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CISC 110: Fall 2012

Elementary Computer Animation

Instructor: Mary McCollam



NOTE:  Look at all of the information posted about your projects at the end of the assignments, labs, tests, and project table, including when you will give your demo:  assignments and the lab and test schedule

This page provides information on the course. It tells you about the instructor, teaching assistants, lecture schedule, and marking scheme, along with the assignments and the lab and test schedule. It also contains a course description and textbook titles and information on Flash resources and lab access.

The lecture slides and additional custom notes will be available for you to view and download from Moodle:  https://moodle.queensu.ca/

Instructor, Teaching Assistants, and Schedule

The instructor and teaching assistants of this course are:

  Instructor   Office   E-mail  Phone  Office Hours
  Mary McCollam 
   Goodwin 527 
   mccollamATcs.queensu.ca    533-6763 
 Thursdays 9:30-11:30 or by appointment 

Teaching Assistant
  E-mail   Lab
   Cara Bing Yu Yu  
 8byyATqueensu.ca
  Tuesday  
   Alice Zhang
 8axzATqueensu.ca   Wednesday and Thursday

The lectures for this course are scheduled at:

  Day   Time  Room


   Beamish-Miunro 213 
  Mondays 
  4:30 - 5:20

  Thursdays  
  11:30 - 12:20 pm 

  Fridays
  11:30 - 12:20 pm  




The labs for this course are scheduled at:

Lab
Day Time   Room
  TA 



  Goodwin 248 
   
 
   Tuesdays    2:30 - 5:30 pm  
  Cara  
 
  Wednesdays   2:30 - 5:30 pm

  Alice for 1st and 3rd hour 
 
   Thursdays   2:30 - 5:30 pm
  Alice


Course Description

In this course you will learn about two-dimensional computer animation and scripting, with widely-used animation software (Flash) that includes a scripting language (ActionScript) with full programming language capabilities.  This is a computing science course, so the emphasis will be on the computing aspects of animation, rather than on the artistic aspects.  However, it is also purposely designed to allow students creative freedom to explore their interests, whether those interests are artistic, musical, scientific, or just plain fun.

Textbooks 

Required:  An Introduction to Programming with ActionScript 3.0, by Trish and Richard Cornez, Jones & Bartlett Learning, 2013

Recommended:  Adobe Flash CS6 Professional Classroom in a Book, by Adobe Creative Team, Adobe Systems Inc., 2012
 
and

a set of custom ActionScript 3.0 notes for you to download for free from Moodle:  https://moodle.queensu.ca/

 

Flash Resources and Lab Access

We'll be using Flash CS5.5 Professional and ActionScript 3.0 for this course. 

You may download a free 30-day trial of Flash CS6 at:  http://www.softpedia.com/get/Internet/WEB-Design/Flash/Adobe-Flash.shtml

Adobe provides an extensive Flash Help and Support Page.   One very useful link from that page is the ActionScript 3.0 Language and Componenets Reference.

iButton
      RegistrationFlash is installed on the computers in CASLab ( Goodwin Hall 248 and Walter Light Hall 310 computer labs), which you will have access to 24 hours a day via an iButton (electronic key) that you purchase at the Campus Bookstore and register at the School of Computing kiosk on the second floor of Goodwin Hall near the elevator.  Walk towards Beamish-Munro Hall, away from the elevator, and the kisok is on your left.  As well, you set your initial CASLab password at the kisok.

Once you have your iButton registered, you can get into Goodwin Hall anytime, and from there into Walter Light Hall, by using the Undergraduate iButton reader at the single door on the east side of the building at ground level.  You can get into Goodwin 248 by using the iButton reader on the wall to the right of the second lab door (the one furthest west). The iButton reader for Walter Light 310 is beside its west-most door. To use your iButton, place its round metal disk against the matching round metal disk on the wall-mounted reader and wait for the "click" to sound (the lock unlocking).  Then just pull or push the door open.  The red light on the wall reader will briefly turn to green as the door unlocks.


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Schedule

ActionScript and Flash examples will be posted here.  If you try to view a .fla file by selecting the link, you will see the binary file, which will look like garbage.  Instead you need to download it to your computer and open it with Flash.  You can do that using right-click in Windows or ctrl-click on a Mac.  You could also view the binary file and then select "File|Save As" in the menu bar. 

If when you download it, the file has other extensions besides .fla, change the filename to only have a .fla extension (only fla after the period). 

