Flash using ActionScript libraries tutorial: Difference between revisions

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{{Flash tutorial|CS3, CS4, CS5, AS3|intermediate|}}
 
This entry is part of the [[Flash tutorials]].


== Introduction ==
== Introduction ==
Line 9: Line 7:
<div class="tut_goals">
<div class="tut_goals">
; Learning goals
; Learning goals
* Learn how to use ActionScript libraries
* Learn how to reuse example code that illustrate features of ActionScript libraries.
* Learn how to be able to import 3rd party packages by defining an ActionScript classpath.
; Prerequisites
; Prerequisites
* Basic interactivity, i.e. some ActionScript 3 coding experience. See for example the [[Flash button tutorial]] or the [[Flash components tutorial]], and the [[Flash drag and drop tutorial]].
* Basic interactivity, i.e. some very limited ActionScript 3 coding experience. See for example the [[Flash button tutorial]] or the [[Flash component button tutorial]] and the[[Flash embedded movie clip tutorial]].
* Alternatively or in addition you also start from "pure" [[Actionscript 3]] coding.
* In addition, you also could start from "pure" [[Actionscript 3]] coding (but we will provide no explanations here for flex style development...)
; Environment
; Environment
* Flash CS3
* Flash CS3
Line 20: Line 19:
* Beginners (but see the prerequisites)
* Beginners (but see the prerequisites)
; Quality
; Quality
* ...
* useable, but under progress.
; To Do
; To Do
* Everything
* Other examples
</div>
</div>


Line 28: Line 27:


Typical examples of such libraries are:
Typical examples of such libraries are:
* [[Flash 3D]] libaraires that allow a CS3 developer to create animated and interactive 3D scenes.
* [[Flash 3D]] libraries that allow a CS3 developer to create animated and interactive 3D scenes.
* Special purpose animation libraries like the [http://flintparticles.org/ FLiNT particle system] that allows you to create stuff like fireworks and snowflakes.
* Special purpose animation libraries like the [http://flintparticles.org/ FLiNT particle system] that allows you to create stuff like fireworks and snowflakes.
* Tweening libraries like [http://blog.greensock.com/tweenliteas3 TweenLite] that allow you to define sophisticated animations with a few method calls (instead of spending hours of drawing).
* Tweening libraries like [http://blog.greensock.com/tweenliteas3 TweenLite] that allow you to define sophisticated animations with a few method calls (instead of spending hours of drawing).
* Physics engines like [http://box2dflash.sourceforge.net/ Box2DFlashAS3]


== The FLINT particle system ==
Flash libraries can come in several forms (see [[Flash formats and objects overview]]). In this short tutorial we will deal with
*.swc - compiled clips that include ActionScript code and other stuff
*.fla - Flash CS3/CS4 source code files
*.as - Action script code.


{{quotation|Flint is an open-source project to create a versatile particle system in Actionscript 3. The aim is to create a system that handles the common functionality for all particle systems, has methods for common particle behaviour, and lets developers extend it easily with their own custom behaviours without needing to touch the core code. ([http://flintparticles.org/about])}}. That may sound very technical and it actually is. Such libraries are meant primarily for "real" ActionScript programmers. However, Flash designers with a little bit of ActionScript programming know-how can also use such code, in particular simply repurpose examples found in the documentation.
In this tutorial, we just will a short overview. If want to go through an example, either read the [[FliNT particle system]] introductory tutorial. FLiNT is a very useful library to create very cool animations with particles flying around or play around with the easier to use [[AS3 tweening platform]].


