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Tiêu đề Tài liệu Thiết kế Flash với Flash CS5 Part 58 PPT
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ActionScript is the scripting language built within Flash that allows you to build interac-tive solutions.. ActionScript is the core to all interactivity and logic built into Flash.. The

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Working with

ActionScript 3.0

Introduction

Do you like Flash games and cool features on YouTube, like

jumping from standard view to HD? There are two faces to

Flash: the one you see and then the complex scripting

engine, called ActionScript, you don’t Without ActionScript

Flash would not be interactive ActionScript is the scripting

language built within Flash that allows you to build

interac-tive solutions Any Flash movie where you need to click, drag

or pause requires the use of ActionScript to instruct Flash

what to do ActionScript is the core to all interactivity and

logic built into Flash

The release of Flash CS3 introduced ActionScript 3.0, a

significant overhaul of the scripting language Older versions

of ActionScript ran slowly with large and complex scripts

ActionScript 3.0 changed this ActionScript 3.0 is up to 10x

faster than ActionScript 2.0 and brings a whole lot more

func-tionality to the party ActionScript 3.0 adopted a true

object-oriented approach to development, a technique that allows

Flash applications to compete with solutions developed with

Microsoft’s NET or Oracle’s Java ActionScript 3.0

dramati-cally extends what can be accomplished by increasing the

speed of Flash through the Flash Player 9 and 10 With

ActionScript 3.0 and Flash Player 10.1, you can deliver Flash

solutions to more desktops, devices and systems than ever

before ActionScript 3.0 is now the default scripting language

in Flash CS5

In this chapter, you’ll learn why ActionScript 3.0 is a

pro-gramming language you will want to start using, what has

changed from earlier versions of ActionScript, what is the

same and how you can make your applications rock by using

ActionScript 3.0 The only challenge you have is to decide

15

What You’ll Do

Use Object-Oriented Programming Enable Flash to Execute Solutions Faster with AVM 2.0

Use ActionScript 3.0 Change ActionScript 3.0 Settings Insert Code with Code Hints Insert and Create Code Snippets Develop Solutions Built with the DOM3 Model

Work with Classes Work with Objects and Classes Use NameSpaces in your Projects Control Data

Manipulate XML with E4X Use Regular Expressions Control Text

Draw with the Shape Class Extend Flash with Open Source Libraries

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Objects are the key to understanding

object-oriented programming In object-object-oriented

programming (OOP), an object is just as real

as an object in this world For example, your

dog, or even your computer are objects that

exist in the real world Real-world objects

share two characteristics with objects in the

computer world: They have a specific state

and behavior For example, dogs have a state

such as their name, color, breed, and if

they're hungry Dog behaviors would be:

barking, fetching, and wagging their tails All

objects in the real and computer worlds have

a behavior and a state

Computer objects are modeled after

real-world objects in that they also have a specific

state and behavior A class is a representation

of an object that stores information about its

data type, state, and behaviors A class can

include three types of characteristics:

proper-ties, methods, and events A property

repre-sents different data associated with an object

A method is an action that can be performed

by an object An event is a system,

applica-tion, or user acapplica-tion, such as a mouse click,

that triggers an action related to an object

After you create a class, you can also

cre-ate new classes based on the existing one,

known as subclassing or extending a class

The subclass inherits all the properties and

methods of the parent class, known as the

superclass For example, you could create a

superclass called Parents, and a subclass

called Children Inheritance allows one class

definition (subclass) to include all the

func-tionality of a different class definition

(super-class) You can also additional methods and

properties to the subclass as well as override

methods inherited from a superclass, which is

called polymorphism Inheritance and sub-classing are very useful for large projects where you can share similar functionality and reduce the amount of code

An object maintains its state using one or more variables A variable is an item of data named by an identifier, and an object per-forms its behavior with methods Everything

an object understands (its state) and what it can do (its behavior) is expressed by the vari-ables and the methods within that object