   Week      Date    Topics   Text 
   ActionScript & Flash Examples  
   1   Sept 10-14
  Intro to Animation & Programming
  2D graphics
  Frame by Frame and Motion Tween Animation
  Flash Library:  Buttons, Text Fields, Sounds
  Tracing & Variables
  GUIs and Flash UI Components
 Chap
 1 & 2

Exercise 1:  First Animation

   2   Sept 17-21
  Examples:  Short Animated Films
  Timeline Control 
  Object-Oriented Programming
  Numeric Calculations
  Using and Defining Functions
  Random Numbers
Chap
2 & 3
Exercise 2:  Movie Clips
Exercise 3:  Variables
   3   Sept 24-28
  Exmples:  Animated Films with Narration or Dialogue
  MovieClip Properties and Methods
  Composite Movie Clips
  Mouse and Keyboard Events
  Programming Animation with Frame Events
  Following Cursor with Frame Events
Chap
 4.1-4.4
 
Wk3TempConverter.as
Wk3TempConverter.fla
Exercise 4: RocketGraphics
Wk3MonsterMiniMovie.as
Wk3MonsterMiniMovie.fla
Exercise 5: Math Methods
   4   Oct 1-5
  Examples:  Interactive Films
  If-else statements
  While Loops
Chap
 
 5.1-5.8
  6.3

Wk4FrameLoop.as
Wk4FrameLoop.fla
Exercise 6: If-Else Statements
Wk4ButtonFrameLoop.as
Wk4ButtonFrameLoop.fla
   5   Oct 8-12
  Thanksgiving Monday:  No Class;
  Examples:  Interactive Films
  Programming Animation with Timer Events
  Drag & Drop
 
 Chap

4.10
4.5


   6   Oct 15-19
  Test 1 Reviews, Monday Oct 15 and Thursday Oct 18
  Test 1, Friday, October 19 in class



   7   Oct 22-26
  Examples:  Video Games
  For Loops
  Arrays
Chap
6.1
7.1-7.2
Wk7ArrayBasics.fla
Wk7DragAndDrop.as
Wk7DragAndDrop.fla
Wk7ArraysAndForLoops.fla
Exercise 7: Arrays
Wk7ScopeTest.as
Wk7ScopeTest.fla
   8   Oct 29-Nov 2
  Examples:  Learning Modules
  User-Defined Functions with Parameters & Results
 
Chap
8

Exercise 8: Shape Tweens
Wk8FunctionsWithParameters.as
Wk8FunctionsWithParameters.fla
Wk8FunctionsWithResults.as
Wk8FunctionsWithResults.fla
Exercise 9: Param & Results
   9   Nov 5-9
  Strings
  Adding & Removing Display Objects During Execution
  Exporting Library Symbols to Create Custom Classes
  Sprites and Vector Drawing
Chap
7.7
8
4.6
4.8

Exercise 10: Moving Landscapes
Wk9DynamicObjects.as
Wk9DynamicObjects.fla
Exercise 11: Dynamic Objects
Wk9ArrayOfDynamicObjects.as
Wk9ArrayOfDynamicObjects.fla
Wk9MusicButton.as
Wk9MusiceButton.fla
Exercise 12: Graphics
Wk9HangmanGameDesign
Wk9GlowFilter.as
Wk9GlowFilter.fla
 10   Nov 12-16
  Test 2 Reviews, Monday, Nov 12 and Thursday, Nov 15
  Test 2, Friday, November 16



 11   Nov 19-23
  Help with Projects during class time
HangmanV1.as
HangmanV1.fla
HangmanV2.as
HangmanV2.fla
Test 12   Nov 26-30 
  Monday:  Help with Projects during class time
  Thursday & Friday:  Project Demos in Class
        Thursday demos:  single in Tuesday or Wednesday Lab
                                      or both partners in Tuesday
        Friday demos:  single in Thursday Lab
                                      and all other partners
  Note: Projects due in your lab this week
            You may turn in your user manual in class Friday 







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Marking Scheme, Labs, Assignments, Tests, and Project

Your mark is calculated from 6 Flash & ActionScript lab/assignments (18%), 2 tests (30%) and a project (52%).  

A lab portion of each assignment, worth 1% of the final mark, must be completed during each lab.  The remainder of each assignment, worth 2% of the final mark is due at the start of the subsequent lab.  To get credit for your assignments, you will show your work to your TA at the beginning of your lab. 

