action sci rpt 1 handle
TRANSCRIPT
-
8/8/2019 Action Sci Rpt 1 Handle
1/27
Getting a handle on ActionScript
A basic primer for non-programmers
-
8/8/2019 Action Sci Rpt 1 Handle
2/27
Intermediate Flash with ActionScript 2
ActionScript
Similar to JavaScript
Reusable pieces of code
Action panel automates process Somewhat accessible for non-programmers
Flash MX 2004 Utilizes ActionScript 2.0
syntax
-
8/8/2019 Action Sci Rpt 1 Handle
3/27
Intermediate Flash with ActionScript 3
Variables
Containers for data types
Comparison in Flash MX 2004
Symbols are containers for different objects you create
Variables are containers you create with ActionScript
They store the values of the different objects you create
They can change dynamically
You can see the value in Flash my using the trace function
Example trace (VariableName); Trace also used as a debugging tool
-
8/8/2019 Action Sci Rpt 1 Handle
4/27
Intermediate Flash with ActionScript 4
Objects and Classes
Classes are the blueprint to define how
objects behave.
Example: Dog is a member of the animal class.
Dog is the object, Animal is the class.
All objects are members of a Class and are
instances of that Class.
Objects are data types such as sound,graphics, text, numeric values
-
8/8/2019 Action Sci Rpt 1 Handle
5/27
Intermediate Flash with ActionScript 5
Properties
Each class has a pre-defined set of
properties.
Each object of a class can have its ownvalues set to its properties.
Example; Movie Clip properties include:
_height, _width, _rotation
You can define and change the properties ofeach object (instance) of a Class through
ActionScript.
-
8/8/2019 Action Sci Rpt 1 Handle
6/27
Intermediate Flash with ActionScript 6
Methods
The things objects can do
Example; Sound class has a setVolume method
When an object does something using amethod we say the method is called or that
the object calls the method
You can add your own methods
-
8/8/2019 Action Sci Rpt 1 Handle
7/27
Intermediate Flash with ActionScript 7
Objects requiring construction
To use certain objects within a Class you
must create an instance of the Class by
giving it a name (instantiating)myColor = new Color();
myDate = new Date ();
mySound = new Sound();
-
8/8/2019 Action Sci Rpt 1 Handle
8/27
Intermediate Flash with ActionScript 8
Calling a method
The next step involves calling an objects
methods or evaluating and assigning new
properties. You can call a method by entering
an expression using dot syntax
Example:
// construct the object
myDate = new Date ();// call the method of the constructed object
myDisplay = myDate.getdate();
-
8/8/2019 Action Sci Rpt 1 Handle
9/27
Intermediate Flash with ActionScript 9
Dot Syntax
Statements use dot syntax to put together
objects, properties, and methods
Example; movieclip1._rotation = 45 OBJECT PROPERTY VALUE
We use multiple dots to maintain object hierarchy
-
8/8/2019 Action Sci Rpt 1 Handle
10/27
Intermediate Flash with ActionScript 10
Dot Syntax
Methods are called in the same way
Example; mouse. gotoAndPlay (scene1, 20)
The parenthesis after gotoAndPlay signifies amethod rather than a property
The statement inside the parenthesis is an
argument or a parameter
-
8/8/2019 Action Sci Rpt 1 Handle
11/27
Intermediate Flash with ActionScript 11
More punctuation
Semicolon functions as a period does in asentence Example:
stopAllSounds();play();
Curly braces group together related blocks ofActionScript statements
on (release) {stopAllSounds();
play();
}
-
8/8/2019 Action Sci Rpt 1 Handle
12/27
Intermediate Flash with ActionScript 12
Actions Panel
Type as in a text-editing application
When you use ActionScript 2.0 syntax you
get Strict Typing
-
8/8/2019 Action Sci Rpt 1 Handle
13/27
Intermediate Flash with ActionScript 13
Flash MX 2004
ActionScript Categories
-
8/8/2019 Action Sci Rpt 1 Handle
14/27
Intermediate Flash with ActionScript 14
ActionScript 2.0
More like other programming languages
Strict Typing
Optional Good for troubleshooting code
Opens up code hinting window
Example:
var myVar:Number Tells Flash content of variable is a particular data type
Using var is not required but tells Flash you are declaring a
variable
-
8/8/2019 Action Sci Rpt 1 Handle
15/27
Santa Rosa Junior College
I
ntermediate Flash with ActionScriptJeffrey Diamond C IS 75.31A
Functions
-
8/8/2019 Action Sci Rpt 1 Handle
16/27
Intermediate Flash with ActionScript 16
Characteristics of Functions
Functions hold other actions
Allows you to control when functions are
executed when you call the function
-
8/8/2019 Action Sci Rpt 1 Handle
17/27
Intermediate Flash with ActionScript 17
Advantages of Functions
Flexible
Convenient
Reusable
Centralized
Created in one place but executed fromanywhere in the movie.
