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ActionScripting in Flash by Phillip Kerman

By Phillip Kerman

Construction a linear animation or reasonably interactive Flash motion picture is comparatively basic. With the improve from Flash four to Flash five, ActionScripting has turn into an excellent extra the most important and strong a part of the product. Tapping the big programming services of Flash, even if, calls for greater than brute programming skill--it calls for a willing knowing of ways to use scripting to express projects. This ebook concentrates on functional purposes for Flash programming. The ebook is established into 3 elements: starting place wisdom (general programming idea utilized to Flash with brief initiatives to illustrate particular concepts); utilized workshop (more concerned projects damaged into 3 components each--design dialogue, the development steps, and research with feedback of variation); and, Reference (which presents a concise directory of a few of the extra precious parts in ActionScript).

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This cyclical process (defining, prototyping, redefining, and so on) might seem slightly inefficient, but it usually results in a better end product. If ever there were a place where being sloppy is alright, it is while prototyping. The goal while prototyping is to quickly get something up and running. The prototype doesn’t have to be pretty. 1, which shows an early prototype of part of a larger project. 1 A prototype doesn’t have to be pretty—it just has to communicate the idea. You can even use a picture of your dog as a placeholder.

Therefore, if you needed a lot of different numbers saved, you needed lots of different variables. ” Then you could refer to them logically by using an expression such as “loc_”&curLoc (where if “curLoc” were 1, you’d get “loc_1”). ) The fact that you can simply store all the values in one variable (an array such as allLocs=[100,125,175], for example) has all but eliminated the need for eval(). You can extract any element in an array by index (that is, slot in the array). ” In Chapter 4, you’ll see how placing an expression between the brackets next to an associative array will effectively do an eval() on the expression.

For example, when you use the Sound object you can control the volume and pan of a sound using scripting. This means at runtime a sound can change based on the user’s interaction—for example, the user can use a slider to change the sound. You probably already know more about objects than you realize because clip instances are objects. Clip instances are an easy object to understand (because there is physical evidence in each instance you drag onstage) and this will make learning other objects easier.

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