Executes in the ActionScript Virtual Machine. (AVM) ActionScript code on the new highly optimized learn some basic programming concepts and then. of ActionScript Bible, and a short e-book, Introduction to Flex 2. See a screencast version of this tutorial at dancindonna.info ActionScript is the scripting language used to create interactivity and object movement in Adobe Flash .. To learn how, refer to the steps on creating.
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ActionScript is the programming language for the Adobe® Flash® Player . it can help you to learn ActionScript if you first understand a few. XML in ActionScript example: Loading RSS data from the Internet. How ActionScript event handling differs from earlier versions. your movie. At the base of the tree is the stage. On the stage, you might have several movie clips or other types of visual objects (text fields.
Practice Test Flash 5 offers many new object types, and one of the most exciting objects to use is the Sound Object. Like most objects, the Sound Object has predefined methods that you can use to control each new Sound Object. Table below provides an overview of the Sound Object and its methods. Reasons for using Sound Objects over traditional Sound Movie Clips or keyframe sounds: Dynamic event sounds that play in a random or user-defined order. Precise control over volume and panning.
Clicking on the screen shot on the right opens the actual applet in a new window so you can explore its functionality.
We will show you how to make your own button and explain Flash's authoring environment. The tutorial demonstrates dynamic and input text fields, buttons, and the random number generator.
It also explains "Publish Settings". The fla files are provided for enhancements and making vertices draggable. The applet is created using a built-in component, combo box. Actionscript 3 Tutorials - Intermediate Techniques Author s : Doug Ensley, Barbara Kaskosz Each of the links below opens a new window in which you can download a complete tutorial guide pdf along with all supporting source code zip referenced by the guide.
The user can choose the x and y ranges as well as the function being graphed. The points and the line between them are dynamically drawn. However, the user is allowed to choose the dimensions as well as the elements of matrices. On the empty layer, draw an icon representing the soundLib Movie Clip.
In this example, we made a white-filled rounded rectangle with soundLib black text. Center the icon elements to the Movie Clip Stage.
Before we can attach sounds to the soundLib instance, each sound in the Library needs to be given a unique ID name in order for ActionScript to see it. Click OK. Repeat the naming routine from Step 4 on each sound in the Library. The attachSound method can only use sounds that have been set to export with the Flash. SWF file. Now, we need to add the ActionScript code that will create our Sound Object.
We will construct a function that, when executed will form a list of sound instances. Create a new layer named actions and double-click its first keyframe. This will open the Actions Panel.
We will want to dynamically change the number of sounds we create with this function. Therefore, we assign an optional parameter called an argument num that will be passed to the nested actions within the function.
In the next step, we want the for loop to a create an array to store a reference to each sound instance; b create a new instance of the Sound Object for each sound in the Library; and c attach each sound in the Library to its new instance. During the first pass in the for loop, this will be true. So, the contents of the if nest will be executed. The second line of code occurs within the if nest.
This line creates a new Array named snd and is made a property of this. This line will only be executed once, while the value of i is 1. The third line executes a trace action, which sends alert messages to the Output window in the Test Movie environment.
The trace action in the third line will tell us that the actions in the if nest have been executed by sending new Array created to the Output window. The fourth line is also a trace action that tells us what object is evoking or executing the createLib function. The fifth line makes a new element in the snd array. The new element is a new Sound Object that is targeted at the this timeline. Each element in an array has a number indicating its position in the array.
Because the value of i increases with each pass of the for loop, each Sound Object will have a unique position within the snd array. The sixth line uses the attachSound method to take a sound element in the Library and attach it to the Sound Object in the snd array. In the Actions list for frame 1 of the Actions layer, type the following code after the function createLib: soundLib.
Because createLib is a function, the createLib method of soundLib will execute the createLib function whenever the method is evoked. The second line of code evokes the createLib method—the use of after the method name indicates that the method is being executed, not defined. Therefore, seven Sound Objects will be created.