Flint is developed by [http://bigroom.co.uk/ Richard Lord] and is released under the free open source [http://www.opensource.org/licenses/mit-license.php MIT licence].
List of libraries that are part of these Flash tutorials:
* [[FliNT particle system]]
* [[Flash Papervision3D tutorial]]  
* [[AS3 tweening platform]]


Firstly have a [http://flintparticles.org/examples look] at what this particle system can do. Cool isn't it ?
Others:
* see [[Flash_and_AS3_links#Reusable_AS_components_and_libraries 6.2|Reusable AS components and libraries]]


=== Let's snow ===
== Installing and using libraries overview ==


You might want snowflakes. Creating a nice snowing animation with '''lots''' of snowflakes by drawings would be very tedious and programming them yourself is a bit difficult (unless you
This is a short executive overview on using ActionScript libraries
are a "real" programmer). You now have two options:
# Finding some special purpose snowflakes code on the web
#* There is for example the [http://www.oman3d.com/tutorials/flash/video/snowflakes.php Creating Falling Snowflakes in Flash Using ActionScript 2] video tutorial. We also have a flying kites example in the [[Flash embedded movie clip tutorial]] that you could repurpose.
# Using a more general purpose library that will create the whole animation (including the snowflakes), something we will do here. Basically we just copy/paste the code from [http://flintparticles.org/tutorials/snowfall Introducing Flint with a snow effect]. Or more precisely we took the example code from the downloaded [http://flint-particle-system.googlecode.com/files/Flint_2_0_0_b_examples.zip Flint_2_0_0_b_examples.zip] on oct 23, 2008 and made 2-3 tiny modifications.


; Step 1 - download the FLINT particle system
To use external ActionScript libraries that you downloaded and installed, Flash must locate the external ActionScript files that contain the class definition. Usually, the list of folders in which Flash searches for class definitions is called the classpath for ActionScript 2.0 and the '''source path''' for ActionScript 3.0


So, get FLINT from http://flintparticles.org/. I took:
You may set the source path either globally (for all your projects) or per *.fla file. You usually should adopt the later, even if it means some extra work.
* [http://flint-particle-system.googlecode.com/files/Flint_2_0_0_b.zip Flint_2_0_0_b.zip]
... At the present time, there may be a more recent version. E.g. a 2.0 final.


You also may download extra stuff, e.g.
'''Local source path''':
* [http://flint-particle-system.googlecode.com/files/Flint_2_0_0_b_examples.zip Flint_2_0_0_b_examples.zip]
* [http://flint-particle-system.googlecode.com/files/Flint_2_0_0_b_docs.zip Flint_2_0_0_b_docs.zip]


Dezip these three archives in a new directory.
Through ''File->Publish Settings; Flash Tab; Settings Tab;'' you can set the following ActionScript locations in Flash for a '''specific *.fla file''':
* '''Source path''': Defines the location of source ActionScript source files. Typically you would use this for libraries that you download as AS source code.
* '''Library path''': {{quotation|specifies the location of pre-compiled ActionScript code which resides in SWC files you have created. The FLA file that specifies this path loads every SWC file at the top level of this path and any other code resources that are specified within the SWC files themselves. If you use the Library path, be sure none of the compiled code in the SWC files is duplicated in uncompiled AS files in the Source path. The redundant code will slow down compilation of your SWF file.}}. Typically, you would use the library path when you use *.swc code from major ActionScript libraries like PaperVision3D or the Greensock tweening libraries.
* '''External library path''': specifies the location of SWC files that contain code used for compiler error definitions. This path can be used to load external code resources in SWC format so that the classes within them can be used at runtime. When you compile a SWF, the SWC files in the External Library path are not added to the SWF file, but the compiler verifies that they are in the locations you specified. The External Library path is most often used for runtime shared libraries. For more information about runtime shared libraries, see [http://help.adobe.com/en_US/Flash/10.0_UsingFlash/WSd60f23110762d6b883b18f10cb1fe1af6-7dc7a.html working with runtime shared assets]
* Document class (also can be set in Document Property inspector). Used to associate a specific class with a document, i.e. typically used to compile an ActionScript program you write yourself.