Ex.- three buttons in three MCs with the samepurpose. We can put one copy in a function onthe main timeline and invoke it from each buttonas needed.
-
8/8/2019 Action Sci Rpt 1 Handle
18/27
Intermediate Flash with ActionScript 18
Functions Fundamentals
Declaration- creating them
Invocation- calling the function
Arguments and parameters- providing thedata to manipulate
Termination- ending the execution
Scope- determining the availability and
lifespan
-
8/8/2019 Action Sci Rpt 1 Handle
19/27
Intermediate Flash with ActionScript 19
Creating the function
We need a function name and a block of
statement to perform
function functionName () {
Statement one;
Statement two;
Statement three;
}
Creating the function does NOT execute the
function
-
8/8/2019 Action Sci Rpt 1 Handle
20/27
Intermediate Flash with ActionScript 20
Running or invoking the function
Simply proclaim the functions name
(invocation)
on (release) {
functionName ();
}
-
8/8/2019 Action Sci Rpt 1 Handle
21/27
Intermediate Flash with ActionScript 21
Function Availability
Directly accessible for invocation from:
Code or button attached to timeline of movie clip
that bears the function declaration
Indirectly accessible using dot syntax
Ex.- myClip.myOtherClip.myfunction();
-
8/8/2019 Action Sci Rpt 1 Handle
22/27
Intermediate Flash with ActionScript 22
Passing information to functions
Statements
function moveBall(){
ball._x +=10;
ball._y +=10;
}
-
8/8/2019 Action Sci Rpt 1 Handle
23/27
Intermediate Flash with ActionScript 23
Creating functions with parameters
Parameters are the variables that can be usedwithin the function
We provide a list of identifiers between the
parenthesis of the function declarationfunction moveClip (theClip, xDist, yDist) {theClip._x += xDist;
theClip._y +=yDist;
}
We replace hard-coded values = more flexibility Allows you to modify how all the actions within that function
behave
-
8/8/2019 Action Sci Rpt 1 Handle
24/27
Intermediate Flash with ActionScript 24
Invoking functions with parameters
To pass multiple parameters we separate
them with commas
Each of the parameters is assigned as the
value of the corresponding parameter named
in the function declaration
Example:
on (release){moveClip (clip1, 100, 200)
}
-
8/8/2019 Action Sci Rpt 1 Handle
25/27
Intermediate Flash with ActionScript 25
Terminating a function
Done with a return statement
ActionScript does it by default at the end of a
function invocation if no return statement is
there
Otherwise you can use return to prematurely
end a function (usually done in the context of
an if then statement)
-
8/8/2019 Action Sci Rpt 1 Handle
26/27
Intermediate Flash with ActionScript 26
Returning values from functions
Return terminates a function but it can also
send a value back to the script that invoked
the function
return expression
-
8/8/2019 Action Sci Rpt 1 Handle
27/27
Intermediate Flash with ActionScript 27
Function Lifespan
A function defined on a movie clip timeline is
lost when that clip is removed from the stage.
Defining a function on the MTL is the best
way to insure the functions permanence