There are four due dates for the design and implementation of the project:  for the Storyboard, Phase 1 code, Phase 2 code, and Final Project.   However, you will only receive a mark for the storyboard (out of 7), and for the final project (out of 45).  The due dates for your phase 1 and phase 2 code are to keep you on track for finishing your project on time and to require you to show your project and answer questions about it during the implementation process to demonstrate that the work is your work.  If you do not complete the required percentage of your project by the required date, marks will be deducted from your final project mark (up to 20% for each phase, so a total of up to 40%).  You will hand in your storyboard and show your phase 1 and phase 2 code at the end of your lab in the week each is due.

  Labs, Assigns, Tests, Project 
Percentage
Week
Due in Week Topics
Lab Preparation
  Lab 0
  Lab 0 Instructions
  Lab0Example
  Uploading with Filezilla
 


1

   Setting up folders
   Text Chapter 1 Tutorials 1-3
   
  Read and complete the
   following before your
   lab in week 1 :
  Activating CASLab Account 
  Lab 1
  Lab 1 Instructions
  bettyApp.as
1
2

  
   Text Fields and Buttons
  Read through Tutorial 4 in
  Chapter 1 of your text
  Assignment 1
  Assignment 1 Instructions
2
2
3
   Frame by Frame and
   Motion Tween Animation
   Timeline Control

  Lab 2
  Lab 2 Instructions
  Assign2.as
1
3

   Numeric Calculations
   Input Text Fields
  Read 2.5 Case Study 2,
  p. 75 of your text
 Assignment 2
 Assignment 2 Instructions
2
3
4
  Variables and Assignment
   Statements
   Design Process

  Lab 3
  Lab 3 Instructions
  Assign3.as
1
4

  Programming Animation
  with Frame Events
   Read 4.4 Case Study 1
  
p. 180 of your text
Lab3
  Assignment 3
 Assignment 3 Instructions
2
4
5
  MovieClip Properties and Methods
  Composite Movie Clips

  Lab 4
  Lab 4 Instructions
  Assign4.as
1
5

  If-else statements
  Keyboard Events
  Look at Wk5Pacman above
  in the Schedule table under
ActionScript and Flash Examples Lab4
  Assignment 4
  Assignment 4 Instructions
2
5
6
  Random Numbers
  Programming Animation
  with Frame Events
  Keyboard Events

  Lab 5
  Lab 5 Instructions
  Assign5.as
1
6

  While Loops
  Nested Loops
Look at Wk5WhileLoops above
  in the Schedule table under
ActionScript and Flash Examples
  Assignment 5
  Assignment 5 Instructions
 
2
6
7
  Programming Animation
  with Timer Events

  Test 1
  Test 1 Practice Questions
  More Test 1 Practice Questions
  More Test 1 Practice Answers
  Solutions:  2012 Test 1

15
6

  Weeks 1 - 5
  Lab 6
  Lab 6 Instructions
  Assign6.swf
  Assign6.as

 
1
7

  Drag and Drop
  Arrays and Strings
  Read about arrays,
 pp. 349-351 of your text
Look at Wk7DragAndDrop above
in the Schedule table under
ActionScript and Flash Examples
  Assignment 6
  Assignment 6 Instructions

  
2
7
8
  Defining Functions with
  Parameters and Results

  Read about defining functions,
  pp. 413-426

  Project Storyboard
  Project Requirements
  Example Brainstorming Chart

7


8


  Project Phase 1 Code

9


  Test 2
  Test 2 from Fall, 2011
  Test 2 Answers from Fall, 2011
  Test 2 Practice Questions
  Test 2 Practice Answers
  More Test 2 Practice Questions
  More Test 2 Practice Answers
 
15
10

  Weeks 6 - 9

  Project Phase 2 Code
  

11


  Final Project
  More Project Info
  Use this for your user manual:
  User Manual Template
  Example User Manual
  Everyone's user manual is due
  in the Friday class.
  A hardcopy of it is required.
  Project Demo Schedule
45

12


  Total
100








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COMPSA Tutors

If you need additional help, COMPSA keeps a list of upper-year students who are interested in tutoring.  Check the COMPSA web page and search for "Tutor List".

ASUS Tutors

Mindfind is a tutoring service run by ASUS (Arts and Science Undergraduate Society) that pairs student tutors with students who are in need of academic assistance. The hourly cost of tutoring is partly subsidized by ASUS. 

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http://www.cs.queensu.ca/home/mccollam/cisc110/2012/info12.html
Last Updated November 25, 2012