Now since we are interested in snowflakes were are actually really lucky. There is both example code (in the example zip file) and a nice [http://flintparticles.org/tutorials/snowfall Introducing Flint with a snow effect] tutorial made by Richard Lord the author of the Flint system.
'''Local source path (alternative option)''':


; Step 2 - create a new Flash (ActionScript 3.0) file
'''Alternatively''' (not recommended):
* Instead of defining the source path: You also could copy the '''com''' directories that include source to the directory where your *.fla file sits,
* Instead of defining a library path: Copy the *.swc file to the same directory of your *.fla file '''and''' add '''.''' to the '''library path'''.


* Create a new directory for this project
'''Global source path''':
* Make sure that you really use ActionScript 3.0, else change that in the ''File->PublishSettings - Flash tab'' too.
* If you want you can the "src" sub-directory of the Flint system to the root of this new directory and rename it to something like "flint"


; Step 3 - Fix the classpath
Through ''Edit->Preferences->ActionScript 3.0 Settings'' you can set source pathes for all your projects:
* Open the ''File->Publish Settings - Flash tab''
* Source path
* Then click on the ''Setti[http://bigroom.co.uk/ Richard Lord]ngs ...'' button next to the ActionScript version. You should see something like this now:
* Library path
[http://flint-particle-system.googlecode.com/files/Flint_2_0_0_b_examples.zip Flint_2_0_0_b_examples.zip]
* External library path
[[image:flash-CS3-setting-classpath.jpg|thumb|left|500px|Setting the classpath in Flash CS3]]
<br clear="all">
In these ActionScript 3.0 settings, you then have to add the name of the subdirectory where the flint system sits.
* If you copied the FLINT system "src" directory to the same directory and renamed it, click on the "+" sign and e.g. type "flint".
* If you you didn't, then click on the "target" "Browse to Path" icon and select the "src" directory of the FLINT system.


Basically, what you have to understand at this point is that your application has to know in which directory to look for the FLINT code. The "org" subdirectory must be a direct sub-directory of the classpath directory you just defined. If you want to understand more about packages and classes you'll have to dig fairly deeply into programming, something we will not do here ...
== Setting source pathes ==


; Step 4 - Create a frame for which you want snowfall.
Below we reproduce the detailed explanations from Adobe's [http://help.adobe.com/en_US/Flash/10.0_UsingFlash/WS3e7c64e37a1d85e1e229110db38dec34-7fa4a.html#WS08FEE6E4-2209-45d8-9101-8C60140B3533 Set the location of ActionScript files] (retrieved 17:37, 10 May 2010 (UTC)):


* Firstly you need a typical winterscene, such as the one that you can see in the original [[http://flintparticles.org/examples/snowfall example]] made by Richard Lord. A local copy of the swf is [[http://tecfa.unige.ch/guides/flash/ex/flint/Snowfall.html here]).
=== Set the source path for ActionScript 3.0 ===


I'd like to have some snow in my Office. So firstly we need to import a picture. I made it darker with higher contrasts in order to able to see the snowflakes.
'''To set the document-level source path:'''


* This picture is now in frame one of layer 1. Rename the layer to picture
# Select File -> Publish Settings, and click Flash.
* Add a new layer and call it script.
# Verify that ActionScript 3.0 is selected in the ActionScript Version pop‑up menu, and click Settings. Your Flash Player version must be set to Flash Player 9 or later to use ActionScript 3.0.
# Specify the frame where the class definition should reside in the Export Classes in Frame text field.
# Specify the Errors settings. You can select Strict Mode and Warnings Mode. Strict Mode reports compiler warnings as errors, which means that compilation will not succeed if those types of errors exist. Warnings Mode reports extra warnings that are useful for discovering incompatibilities when updating ActionScript 2.0 code to ActionScript 3.0.
# (Optional) Select Stage to automatically declare stage instances.
# Specify ActionScript 3.0 or ECMAScript as the dialect to use. ActionScript 3.0 is recommended.
# To add paths to the source path list, do any of the following:
#* To add a folder to the source path, click the Source path tab and then click the Browse To Path button [[image:browse_to_path.png]], browse to the folder to add, and click OK.
#* To add a new line to the Source path list, click the Add New Path [[image:add_path.png]] button. Double-click the new line, type a relative or absolute path, and click OK.
#* To edit an existing Source path folder, select the path in the Source path list, click the Browse To Path button, browse to the folder to add, and click OK. Alternatively, double-click the path in the Source path list, type the desired path, and click OK.
#* To delete a folder from the source path, select the path in the Source path list and click the Remove From Path [[image:remove_path.png]] button .


