 2004 Games 5 if (legalMove
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17 Platformers Creating a platform-
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Flash MX 2004 Games The second main
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Flash MX 2004 Games 27 platform = "
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Flash MX 2004 Games ‘userJump’
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Flash MX 2004 Games 54 usercontrol
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Flash MX 2004 Games Instead of usin
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Flash MX 2004 Games 13 if (dx120){
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Flash MX 2004 Games where the sprit
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Flash MX 2004 Games scrolling; that
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Flash MX 2004 Games 25 platform = "
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Flash MX 2004 Games 13 name = "_roo
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18 Sports simulations Some of the m
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Flash MX 2004 Games Frame 1 of the
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Flash MX 2004 Games Figure 18.2 Pla
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Flash MX 2004 Games The next step i
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Flash MX 2004 Games Figure 18.3 The
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Flash MX 2004 Games Reading the key
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Flash MX 2004 Games 7 if (speed1) s
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Flash MX 2004 Games 1 function setD
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Flash MX 2004 Games if a and b are
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Flash MX 2004 Games 9 if (i > -171
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Flash MX 2004 Games 49 y = _y + mov
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Flash MX 2004 Games 35 y = b * y +
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Flash MX 2004 Games Enhancements As
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19 Flash Lite - how does it affect
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Figure 19.2 Developing a Flash Lite
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Chapter 19: Flash Lite - how does i
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Chapter 19: Flash Lite - how does i
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Chapter 19: Flash Lite - how does i
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Figure 20.1 Pocket Internet Explore
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Chapter 20: Using Flash on a Pocket
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Figure 20.4 Layout problems from a
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Chapter 20: Using Flash on a Pocket
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Section 5 Flash for boffins Sometim
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Flash MX 2004 Games Figure 21.1 Cre
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Flash MX 2004 Games The ASP page
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Flash MX 2004 Games To create a tab
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Flash MX 2004 Games 55 break; 56 ca
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Flash MX 2004 Games 10 //Connect to
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Flash MX 2004 Games 17 //Connect to
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Flash MX 2004 Games This method can
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Flash MX 2004 Games 3 4 for (i=1; i
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Flash MX 2004 Games 65 Response.Wri
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Flash MX 2004 Games The example we
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Flash MX 2004 Games 7 8 9 CDialog::
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Flash MX 2004 Games 1 BOOL CSockLis
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Flash MX 2004 Games 23 24 return; 2
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Flash MX 2004 Games Figure 22.3 Cre
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Flash MX 2004 Games 34 35 } 36 if (
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23 Using Flash Communication Server
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Flash MX 2004 Games Figure 23.3 Che
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Flash MX 2004 Games you will find s
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Flash MX 2004 Games In line 17 we c
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Flash MX 2004 Games 195 break; 196
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Flash MX 2004 Games To enter the ad
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Flash MX 2004 Games Using the NetCo
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Flash MX 2004 Games Summary Flash C
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Flash MX 2004 Games Figure 24.1 Sel
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Figure 24.3 Creating a new Visual C
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Figure 24.7 Select Shockwave Flash
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Flash MX 2004 Games Figure 24.10 Ch
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Flash MX 2004 Games Initializing th
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Flash MX 2004 Games this at ‘C:\P
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Flash MX 2004 Games 96 97 MSG msg;
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Flash MX 2004 Games Figure A.1 Deve
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Flash MX 2004 Games The first param
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Flash MX 2004 Games To retrieve the
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Flash MX 2004 Games Options for eas
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Flash MX 2004 Games by the offset r
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Flash MX 2004 Games Figure B.5 A se
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Flash MX 2004 Games Figure B.6 Usin
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Flash MX 2004 Games function setPoi
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Flash MX 2004 Games Figure B.9 Piec
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Flash MX 2004 Games 408 } h1 = 2 *
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Flash MX 2004 Games Figure B.10 Usi
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Flash MX 2004 Games www.catalystpic
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Index Arrays: board games, 246-8, 2
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Index Conditions: And operation, 10
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Index Examples (Continued) mazes, 2
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Index Ideas, plans, 136-7 IE see In
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Index Modularization (Continued) ex
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Index Projects (Continued ) object-
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Index SQL Server databases (Continu
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Index Walks: fat-cat examples, 36-4