1. Trang chủ
  2. » Công Nghệ Thông Tin

adobe flash cs5 on demand part 59 docx

6 219 0
Tài liệu đã được kiểm tra trùng lặp

Đang tải... (xem toàn văn)

THÔNG TIN TÀI LIỆU

Thông tin cơ bản

Định dạng
Số trang 6
Dung lượng 380,9 KB

Các công cụ chuyển đổi và chỉnh sửa cho tài liệu này

Nội dung

Using For Loops Use For Loops Drag a movie clip from the Library to the Stage, and then select the movie clip.. 362 Chapter 14 Behaviors are time-savers because they give you sections o

Trang 1

360 Chapter 14

Working with Loops

Loops allow Flash to perform an action

repeatedly You can use a loop to create a

dynamic drop-down menu, validate data,

search for text, duplicate movie clips, and

even detect collisions in games that have

pro-jectiles and objects Conditional statements

let you execute an action based on a specific

condition You can have a specific action

con-tinue to loop until a certain condition is met

For example, continue to search for a specific

text string until it is found or the end of the

text document is reached Loops come in two

forms—While loops and For loops While

loops wait for a specific condition to start or

stop the loop That may sound similar to the

For loop, with one exception: The For loop is

self-contained, and the While loop works with

an external condition, or one outside the

scope of the loop

◆ While Loops While loops continue to

execute while a certain condition exists

(keep looping or searching) until a

specific value is reached

i = 4;

while (var i > 0) {

my_mc.duplicateMovieClip("newMC" + i, i );

i ;

}

◆ For Loops For loops are

self-contained counters For example, loop

(repeat the action) ten times and

then stop

x = x;

for (x=0; x<=10, ++x) {

myClip.duplicateMovieClip ("myClip" + x, x);

myClip._rotation =45 + x * 10;

}

When you create a Looping action, you can further control the loop by using the fol-lowing loop exceptions:

◆ Continue The continue exception lets you stop the current loop from performing its actions and jump directly to the next cycle of the loop

◆ Break The break exception is used to exit a loop, even if the original condition that is driving the loop is still true

For example, if you create a While loop using the following script:

total = 0;

i = 0:

while (++i <=20) {

if (i == 10) { continue;

} total +=i;

} The results would be a script that executes and adds 1 to total; unless the value of i equaled 10 This would create a sequence of numbers 1 2 3 4 5 6 7 8 9 11 12 13 14 15 16 17

18 19 20 If you had used the break exception

in place of continue, the values would read:

1 2 3 4 5 6 7 8 9 Therefore, it loops whether For or While are controlled by internal or external conditions, and using a break or con-tinue exception gives you further control over the loop

Trang 2

The For loop works with an increasing or decreasing numeric value For example, you could use a For loop to create several copies of a movie clip on the Stage Letting the For loop control movie clips to the Stage

is far more efficient than having to move them one at a time In addi-tion, the visitor can control when the items appear on the Stage using a button

Using For Loops

Use For Loops

Drag a movie clip from the Library

to the Stage, and then select the

movie clip

Enter a unique instance name for

the movie clip in the Properties

panel

Place a button on the Stage, and

then select the button

Enter the script (ActionScript 2.0)

as shown in the illustration

◆ ActionScript 3.0 example files

are available on the Web at

www.perspection.com

When you play the movie, clicking

on the button causes the action to

loop 10 times Each time it loops, it

duplicates the original movie clip

and rotate it by 45 degrees plus

the current value of x times 10

4

3

2

1

4

Did You Know?

You can use a For Loop to pause a

Flash movie Select a value, instruct

the loop to increment by 1, and then

loop until the value is reached Use a

loop timer for such items as a Flash

slide show, where you want the slides

to display on the stage for a given

number of seconds before moving to

the next slide

Trang 3

362 Chapter 14

Behaviors are time-savers because they give

you sections of ActionScript 2.0 code (not

supported in ActionScript 3.0; see Code

Snippets in the next Chapter) for common

Flash tasks Behaviors are a great way to

introduce yourself to the wonderful world of

ActionScripting without having to write all the

code For example, if you want to add a Play

ActionScript to a button, you can do it using

the Add button in the Behaviors panel, or you

can write out the code on your own; see the

example code below Using Behaviors, as

opposed to writing the code by hand, is not

better, it’s simply faster The more time you

save doing common Action-Scripting tasks

using Behaviors, the more time you will have

for the creative process

Using the Behaviors Panel

You use the Behaviors panel to apply the

behavior to a triggering object, such as a

but-ton You specify the event that triggers the

behavior, such as releasing the mouse Next

select a target object, such as the movie clip

instance, and then select settings for behavior

parameters, such as a frame number or label,

or a relative or absolute path Flash comes

with built-in behaviors, such as Load Graphic,

Duplicate Movieclip, and GotoAndPlay At

Frame Or Label To add and configure a

behavior, select a trigger object, and then step through the following general instructions (steps may vary depending on the behavior):

Click the Window menu, and then click Behaviors

Click the Add (+) button, and then select a behavior from the menu

If necessary, select settings for the behavior parameters, and then click OK

Under Event, click On Release (the default event), and then select a mouse event from the menu

4 3 2 1

Example Play ActionScript 2.0 code

on (release) {

if(this.video_1._parent._currentframe == this.video_1.parent._totalframes){

this.video_1parent.gotoAndPlay(1);

} else { this.video_1._parent.play();

} }

Working with ActionScript Behaviors

Add button Click to select a mouse event.

Behavior parameters

Trang 4

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

Trang 5

364 Chapter 15

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

Trang 6

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

Ngày đăng: 02/07/2014, 21:20

TỪ KHÓA LIÊN QUAN