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Action Script

ActionScript is an object-oriented programming language used to code interactive behaviors and applications for Adobe Flash. Everything in ActionScript manipulates objects, which have properties that define their characteristics and methods that define their behaviors. ActionScript code is executed sequentially from the first line to the last unless actions direct it to different parts of the code. Common actions include conditional statements, functions, and loops to repeat actions. Objects are defined as classes with shared properties and methods.

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0% found this document useful (0 votes)
34 views

Action Script

ActionScript is an object-oriented programming language used to code interactive behaviors and applications for Adobe Flash. Everything in ActionScript manipulates objects, which have properties that define their characteristics and methods that define their behaviors. ActionScript code is executed sequentially from the first line to the last unless actions direct it to different parts of the code. Common actions include conditional statements, functions, and loops to repeat actions. Objects are defined as classes with shared properties and methods.

Uploaded by

theanhcb
Copyright
© © All Rights Reserved
Available Formats
Download as PPT, PDF, TXT or read online on Scribd
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ActionScript

A Primer
ActionScript is…
• Object-oriented programming
• Everything you do in ActionScript does
something to some object*
• Some objects are called Symbols in Flash
– Movie Clip
– Graphic
– Button
*anything you can manipulate in some way

2
Object oriented?
• You can decide what happens when a user clicks a
button without worrying about how the button (or
program) knows that it has been clicked

• You can decide what changes to make to an object’s


properties without knowing the internal mechanics of
how those changes were made

• You can program tasks incrementally without sitting


down and writing the whole program from start to finish
in one session

3
ActionScript Deconstructed
• Class: a group of items that are similar in some
way
– Items are called objects or instances of the class
• Objects can be concrete (like a button or graphic) or abstract
(like a variable that is invisible, but hold data)
• Objects have two aspects form (properties) and function
(methods)
• Each property and method is defined by Actions
(pieces of code that tell Flash how to manipulate
a target object at any point in your movie).

4
ActionScript Metaphor
• Ball could be considered a class of items
defined as “spherical things”
– One object in this class is a movie clip called
Tennis_ball
• The properties of Tennis_ball might be the color
neon green or a 20-pixel diameter
• Its methods might be bounce, roll, and/or spin
– A 2nd object in the ball class might be Softball
• Properties white…etc.

5
ActionScript Flow
• Flash executes ActionScript statements
starting with the first statement and
continuing in order until it reaches the final
statement or a statement that instructs
ActionScript to go somewhere else.

6
One type of action that sends ActionScript somewhere
other than the next statement is an if statement

7
Actions
• Tell Flash to do something
– Frame actions
– Object actions
• Actions also can have parameters

8
gotoAndPlay
• This frame action sends the playhead to
the specified frame in a scene and plays
from that frame. If no scene is specified,
the playhead goes to the specified frame
in the current scene.

9
Functions
• Perform a specific task
• Like in a spreadsheet program (Excel)

10
getVersion
• Returns the Flash Player version number
and operating system information.
• You can use this function to determine
whether the Flash Player that is in use can
handle your Actionscript.

11
Properties
• All available information about an object
• You can use ActionScript to read and
modify object properties
• All property names begin with an
underscore (e.g., _visible)

12
_visible = false
• This property make an object invisible
• Assign the following action to a button…
On (release) {
_visible = false;
}
• Button disappears on mouse click

13
Method
• Similar to actions in that they effect objects
• Built into objects
• Invoked (Executed) through dot notation

14
RocketMC.gotoAndPlay(“BlastOff”);
• ActionScript notation must end in ;
• Movie clip Rocket MC goes to a frame
labeled BlastOff and plays

15
Variables
• hold data for use in your Flash movies
• Variables can hold any type of data
• You could store:
– User name
– Result of calculation
– True or false value

16
Expressions
• An expression is any statement that Flash
can evaluate and that returns a value.
• You can create an expression by
combining operators and values or by
calling a function.

17
Operators
• Expressions use operators to tell Flash
how to manipulate the values in the
expression.
• They are the commands that say “add
these values” or “multiply these numbers”

18
Some types of operators
• Assignment:
• are used to assign values to variables.
• The most common is (=). It makes the variable on
the left equal to the value of the variable or
expression on the right.
• Comparison and equivalence:
• (<), (>), (< =)
• Numeric:
• perform mathematical operations on values

19
Looping
• When you need to repeat certain actions
in your movies more than once.
• Makes coding more efficient, using the
same set of commands as many times as
necessary to complete a task.

20
Looping examples
• while
• Creates a loop that continues to repeat as long as a
condition remains true
• for
• Creates a loop that executes a specific number of
times using a counter
• for…in
• Creates a loop that executes once for each
member of a group of objects (class)
• This makes certain that the entire group of objects
is processed in the same way
21
Hints
• Before you begin writing scripts, formulate your goal and
understand what you want to achieve.
• Planning your scripts is as important as developing
storyboards for your work.
• Start by writing out what you want to happen in the
movie, as in this example:
– I want to create my whole site using Flash.
– Site visitors will be asked for their name, which will be reused in
messages throughout the site.
– The site will have a draggable navigation bar with buttons that
link to each section of the site.
– When a navigation button is clicked, the new section will fade in
at the center of the Stage.
– One scene will have a contact form with the user's name already
filled in.
22

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