By Dr. Nigel Chapman, Nigel Chapman

Flash Interactivity and Scripting has stable causes of actionscript concepts...short, and candy. although, in comparison to books at its expense aspect, there are few examples and no CD.

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Extra resources for Flash 5 Interactivity and Scripting

Example text

However, Actionscript is close enough to ECMAScript and ECMAScript is close enough to JavaScriptfor the syntax and core semantics of Actionscript to be immediately comprehensible to anyone who already knows JavaScript. In the previous chapter, we considered adding a single action selected from the list in the Actions panel to a frame or button instance. Generally, this inserted a single Actionscript statement into the script. Many simple Flash movies are constructed using no more than this, but to produce more elaborate effects, these primitive actions (and others that we have not considered yet) can be combined into more elaborate scripts that carry out an organized set of operations.

In fact, all the Actionscript statements that we have used so far to control a movie are actually method calls, but since they are sent to the movie itself, the object is implicit. As you may infer from this (thinking about gotoAndPlay, for instance), method calls may take arguments, which appear inside the brackets. The point of all this is that a movie clip is an object and it can be identified by a target name, which can therefore be used to call methods. play () ; calls the play method of our clip - which causes it to play.

A clip is a movie within a movie, so it knows how to do all the things that a movie can do, such as stopping, playing, going to a specific frame, and so on. In fact, all the Actionscript statements that we have used so far to control a movie are actually method calls, but since they are sent to the movie itself, the object is implicit. As you may infer from this (thinking about gotoAndPlay, for instance), method calls may take arguments, which appear inside the brackets. The point of all this is that a movie clip is an object and it can be identified by a target name, which can therefore be used to call methods.

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