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Macromedia Flash MX ActionScripting: Advanced Training from the Source
By Derek Franklin, Jobe Makar
   
Publisher : Peachpit Press
Pub Date : April 24, 2002
ISBN : 0-201-77022-9
Pages : 456


With its high-impact design and low-bandwidth requirements, Macromedia Flash has become the industry standard for hundreds of thousands of Web developers worldwide. With the release of version 5, Flash continues to evolve past its origins as an animation tool. With its new, incredibly powerful scripting engine, as well as its ability to tie in with application servers and XML, it has become a development platform in its own right. ActionScript is the scripting language used to control animation and multimedia within Flash. Macromedia Flash ActionScripting: Advanced Training from the Source shows readers how to translate real-world applications using Flash into scripts that they can use and modify as their understanding of Flash programming expands. Users will learn many methodologies and techniques for putting Flash projects together, enabling them to work faster and more efficiently. Projects include games, wireless applications, Web interfaces, and more.


   
•  Table of Contents
•  Examples
Macromedia Flash MX ActionScripting: Advanced Training from the Source
By Derek Franklin, Jobe Makar
   
Publisher : Peachpit Press
Pub Date : April 24, 2002
ISBN : 0-201-77022-9
Pages : 456
Copyright
    CREDITS
    Introduction
      WHAT YOU WILL LEARN
      MINIMUM SYSTEM REQUIREMENTS
   
    Chapter 1.  Introducing ActionScript
      WHY LEARN ACTIONSCRIPT?
      ACTIONSCRIPT ELEMENTS
      THE PLANNING PROCESS
      WRITING YOUR FIRST SCRIPT
      TESTING YOUR FIRST SCRIPT
      WHAT YOU HAVE LEARNED
   
    Chapter 2.  Using Event Handlers
      WHAT EVENT HANDLERS DO
      CHOOSING THE RIGHT EVENT HANDLER
      USING MOUSE EVENTS
      MAKING THE MOST OF ATTACHING MOUSE EVENTS TO MOVIE CLIPS
      USING FRAME EVENTS
      USING CLIP EVENTS
      ORCHESTRATING MULTIPLE EVENTS
      UNDERSTANDING EVENT HANDLER METHODS
      USING EVENT HANDLER METHODS
      USING 'LISTENERS'
      WHAT YOU HAVE LEARNED
   
    Chapter 3.  Understanding Target Paths
      UNDERSTANDING MULTIPLE TIMELINES
      TARGETING THE CURRENT MOVIE
      TARGETING THE MAIN MOVIE
      TARGETING A PARENT MOVIE
      TARGETING MOVIE CLIP INSTANCES
      TARGETING MOVIES ON LEVELS
      TARGETING MOVIE CLIP INSTANCES ON LEVELS
      UNDERSTANDING MULTIPLE IDENTITIES
      CREATING AND REFERENCING GLOBAL ELEMENTS
      WHAT YOU HAVE LEARNED
   
    Chapter 4.  Understanding and Using Objects
      WHAT OBJECTS ARE AND WHY THEY'RE USEFUL
      OBJECT TYPES
      USING THE COLOR OBJECT
      USING THE KEY OBJECT TO ADD INTERACTIVITY
      WORKING WITH STRING AND SELECTION OBJECTS
      WHAT YOU HAVE LEARNED
   
    Chapter 5.  Using Functions
      CREATING FUNCTIONS
      ADDING PARAMETERS TO FUNCTIONS
      USING LOCAL VARIABLES AND CREATING FUNCTIONS THAT RETURN RESULTS
      WHAT YOU HAVE LEARNED
   
    Chapter 6.  Customizing Objects
      UNDERSTANDING OBJECT MECHANICS
      DEFINING A CUSTOM CLASS AND CREATING INSTANCES OF THAT CLASS
      GENETICALLY PROGRAMMING AN OBJECT BY CUSTOMIZING ITS PROTOTYPE
      INSTANCE-LEVEL PROPERTIES
      CREATING SUBCLASSES
      CREATING CUSTOM METHODS FOR CUSTOM CLASSES
      WATCHING PROPERTIES
      ENHANCING EXISTING OBJECT METHODS
      DEFINING CUSTOM METHODS FOR PREBUILT OBJECTS
      REGISTERING CLASSES
      WHAT YOU HAVE LEARNED
   
    Chapter 7.  Using Dynamic Data
      CREATING VARIABLES
      CREATING ARRAYS
      CREATING DYNAMIC TEXT FIELDS AND RETRIEVING INFORMATION
      RETRIEVING THE DATA
      WHAT YOU HAVE LEARNED
   
