Title: Introduction to ActionScript 3.0
1Chapter 9
- Introduction to ActionScript 3.0
2Chapter 9 Lessons
- Understand ActionScript 3.0
- Work with instances of movie clip symbols
- Use code snippets
- Work with variables
3Understand ActionScript 3.0
- The emphasis in AS3 shifts to the objects, both
on and off the Stage. - You can write code directly in the Actions panel
that defines the button and specifies the event
(mouse click) that triggers the action (goto) or
simply plays the motion tween without moving the
playhead.
4Understand ActionScript 3.0
- When you start a new Flash movie, you must choose
AS2 or AS3. Specifying AS3 means that when you
are writing code in the Actions panel, you must
adhere to the AS3 rules. - However, you can still use the draw tool features
that you have already learned.
5Understand ActionScript 3.0
- Most Flash movies are a combination of using the
drawing tools and ActionScript code. - You can only develop using one ActionScript code.
- In AS3, an object is an instance, similar to the
instances you created from movie clip graphics
and button symbols.
6Understand ActionScript 3.0
- With AS3, instances are defined by classes
instead of symbols. - Classes have certain attributes (properties) and
functionality (methods) that are passed on to its
objects. - The properties describe the objects.
- The methods describe what the objects can do.
7Understand ActionScript 3.0
Summary of specific AS3 concepts and terms
8Understand ActionScript 3.0
- The Flash program has many predefined classes.
- If a class is not predefined in Flash, you can
import it. - Flash files have a display list and Flash uses it
to manage every object on the screen when the
movie is published.
9Understand ActionScript 3.0
- In order for an object to be on the display list,
it must be a part of the DisplayObjects class. - Objects that can be a part of this class include
movie clips, buttons, text, shapes, bitmaps, and
videos. - Objects you create in AS3 must be added to the
display list with the addchild() method.
10Understand ActionScript 3.0
- A variable is a container that holds data and the
data can be either numeric or text. - You can assign each variable a Data Type, which
indicates class used to populate the variable. - Data Types include Number, String (text),
MovieClip, and Shape.
11Understand ActionScript 3.0
- An important use of variables is to hold
instances of objects that can be referred to
throughout the AS3 code. - The process for working with AS3 is to plan how
you will be developing objects, how you will be
using the Timeline, and how to construct the user
interactivity.
12Understand ActionScript 3.0
With just four lines of code you can create a
circle and specify a fill color, size, and Stage
location.
13Understand ActionScript 3.0
- Many, but not all classes are built into a Flash
document. - You can keep the Flash file size smaller by
including only commonly used classes, such as
Shape.
14Understand ActionScript 3.0
- Tweens involve a change in an objects size,
transparency, or position, and these changes
could also involve easing. - You must import the Tween class and the Easing
class. - The code for these two imports is
- import fl.transitions.Tween
- import fl.transitions.easing
15Understand ActionScript 3.0
- After adding a motion tween to an object, a
button can be added to provide interactivity. - A common type of interactivity is to have the
user click a button, which causes some action.
16Understand ActionScript 3.0
- With AS3, you do not assign code to a button or
any object on the Stage, instead, you reference
the object within the code
Instance name for object on the Stage
17Understand ActionScript 3.0
- AS3 is a strict code environment which means you
must adhere to specific syntax rules including
spelling, punctuation, capitalization, and use of
special characters. - If you need help, you can display code hints
which give the syntax or possible parameters for
an action you are entering.
18Understand ActionScript 3.0
- To see a code hint, type the action statement,
and then type an opening parenthesis. - To dismiss the code hint, type the action
statement, and then type a closing parenthesis or
press Esc. - To disable code hints, click Edit on the Menu
bar, click Preferences, and then click to
deselect the Code hints check box in the
ActionScript category.
19Understand ActionScript 3.0
- The Check syntax button checks for any errors in
the syntax of the coding and displays a message
in the Compiler Errors panel if any errors are
found. - The Auto format button formats the code in
accordance with ActionScript formatting
conventions. This may add spaces, lines, and
indents to make code more readable.
20Understand ActionScript 3.0
- The Actions panel has three panes.
