This makes it much easier than it was before to find a script attached to an object. Instead of locating the object on the stage or in the library, you can simply navigate to it in the Actions panel:. This way, you can expand the height of the Actions panel to fill the screen, and do much of your coding without having to locate an object on the stage.
The buttons along the top of the Actions panel also make coding faster and easier:. There are a few things you can do before you get started to customize the Actions panel so your code is easier to read and work with:. If you have some existing code, try clicking the Auto Format button in the Actions panel to see how Flash neatens the code:.
Finally, adding line numbers makes it easier to keep track of and debug your code: Click the View Options button and select View Line Numbers :. You only need to understand and learn to follow some basic rules. First, ActionScript 2. Case-sensitivity is especially an issue in external scripts like FLA files, class files, and those included with the include command. ActionScript uses dot. Although you can still use slash syntax to target movie clips and variables in movies being played in Flash Player 7 or earlier, ActionScript 2.
For example, the following event handler moves the timeline to Frame 2 when a user clicks a button:. The gotoAndPlay action is included inside the curly braces. All the actions that should be performed when the user clicks the button must appear within these braces.
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In addition, all statements in ActionScript are terminated with a semicolon ; , as you can see at the end of the gotoAndPlay line. Comments let you specify your intentions for a piece of code. You can add in-line comments or comment blocks.
You can use comment blocks to comment out entire portions of a script, entire functions, or to add extensive documentation. These include class names, component class names, and interface names, as well as the following words:. Your email address will not be published.
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Leave a Reply Cancel reply Your email address will not be published. How to Write a Great Performance Review. Getting Tough Subjects Out in the Open. Write an Effective Self Evaluation. This book includes techniques for animating using only code, working with audio, video, and graphics, interacting with the user, communicating with a server, and much more. This book also includes a primer on object- oriented programming, and the last chapter shows you how to create your own custom classes, a very valuable skill to acquire. Introduction Regardless of what you want to get out of Macromedia Flash, this book is a good starting point to get you to where you want to go.
By typing each example, running it, and examining the results, you gain experience with the entire process of coding, running, and debugging Macromedia Flash projects. Experience has shown that a hands-on approach is one of the most effective ways to learn. In addition to the code samples, each example provides you with detailed descriptions of exactly what the code does, and why it was done that particular way. Where appropriate, the example overview also talks about some of the implications of developing code in that particular way, and with a mind toward other ways of performing the same task.
You create your first scripted project, put it in an HTML wrapper, and make your project viewable on the Web. Chapters 2—4 take you right into the guts of the language.
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You learn all the aspects of ActionScript, including variables, data types, conditionals, loops, events, and errors. By the time you get through these chapters, you will have a good understanding of how to use the core aspects of the language. Chapters 5 and 6 get you up and running with ActionScript, explaining such things as where to place your code and how to structure your Macromedia Flash project.
You learn simple coding conventions that will help you create projects that are easier to read and to update. You see different ways to struc- ture your project, learn the benefits and issues with each, and find out about some techniques that will help you through the debugging process. In Chapters 7 and 8, you start using ActionScript to work with a core Macromedia Flash technology: components. You find out all about components—how to apply them to your project, have them com- municate with each other, and customize their look on-the-fly through component styles.
Chapters 9—11 show you how to work with the core container: the movie clip. You explore how to create blank movie clips and how to draw in them on-the-fly, how to work with movie clips in the library, and how to load external movie clips. You learn how to change variables and content in one movie clip from another and how to implement a movie pre-loader. You also study different ways to structure movie clips within a project. After you have completed this chapter, you will have a good understanding of many aspects the Macromedia Flash core building block.
Chapter 12 teaches you some techniques for debugging code. You learn some of the methodology that makes debugging less of a hit-or-miss scenario, how to use the debugger, and how to use the output panel to get a better sense of what is going on with your code. Chapters 13—15 teach you how to work with drawing and to apply effects with ActionScript.
You learn how to use the drawing API, how to apply filters and blending modes, and how to work with the new Bitmap class to manipulate individual pixels. Introduction You extend your knowledge of the movie clip in Chapters 16 and You learn the concepts of time- based and frame-based animation, and how to animate with ActionScript.
That knowledge is extended by adding basic physics to your animations, and is topped off by using the Tween class to simplify some types of animations. In Chapter 18, you learn the intricacies of working with text, including the different types of text fields, issues related to embedding fonts into your project, and how to apply visual styles to text. Because text handling is one of the largest sources of problems with new Macromedia Flash developers, this chapter is replete with annotated examples illustrating how to deal with this subject.
Chapters 19 and 20 show you how to integrate images, sound, video, and live camera feeds into your project.
You learn to work with features such as loading, streaming, and embedding media. Through this chapter, you get a good grasp of the various media management issues, and learn ways to deal with issues specific to working with different media types. Chapters 21 and 22 explain how to get your project to pass data between the web browser and a server.
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You learn the details of communicating with a server using a number of different communication tech- niques, including LoadVars and XML. Security issues are reviewed and solutions are presented for deal- ing with many of those issues.
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Chapters 23—25 provide techniques for communication between a movie and the browser, and between separate movies. Cross-platform communication issues are addressed, so you can ensure that your project will work in different browsers on different platforms. You learn to launch programs, open windows, and make your own system calls from a standalone projector.
You also see examples of using third-party tools to greatly expand the capabilities of the projector. Basically, this chapter teaches you how to interact with the operating system from within the Macromedia Flash plug-in. Chapter 27 shows you how to create custom ActionScript classes, how to think in a more object-oriented way, and some techniques for working with your own classes. Each chapter ends with exercises for you to work on your own, and Appendix A provides solutions to those exercises.
You can use either Macromedia Flash MX or Flash 8 development environments, although this book assumes that you are using the professional version. You can download a fully functioning day demo of Flash 8 from www. Flash player version 7 does exist for Linux, although version 8 is not yet available for Linux.
Using ActionScript 2.0 components with Macromedia Flash 8
Macromedia does not provide a Linux development environment. As a result, you need to use either at least Mac OS X Introduction Although the script editor in the Flash development environment is quite suitable, you may want to use a separate text editor, preferably one that supports syntax highlighting for ActionScript 2. Chapter 1 offers a number of suggestions for text editors that you may want to use. Conventions To help you get the most from the text, a number of conventions are used throughout the book.
Asides to the current discussion are offset and placed in italics like this. Information of importance outside of the regular text looks like this. Code blocks and examples appear in two different ways: In code examples, new code has a gray background. The gray background is not used for code that is less important in the present context or that has been shown before. And in some instances, parts of a code example may be boldface to make it easier for you to spot a change from earlier code.
In those instances, a code continuation charac- ter ta at the end of a line indicates that the next line is actually a continuation of it. Source Code As you work through the examples in this book, you can choose either to type in all the code manually, or use the source code files that accompany this book. All of the source code used in this book is avail- able for download at www. After you download the code, just decompress it with your favorite decompression tool. Introduction Errata Every effort is made to ensure that there are no errors in the text or in the code.
However, no one is per- fect and mistakes do occur. If you find an error in one of our books, like a spelling mistake or a faulty piece of code, we would be very grateful for your feedback. By sending in errata you may save another reader hours of frustration; at the same time, you are helping us provide higher quality information. To find the errata page for this book, go to www.