By Darren Richardson, Paul Milbourne
This is often an replace of origin ActionScript 3.0 for the recent variants of Flash and Flex. in addition to updating the e-book, we're additionally making it model impartial to increase the shelf-life now that we all know that Adobe don't have any plans in the intervening time for ActionScript 4.0. by means of isolating the ActionScript language from the Flash and Flex model, we'll elevate the revenues power of the identify.
Read Online or Download Foundation ActionScript 3.0 for Flash and Flex (Foundations) PDF
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This can be an replace of origin ActionScript three. zero for the recent variations of Flash and Flex. in addition to updating the ebook, we're additionally making it model impartial to increase the shelf-life now that we all know that Adobe don't have any plans in the mean time for ActionScript four. zero. via setting apart the ActionScript language from the Flash and Flex model, we are going to raise the revenues capability of the identify.
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Extra resources for Foundation ActionScript 3.0 for Flash and Flex (Foundations)
You now can create a variable, set its value, and retrieve it again. Using variables is actually a major part of programming, so although it might seem fairly insignificant, it will be something you use over and over. 0 FUNDAMENTALS Naming your variables Before you set off to create variables with careless abandon, I would be failing in my duty as your guide if I didn’t talk to you about how to name your variables. There are three things you need to keep in mind when dreaming up names for the variables in your applications—one is required, and the other two are recommendations born out of decades of experience from the entire development community.
You have one ball bouncing around the screen, but that’s not exactly going to set the world on fire, is it? Let’s scale it up. Adding more balls Your goal is to get 50 balls bouncing around the screen in random directions at random speeds. To do this, you first need to set up a document class for your ^kqj_ejc*bh] file. Then you’ll create the >kqj_ejc class so that it produces the >]hh instances, places them at random points around the stage, and sets them off at random speeds and in random directions.
Save the changes to the Iqhpe>kqj_a*]o file. 6. Switch back to the iqhpe^kqj_a*bh] file. 7. In the Property inspector, enter MultiBounce in the Document class field, as shown in Figure 1-13. Figure 1-13. 0 8. Save the changes to your Flash file. 9. Test your movie. The stage should initially be blank. Click the stage, and you should see 50 pretty little balls of different colors bouncing all over the stage (as in Figure 1-9). There’s much more you could have done with this example, but I didn’t want the bells and whistles to get in the way just yet.