- Actions toolbox paneprovides the categories of
actions that can be selected to build
ActionScript code. - Script navigator paneprovides a list of frames
that contain scripts used in the movie. - Script paneused to type in the code and a
toolbar for editing code. -
21Understand ActionScript 3.0
22Understand ActionScript 3.0
- The left window in the Actions panel displays the
Actions toolbox pane and the Script navigator
pane. - The right window in the Actions panel displays
the Script pane where the ActionScript code is
displayed. - You can resize the windows by dragging the border
between the two panes up or down.
23Work with Instances of Movie Clip Symbols
- Using movie clips in a Flash document helps you
to manage your document by breaking complex tasks
into smaller components. - It allows you to reuse content and reduce file
size. - You can also use actions with movie clips giving
you more control over the objects.
24Work with Instances of Movie Clip Symbols
- You can set actions you associate with movie
clips to - Run automatically
- Run when a user performs an action
- Run when a condition is met
- The Export for ActionScript feature allows you to
export a movie clip.
25Work with Instances of Movie Clip Symbols
Symbol Properties dialog box is used to make
Export for ActionScript active
Class name from dialog box is displayed in
Linkage area of Library panel
Instance on the screen when movie is published
Code to add Purple shirt to display list
Code to create new instance of Purple shirt based
on PurpleShirtMC
The process for exporting a movie clip for use in
AS3
26Use Code Snippets
- AS3 allows you to enter predefined blocks of AS3
code called code snippets, which provide a quick
way to insert AS3 code into the Script pane
27Use Code Snippets
- When you use a code snippet, the process
includes - Creating a button symbol and giving it an
instance name - Selecting the button instance on the Stage
- Opening the Code Snippets panel and clicking the
desired snippet to enter that code in the Script
pane - Editing the code as needed, such as changing the
function name and editing the actions you want
executed
28Use Code Snippets
- You should think of code snippets as templates
that allow you to make changes to customize the
code, including changes in function names, frame
numbers, or properties such as ease values. - As you write code, it becomes useful to provide
comments to help clarify what is happening in a
particular section of code.
29Use Code Snippets
30Use Code Snippets
- You can insert comments by using the Apply block
comment button or Apply line comment button on
the Actions menu bar. - You can also add a comment to your ActionScript
code by typing a slash and an asterisk (/) at
the beginning and an asterisk and a slash (/) at
the end of one or more lines of text.
31Use Code Snippets
- Any code between this set of symbols is treated
as a comment and it is ignored when the
ActionScript code runs. - Alternately, if your comment is only a single
line, you can place two slashes (//) at the
beginning of the line, and that line will be
ignored when the ActionScript runs. - Comments appear as gray text.
32Use Code Snippets
When you make a movie clip draggable, you allow
the user to move the movie clip to another
location on the screen
Draggable movie clips in a Flash game
33Use Code Snippets
- AS3 code can also change the properties of movie
clip symbols as a movie is playing. - You can control such properties as position,
rotation, color, size, and whether the movie clip
is visible or hidden. - Actions that change movie clip properties are
often used in combination with actions that test
for user input or interactions.
34Work with Variables
- A variable is a container that holds information.
- Variables are dynamic that is, the information
they contain changes depending on an action a
user takes or another aspect of how the movie
plays. - You create variables in ActionScript with the var
keyword.
35Work with Variables
- You can create a string variable, which is a
sequence of characters including letters,
numbers, and punctuation, by placing quotation
marks around the string. - You can create a number variable by just writing
the number. - A powerful use of variables allows you to collect
and work with information from users by creating
input text fields.
36Work with Variables
37Work with Variables
- An input text field takes information entered by
a user and stores it as a variable. - A dynamic text field displays information derived
from variables. - A dynamic text field can be used together with an
input text box.
38Work with Variables
- When you include input text fields in your Flash
movie you need to embed the font so that it is
available to the users no matter what fonts they
have on their computer. - When you embed the font, it ensures the text
maintains the appearance you desire.
39Work with Variables
- Expressions are formulas for manipulating or
evaluating the information in variables. - Flash lets you enter logical expressions that
perform true/false comparisons on numbers and
strings, with which you can create conditional
statements and branching.
40Work with Variables