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ActionScripting in Macromedia® Flash™ MX by Phillip Kerman

By Phillip Kerman

Faucet into the total energy of Flash MX by means of studying how and whilst to hire ActionScripting. ActionScripting in Flash MX is dependent into 2 components. within the starting place part readers research common programming thought and the way it applies to Flash. Then the ebook progresses via extra complicated Flash ActionScripting purposes, together with capabilities, arrays, gadgets, elements, and interfacing with exterior info. brief projects and real-world analogies display particular options. within the Workshop part, the reader truly builds functional functions that diversity in complexity from newbie to complicated. on the finish of the Workshop part, the reader will truly debug damaged scripts.

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The process you undertake can also make programming easier (and better). Creating a specification and quickly producing prototypes might seem like additional up-front work, but they will save you time later. Finally, always try to separate code from data. In no time, you'll start "feeling it," and before you know it, you can call yourself a "programmer" with pride. CONTENTS CONTENTS 40 Part I: Foundation Part I: Foundation 41 Chapter 4. Basic Programming in Flash • • • • • Terminology, Special Characters, and Formatting Data Types and Variables Using Variables Dot Syntax Summary Although you don't have to know traditional programming concepts to use ActionScript, they will help you greatly in Flash.

Throughout this book, you'll see many places where syntax is important. Syntax Coloring is just one little helper available to you. Because Syntax Coloring is a preference, you can change any color to meet your needs. (Only the settings are saved with Flash MX, not the file). There's also a new Auto Format feature that helps your code look neat. 5 are accessible from the Actions panel's options menu. While we're on the subject of "built-in features that help you learn," be sure to study the way code hints work.

Anyway, I don't recommend memorizing all the operators. We'll use many of them in the Workshop section, especially when we make sliders and the currency exchange calculator. However, after you understand the form that operators create an expression that's evaluated and they always require at least one operand you can learn them gradually. Actions and Functions In Flash, "actions" have many meanings. I think it's best to think of actions as Flash-unique commands that execute specific tasks. For example, the stop() action is a command that causes the playback head to stop.

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