Assassins Creed Art Book by David Hodgson, David Knight PDF

By David Hodgson, David Knight

Making-of paintings ebook: Beautiful paintings and renders show the dawning of Altaïr.
Interviews: Revealing interviews with Jade Raymond and key participants of each team.
Lithograph: A high quality lithograph of a gorgeous rendered scene.
High-quality Packaging: Hadcover package deal with lovely paintings from the crew at the hide.
Clean field art: Prima's one-sheet will fall away whilst the shrinkwrap is got rid of, leaving pristine artwork, unmarred through trademarks, barcodes, or taglines.

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Extra info for Assassins Creed Art Book

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I have found that the basic included error types are more than enough to handle the errors I need to create. ”;  static public const GAME_NOT_READY:String = “The game object is not yet initialized. initialized) throw new GameError(GameError. GAME_NOT_READY)); //OTHER CODE } In this example, the GameError class (much like an Event subclass) predefines the error messages the game will use for easy access and syntax checking. If the game is not initialized when startGame is called, it will throw a GAME_NOT_READY error.

GAME_OVER, gameOver, false); Like addEventListener, the third parameter is optional, depending on whether you’re using the capture phase, which we will cover now. As I mentioned earlier, if you’re passing events between DisplayObjects, you have a few different options available to you, depending on where your objects are in relation to each other. Suppose the object you want to listen to is a child object, either directly or through the display chain, of your current object. In this case, you can listen to the target object in all three phases.

To use these classes in your code, you can simply refer to the class name like you would any other. Sprite; public class ClassesExample extends Sprite { public function ClassesExample() { var blue:Square = new squareBlue(); addChild(blue); var green:Square = new squareGreen(); addChild(green); } } } You can use it like a normal class, because when Flash compiles the SWF, it will be a normal class, just as though you’d written it yourself. ” It would be very tedious to have to instantiate them one at a time and create a lot of extra code.

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