More importantly, you will gain a large repertoire of interactive tools to add to your existing Flash skills.
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First, the bad news There is no doubt that ActionScript 3. Also, Flash applications written in ActionScript 3.
This is because there are actually two ActionScript players inside Flash Player 9 and later. In this book, we will focus exclusively on ActionScript 3. As mentioned, ActionScript 3. This makes Flash viable for creating high-performance games, simulations, 3D interfaces, and data-driven applications. More consistent syntax. Because everything up to ActionScript 2. This could be extremely confusing. For example, in ActionScript 1.
For example, there is one way to listen for and respond to an event in ActionScript 3. Everyone makes mistakes, so it is a blessing that ActionScript 3. Lots of new features. As you progress through the lessons you will become comfortable with many of these features. Formats for playing back Flash and ActionScript 3. This is the most common use of Flash for most developers. Not long ago, Adobe introduced its Adobe AIR technology, which allows creation of true cross-platform desktop applications that run on Macintosh, Windows, or Linux.
Flash Builder 4 is the new name for what formerly was called Flex Builder. Another option for experienced programmers is to use the free Flex SDK that is available from Adobe at www. All of these programs support the entire ActionScript 3. Flash Builder is more geared toward people with a programming background and includes a number of features that support the development of large-scale rich-media applica- tions and data-driven projects.
Flash CS5 on the other hand includes tools and an interface adapted to the needs of designers and animators. Of course this is an optional step—code can also be written exclusively in Flash CS5. This book focuses on the use of ActionScript 3. ActionScript in the Flash Timeline vs.
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In earlier versions of Flash, ActionScript could also be placed directly on an object such as a button or a movie clip, but this is no longer the case with ActionScript 3. ActionScript is a true object-oriented language, which makes it very good for building larger and more complex projects.
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While this book does not put an emphasis on OOP, the later lessons will lay a foundation that will allow you to delve more deeply into OOP development in ActionScript 3. This is the foundation for OOP in Flash. In the early lessons of this book, you will be placing all your code in the Flash Timeline. Navigate to a URL using a code snippet. Add ActionScript to the Timeline via the Actions panel. Add labels to frames on a timeline. Use an ActionScript variable to keep track of a changing number. Use a conditional statement to respond to the looping of an animation.
This lesson will take approximately 2 hours. The Flash Timeline is an extremely useful tool for creating anima- tions.
Adobe Flash Professional CS5 Classroom in a Book (BBS).pdf
This lesson introduces the techniques for adding code to the Flash Timeline to control playback; it also introduces a few essential ActionScript 3. First, though, this chapter introduces you to a great new feature in Flash CS5 called code snippets. Code snippets are designed to help new programmers learn ActionScript 3.
If you ran the movie at this point, it would just play through the whole Timeline from start to end, showing a brief glimpse of the interface before returning to the beginning. Adding ActionScript using code snippets You can create ActionScript on any keyframe in the main timeline of a Flash movie.
ActionScript 3.0 for Adobe Flash Professional CS5 Classroom in a Book
You can also create it on any keyframe within a movie clip symbol. During playback of the compiled Flash project, the code on each frame will execute when that frame plays. Note: The artwork in Lessons 1 and 2 was created by the animator Rattana Ouch rattana. In addition to typing code directly in the Actions panel, you can add code to this panel using the new Code Snippets panel. Code snippets, as their name implies, are prebuilt chunks of ActionScript 3. Code snippets provide a wonderful way to begin working with ActionScript and can be very useful for increasing the range of tasks that you can accomplish.
When you add a code snippet to your project, the code snippet is written in the Actions panel, saving you the trouble of typing it yourself. After the code snippet is placed in the Actions panel, it is fully editable, allowing you to customize and modify that code.
To see how code snippets work, you will add some code that will link to the Flash support page at www. In Flash, it is essential that all objects onstage that will be controlled with ActionScript be given instance names. Applying a code snippet Depending on the functionality needed, code snippets can be applied in a few dif- ferent ways. Note: The button that you are working with is a component that ships with Flash CS5.
You will learn more about components in coming chapters and will see that component parameters can also be controlled using ActionScript. Notice that the keyframe in Frame 1 of the actions layer of the Timeline now has a lowercase a in it. This indicates that the ActionScript written by the code snippet has been stored in this frame. Instructions: 1. Keep the quotation marks "". Comments will be discussed in more detail soon and are good elements to add to your own code as notes for yourself and others.
This time when you click the button, you should be taken to the support section for Flash on the Adobe website. You can substitute any URL in this code, and clicking the button will cause the browser to navigate to that location. In the meantime, you can use the actions available in the Code Snippets panel to immediately start adding interactivity to your projects. Using this panel will also aid in your learning process by giving you insight into how to create working code and how to modify it to suit your needs.
You will work with the Code Snippets panel again in the next lesson, but now you will begin to write your own ActionScript code. Placing code on the Flash Timeline Working with frame labels Before you start adding ActionScript, notice that among the layers in the Timeline is one called labels. In this layer, Frame 2 has the label loop and Frame 50 has the label home. ActionScript can reference labels to control navigation. You will see the label name appear in the Timeline on Frame Looping playback with ActionScript There are many situations in which you may want to play a section of the Timeline repeatedly.
For example, an animation might loop while waiting for additional con- tent to load or while the user is deciding which section of a website to go to next. If you do not see line numbers, you can turn them on by choosing Line Numbers from the Actions panel menu in the upper-right corner of the panel. Notice that the movie no longer reaches the home frame but instead plays the opening animation over and over.
This behavior occurs because every time the playhead reaches Frame 30, the action you just wrote sends it back to Frame 2. In between the parentheses, you could have chosen to use the number of the frame instead of the frame label, as shown here: gotoAndPlay 2 ; However, use of the frame label as you did in the previous example is highly recommended: gotoAndPlay "loop" ; This approach allows you to much more easily make changes to the content in your timeline without having to modify your code.
You will do this by storing the value for the number of loops in a variable. Creating a count variable The purpose of a variable is to store a reference to data. In this lesson, you will create a variable to store a numeric value to keep track of the number of times the animation in Frames 2 through 30 repeats.
To create a variable in ActionScript 3. The name of the variable is count.
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You can choose any name you want for your own variables, as long as you follow these three rules: Do not use spaces in your variable names. Except for underscores, do not use special characters; stick to letters and numbers. Do not start your names with numbers. The colon after the variable name indicates that the next piece of information will denote the type of data that will be stored in the variable.
In this example, the count variable stores a number.