By Andrew Rapo
Andrew Rapo and Alex Michael clarify the entire very important programming innovations from a designer's standpoint, making them thoroughly obtainable to non-programmers. thoroughly revised and rewritten this moment variation can help you strengthen specialist ActionScript 2 purposes, and converse knowledgably approximately present, item orientated ActionScript 2 techniques.Divided into 4 sections to take you from amateur to expert results:* Flash basics: Introduces the Flash authoring surroundings and simple middle Flash innovations. * ActionScript 2 basics: Explains uncomplicated programming innovations and terminology, and indicates how ActionScript 2 periods are developed and used. * integrated sessions: Describes the integrated ActionScript sessions which are on hand to be used in purposes, together with the MovieClip classification, Key classification, Sound classification, and so on. * utilizing ActionScript to construct a video game: Describes the improvement procedure for making a complicated Flash software and offers commercial-quality video game coding examples. ?· make the most of factors and examples of why and the way ActionScript can simplify Flash construction and extend your layout power ?· research all of the fundamentals of sturdy scripting abilities to supply specialist effects ?· instance code is on the market and able to use with both Flash MX 2004 or Flash eight - at www.rapo.org/as2book
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Andrew Rapo and Alex Michael clarify all of the very important programming thoughts from a designer's standpoint, making them thoroughly available to non-programmers. thoroughly revised and rewritten this moment version may help you improve expert ActionScript 2 functions, and speak knowledgably approximately present, item orientated ActionScript 2 ideas.
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Extra resources for Understanding Macromedia Flash 8 ActionScript 2: Basic Techniques for Creatives
Timelines can have many Layers of frames. Layers are a common feature in many graphical design applications including PhotoShop, Illustrator, etc. In Flash, as in many other applications, layers are used to establish which graphical elements are displayed on top of others. Layers also determine the order in which timeline scripts are executed. Visual elements on the first layer are displayed on top of visual elements on the second layer, etc. Scripts on the first layer are executed before scripts on the second layer, etc.
In most cases, the action is: gotoAndPlay("idle"); This tells the MovieClip to go back to its “idle” label and play its idle animation. doneShooting(); This anticipates the need for the clip to inform the application code that the particular animation is complete. In this way, the application can avoid retriggering the animation until the previous cycle is complete. For this to work, the application has to create and set the “owner” property for the Ship_anim MovieClip. By setting this property to reference an application object, that object can have its “doneShooting( )” method invoked when the “shoot” animation cycle is complete.
Every symbol used in an FLA can be found in the Library. The Library panel is, by default, on the right side of the workspace. 9 shows the Library panel in the top right corner of the workspace. Assets in the library can be organized in folders. Again, it is a good idea to keep things organized, especially in the Library panel. Symbols in the library need to have names, and all symbols in a folder need to have unique names. A symbol in one folder can have the same name as a symbol in another folder, but this is generally a bad idea.