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Make the most of Flash MX and ActionScript, as you build advanced Web applications, e-commerce front ends, and gameshands-on, one step at a time! Through dozens of professional-quality examples, authors Dan Livingston and Carlos Justiniano illuminate the breakthrough features of Macromedia Flash MX, from components to digital video to XML, and beyond. Every ActionScript code example, every source file, and every movie is available on the book's companion Web site, www.phptr.com/advancedweb/flashmx/ . ActionScript has never been this easyand Flash has never been this powerful!
Do more with Flash MX than ever before!
Click here for a sample chapter for this book: 0130384607.pdf
1. Introduction to ActionScript.
What Is ActionScript? What Is ActionScript Good For? What ActionScript Can't Do. Variables. Objects and Object-Oriented Scripting. Creating a Class. Object and Frame Actions. Object Actions-Movie Clips. Object Actions-Buttons. Frame Actions. Dot Syntax. Properties. Methods. Events and Event Handlers. Functions. Conclusion.
New Design Stuff. The Panels. Distribute to Layers. Templates. Shared Libraries. Timeline Easier to Use. Font Substitution. Pixel Snapping. Importing Video. New ActionScript. Button Object. Components. Dynamic Loading: JPEG and MP3. Code Breakpoints. Miscellaneous ActionScript Additions. New Objects. New Methods. New Properties. Event Handlers. Actions, Operators, and Stragglers. Editor Customization.
Using the Actions Panels. The Panels. Normal Mode Versus Expert Mode. Moving from Scene to Scene. Comments. on(event). Messing with Movie Clips. if and hitTest. Changing Movie Clip Properties. onClipEvent(keyDown). if (Key.getCode() = = Key.LEFT). _x. alphaBounds = alphaBar.getBounds(_root). Global Variables. Positioning the Slider. Making the Slider Slide. A Note About _xscale and _yscale. A Challenge. Another Property-Changing Example. Text Fields, Arrays, and Loops. Text Fields. Arrays. Looping. Creating the Movie. Associative Arrays. What You've Learned.
Button Overview. Button Properties. Button Event Handlers. Buttons and Some Complex Scripting. Mouse Object. Hiding and Showing the Cursor. Mouse Event Handlers and Object Listeners.
Honing Your Skills. Troubleshooting. Space Game. Power Handling Movie Clips. Background-Levels. Duplicating Movie Clips. Removing Movie Clips. Duplicating with Purpose. Loading Movies. Attaching Movie Clips. Movie Explorer. Conclusion.
Text Field Overview. Creating Text Fields. Text Styles.
What Components Are. Why Use Components? Creating Components. Radio Buttons. Push Buttons. Combo Box. List Box. Scroll Pane. Scrollbar. Creating Components in ActionScript. Scroll Pane. Dropdown Menus. List Box. Scrollbar. Reading Data from Components. Reading Check Boxes. Combo Box. List Box. Manipulating Components. Disabling Components. More Dropdowns. Component Styles.
Why OOP? Objects, Objects Everywhere. Differences in OOPs. The Zen of ActionScript. A Classic OOP Example. Conclusion.
Tying It All Together. Components Revealed! Building Your Own Components. What Time Is It? It's Test Drive Time! Cleanup. Enhancements and Packaging. Adding a Custom Icon. Including Information About Our Component. Packaging Our Component for Distribution. Welcome to the Big Time!
Extending Objects. OOP Extensions. Text Encryption. Extending the Date Object. Extending Your Environment. Packaging Your Extensions. Conclusion.
What Is XML? How Is This Done? The XML Object. The Screenplay Example. Creating XML. Creating the Object. Creating the Authors. Creating the Characters. The Whole Thing. The XMLSocket Object. Conclusion.
Debugging? A Coder's Best Friend. Object Section. Data Inspection. Method Call Stack. Debug Actions. Code Window. Other Tools. The trace() Method. Bandwidth Profiler. List Objects and List Variables. Beware of ActionScript. Fixing Bugs. Avoiding Bugs. Clean, Clear Code. Other Debugging Tips. Conclusion.
Importing Video. Sorenson. Compression. Using the Sorenson Codec to Your Advantage. Linked Video. Loading an Image or Sound Dynamically.
Straight Lines. Shapes. Curves. Dynamic Curves. Gradients. Color. Alpha. Ratios. Matrix.
When you're through with this book, you should have a thorough grasp of what Flash MX and ActionScript can do, and know how to create a wide diversity of really engaging, fun, and useful interactive Flash movies. We're talking fantastic navigation, awesome games, and industrial-strength, robust applications.
Hopefully, given the foundation you'll get in this book, you'll be able to create new kinds of Flash movies that no one else has thought of.
The focus of this book is more technical than artistic, but we believe it provides a good springboard for programmers, animators, and artists alike.Who This Book Is For
This book is for anyone who wants to include any level of complexity and interaction in their Flash movies. This can include navigation, games, and interaction with middleware and databases. You can be a right-brained Flash designer who's making the reluctant leap into ActionScript or a seasoned, left-brained programmer who wants to create a custom interface to a backend e-commerce or communications system.
To get the most out of this book, you should already know some Flash basics:
That's it. If you know how to do these things at all, then you're ready for this book.How This Book Teaches
Both of Dan's parents were teachers, and they shared the same philosophy. "There are three ways to teach," they said, "example, example, example." We think they're right on this one, and this book uses complete, fully functional examples for every aspect of interactivity and ActionScript in this book. All examples can be found on the accompanying Web sites at
We've tried to avoid using overly simple squares and circles to explain concepts (we mostly succeeded). Instead, we'll ask you to load small movies and manipulate them. You will see a number of examples using Jake the Fish, and we hope you'll forgive our small indulgence-it's the only way Dan can put his marine zoology degree to use.