    Chapter 8.  Manipulating Data
      DATA TYPES
      BUILDING EXPRESSIONS
      OPERATORS
      MANIPULATING NUMERICAL DATA USING MATH
      MANIPULATING STRINGS
      WHAT YOU HAVE LEARNED
   
    Chapter 9.  Using Conditional Logic
      CONTROLLING A SCRIPT'S FLOW
      DETERMINING CONDITIONS
      REACTING TO MULTIPLE CONDITIONS
      DEFINING A BOUNDARY
      TURNING POWER ON/OFF
      REACTING TO USER INTERACTION
      DETECTING COLLISIONS
      WHAT YOU HAVE LEARNED
   
    Chapter 10.  Automating Scripts with Loops
      WHY LOOPS ARE USED
      TYPES OF LOOPS
      WRITING AND UNDERSTANDING LOOP CONDITIONS
      NESTED LOOPS
      LOOP EXCEPTIONS
      WHAT YOU HAVE LEARNED
   
    Chapter 11.  Getting Data In and Out of Flash
      UNDERSTANDING DATA SOURCES AND DATA FORMATS
      GET VS. POST
      USING THE LOADVARS OBJECT
      USING SHARED OBJECTS
      WHAT YOU HAVE LEARNED
   
    Chapter 12.  Using XML with Flash
      LEARNING XML BASICS
      USING THE XML OBJECT
      INTRODUCING SOCKET SERVERS
      USING THE XMLSOCKET OBJECT
      WHAT YOU HAVE LEARNED
   
    Chapter 13.  Validating and Formatting Data
      THE LOGIC BEHIND VALIDATING DATA
      USING VALIDATION ROUTINES
      HANDLING ERRORS
      VALIDATING STRINGS
      VALIDATING SEQUENCES
      VALIDATING AGAINST A LIST OF CHOICES
      VALIDATING NUMBERS
      DYNAMIC TEXT FORMATTING WITH HTML
      CREATING AND CONTROLLING TEXT FIELDS WITH ACTIONSCRIPT
      USING TEXTFORMAT OBJECTS
      WHAT YOU HAVE LEARNED
   
    Chapter 14.  Controlling Movie Clips Dynamically
      CREATING MOVIE CLIP INSTANCES DYNAMICALLY
      USING ATTACHMOVIE()
      BUILDING CONTINUOUS-FEEDBACK BUTTONS
      USING ACTIONSCRIPT TO DYNAMICALLY DRAW LINES
      USING THE DRAW METHODS
      CREATING FILLED SHAPES DYNAMICALLY
      Z-SORTING MOVIE CLIP INSTANCES
      DRAGGING AND DROPPING MOVIE CLIP INSTANCES
      REMOVING DYNAMICALLY CREATED CONTENT
      WHAT YOU HAVE LEARNED
   
    Chapter 15.  Time- and Frame-Based Dynamism
      THE USE OF TIME IN FLASH
      DETERMINING CURRENT DATE AND TIME
      DETERMINING THE PASSAGE OF TIME
      CONTROLLING THE PLAYBACK SPEED AND DIRECTION OF A TIMELINE
      TRACKING PLAYBACK AND DOWNLOADING PROGRESSION
      WHAT YOU HAVE LEARNED
   
    Chapter 16.  Scripting for Sound
      CONTROLLING SOUND WITH ACTIONSCRIPT
      CREATING A SOUND OBJECT
      DRAGGING A MOVIE CLIP INSTANCE WITHIN A BOUNDARY
      CONTROLLING VOLUME
      CONTROLLING PANNING
      ATTACHING SOUNDS AND CONTROLLING SOUND PLAYBACK
      WHAT YOU HAVE LEARNED
   
    Chapter 17.  Loading External Assets
      WHAT YOU WILL LEARN
      THE INS AND OUTS OF LOADING EXTERNAL ASSETS
      LOADING MOVIES INTO A TARGET
      LOADING JPGS DYNAMICALLY
      CREATING AN INTERACTIVE PLACEHOLDER
      LOADING MOVIES INTO A LEVEL
      CONTROLLING A MOVIE ON A LEVEL
      LOADING MP3S DYNAMICALLY
      REACTING TO DYNAMICALLY LOADED MP3S
      WHAT YOU HAVE LEARNED
   
    Appendix A.  Resources
      derekfranklin.com
      electrotank.com
      Flashkit
      We're Here
      Ultrashock
      PocketpcFlash.Net
      MotionCulture
      Moock.org