An object that represents a speeding car would have variables that instruct the object

as to speed, direction, and color These vari-ables are known as instance varivari-ables because they contain the state for a particular object, and in object-oriented terminology, a particular object is called an instance In addi-tion to its variables, the car would have meth-ods assigned to change speed and turn on the lights These methods are formally known as instance methods because they inspect or change the state of a particular instance

Using Object-Oriented Programming

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Flash Player, the plug-in you install in your Web browser to play back Flash SWF files, is the

key to success in building fast applications To compile and then run any ActionScript in your

Flash movies the Flash Player uses a tool called the ActionScript Virtual Machine, or AVM

For ActionScript 1.0 and 2.0, the Flash Player uses AVM 1.0 Flash Player 9 introduced a new

AVM, called AVM 2.0, that is dedicated to running just ActionScript 3.0 SWF files To put it

simply: AVM 2.0 rocks It makes your code zip along

AVM 2.0 is critical to Adobe’s future success with Flash With AVM 2.0, you can build

applications that have the speed and complexity of traditional desktop applications

Examples of this include Adobe’s WorkFlow Lab, a tool that allows you to develop complex

Workflow solutions and competes directly with Microsoft’s desktop tool Visio; Adobe Story, a

tool that allows you to script rich media and video productions; and Kuler, a sophisticated

color management tool Using these tools has the same feel and responsiveness as

tradi-tional desk top application But they are not They are all running in Flash

Developing ActionScript 3.0 solutions that are targeted at the AVM 2.0 rendering engine

ensures you’ll have highly optimized Flash solutions While ActionScript 3.0 is not required

for content that runs in Adobe Flash Player 9 or later, it allows performance improvements

that are available only with the AVM 2.0 ActionScript 3.0 code can execute up to ten times

faster than legacy ActionScript code

Flash Player 9 supports AVM 1.0 for backward compatibility with existing and legacy

con-tent Flash Player 7 and 8 only support AVM 1.0 and not AVM 2.0 However, there are a few

things you need to know about compatibility A SWF file cannot combine ActionScript 1.0 or

2.0 with ActionScript 3.0 code, and ActionScript code can load an SWF file with ActionScript

1.0 or 2.0, but it cannot access the file’s variables and functions (except you can use the

loadMovieNum() command and pass a level parameter) If you have ActionScript 1.0 or 2.0

code and want to use version 3.0 code, you need to migrate all the old code to version 3.0

If you want to use behaviors, you need to use ActionScript 2.0; behaviors are not available

for ActionScript 3.0

Virtual Machines and JavaScript

Web Browsers use virtual machines to run JavaScript JavaScript is a kissing cousin to

ActionScript Both technologies are structured on the international ECMA-262 scripting

for-mat, or ECMAScript as it is often referred too Web browsers such as Google’s Chrome,

Apple’s Safari, Mozilla’s Firefox and Microsoft’s Internet Explorer all use Scripting JVM’s

(JavaScript Virtual Machines) to render content Many of these companies have even given

their JVM engine’s cool code names, such as V8 for Chrome, SquirrelFish for Safari and

TraceMonkey for FireFox Unfortunately, Microsoft win’s the prize for least inspired name by

calling their JVM just JS, for JavaScript Of course, Adobe’s AVM 2.0 is a close second Any

chance of getting a cool code name for AVM 3.0, Adobe?

Enabling Flash to Execute Solutions Faster with AVM 2.0

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ActionScript 3.0 has undergone significant

changes This does not mean that if you have

worked with Flash ActionScript 1.0 or 2.0 that

you will be completely lost, but it will require

that you learn new ways to use your code

Understanding ActionScript 3.0

ActionScript 3.0 is a robust programming

model (completely up-to-date with the latest

release of the ECMAScript standard) familiar

to developers with a basic knowledge of

object-oriented programming If you have

developed for other programming languages,

such as Java, C++ or C#, then you have heard

of this term Object-oriented programming

allows you break your code into objects that

can be easily re-used With object-oriented

programming, it’s easier to manage an

appli-cation that has a collection of smaller files

than one large file

There are number of changes that will take

a while to get used The main changes are:

◆ ActionScript is located in Class files or in

the Timeline

◆ Code design is truly object oriented

◆ You cannot add ActionScript directly to

movie clips or buttons instances

◆ Triggering events has changed

◆ Loading data has changed

◆ XML is managed differently

Some other enhancements include more

run-time exceptions for common error

condi-tions, added use of run-time type information,

improved use of properties and classes with

sealed classes, added use of method closures

for event handling, added use of industry

standard ECMAScript for XML, more support

for regular expressions, and added primitive

There are a score of smaller changes As you dive directly into ActionScript 3.0 you will find a learning curve as you move from ActionScript 2.0 Is it all worthwhile to go through the pain? Absolutely ActionScript 3.0

is simply so much faster and more powerful that it is worth the undertaking

Working with ActionScript 3.0

There are two ways in which you can work with ActionScript The first method is to add ActionScript to the Timeline This will be famil-iar to earlier Flash developers A good prac-tice to get into is to have a layer in that Timeline that is dedicated to just working with ActionScript Adobe recommends that you label the ActionScript label “Actions.” Locking the “Actions” layer will prevent you from acci-dentally adding movie clips into it

The second method is to insert ActionScript into Flash files with a Class file

Class files have a long history in the develop-ment world With a Class file you can now specify both Public and Private Classes Using the Private keyword restricts the use of the attribute defined in just that class and not shared with other classes This is useful as you develop instruction that needs to be exe-cuted privately in a closed environment

Other major changes include:

◆ Developing Solutions Built with the DOM3 event model

◆ Using Namespaces in your projects

◆ Controlling Data

◆ Controlling Text

◆ Drawing with the Shape Class

◆ Ability to easily work with external ActionScript Libraries

Using ActionScript 3.0

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ActionScript 2.0 and 3.0 Similarities

With all of the changes between ActionScript

3.0 and 2.0 it’s important to remember that

there is a lot of functionality that is the same

between them For instance you still use the

following in the same way:

◆ Variables

◆ Math object

◆ If/Else Statements

◆ Switch Statements

◆ String

◆ Date to control the use of date and time

◆ Array to build a structured collection of

data

◆ Boolean to specify a true or false

The following works in ActionScript 2.0

and ActionScript 3.0:

var str:String = new String("Hello, ");

var str2:String = new String("World");

trace (str + str2);

You can see that the overall syntax

struc-ture is the same between both versions of

ActionScript You still end your code with

curly brackets, your variable names are still

case sensitive, your variable names cannot

start with a number and you still use number

class objects the same way

For specific details about using an

ActionScript language, click the Help menu,

click Flash Help, and then look in the

Programming ActionScript 2.0 or 3.0 or the

ActionScript 2.0 or 3.0 Language and

Components Reference online chapter

Extending ActionScript with Open Source Libraries

The core to ActionScript 3.0 is that it can be easily extended To this end, you can use dozens of great Open Source Libraries that can be used to extend the functionality of Flash Great examples are:

◆ Box2D Physics Engine (http://box2dflash.sourceforge.net/)

◆ CoreLib (http://code.google.com/p/as3corelib/) a collection of basic utilities such as MD5 hashing, JSON serialization and advanced data parsing

◆ Syndication Library (http://code.google.com/p/as3syndication lib/) a library that allows you to parse all ATOM and RSS feeds easily

◆ AlivePDF (http://www.fpdf.org/) a library that allows you to convert your Flash screen content to PDF

These are some of the best Libraries you can use Each comes with its own level of documentation

Extending ActionScript with C/C++

ActionScript can be extended using C/C++

The Open Source project Brajeshwar.com (http://brajeshwar.com/2008/cc-to-action-script-compiler/) is a project that allows you

to take C++ programs and compile them to run in Flash As an Example, they were able

to take the C++ version of Quake, convert it and run it in Flash That is darn impressive and could not be done with ActionScript 2.0

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