; Step 5 - Add the Action Script
'''To set the application-level source path''':


* Click in frame 1 of the script layer and copy/paste the following code (including the copyright notice. I believe that we '''really''' are lucky to be able to use such libraries. So please, be respectful !)
# Choose Edit Preferences (Windows) or Flash > Preferences (Macintosh) and click the ActionScript category.
# Click the ActionScript 3.0 Settings button and add the path(s) to the Source path list.


<pre>
=== Set the Library path for ActionScript 3.0 files ===
/*
* FLINT PARTICLE SYSTEM
* .....................
*
* Author: Richard Lord
* Copyright (c) Big Room Ventures Ltd. 2008
* http://flintparticles.org/
*
* Licence Agreement
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*/


import org.flintparticles.common.counters.*;
'''To set the document-level Library path''', the procedure is similar to setting the Source path:
import org.flintparticles.common.displayObjects.RadialDot;
import org.flintparticles.common.initializers.*;
import org.flintparticles.twoD.actions.*;
import org.flintparticles.twoD.emitters.Emitter2D;
import org.flintparticles.twoD.initializers.*;
import org.flintparticles.twoD.renderers.*;
import org.flintparticles.twoD.zones.*;


// We keep the same here - unlike the original
# Choose File Publish Settings and click the Flash tab.
// addChild( new SnowBackground() );
# Make sure ActionScript 3.0 is specified in the Script menu and click Settings.
# In the Advanced ActionScript 3.0 dialog box, click the Library path tab.
# Add the library path to the Library path list. You can add folders or individual SWC files to the path list.


var emitter:Emitter2D = new Emitter2D();
'''To set the Application-level Library path''':


emitter.counter = new Steady( 150 );
# Choose Edit Preferences (Windows) or Flash > Preferences (Macintosh) and click the ActionScript category.
# Click the ActionScript 3.0 Settings button and add the path(s) to the Library path list.


emitter.addInitializer( new ImageClass( RadialDot, 2 ) );
=== Set the External Library path for ActionScript 3.0 files ===
// Modified DKS - our picture is a bit larger
// emitter.addInitializer( new Position( new LineZone( new Point( -5, -5 ), new Point( 605, -5 )) ) );
emitter.addInitializer( new Position( new LineZone( new Point( -5, -5 ), new Point( 645, -5 ) ) ) );
emitter.addInitializer( new Velocity( new PointZone( new Point( 0, 65 ) ) ) );
emitter.addInitializer( new ScaleImageInit( 0.75, 2 ) );


emitter.addAction( new Move() );
'''To set the document-level External Library path''', the procedure is similar to setting the Source path:
// Modified DKS - our picture is a bit larger
// emitter.addAction( new DeathZone( new RectangleZone( -10, -10, 620, 420 ), true ) );
emitter.addAction( new DeathZone( new RectangleZone( -10, -10, 645, 485 ), true ) );
emitter.addAction( new RandomDrift( 20, 20 ) );


var renderer:DisplayObjectRenderer = new DisplayObjectRenderer();
# Choose File Publish Settings and click the Flash tab.
renderer.addEmitter( emitter );
# Make sure ActionScript 3.0 is specified in the Script menu and click Settings.
addChild( renderer );
# In the Advanced ActionScript 3.0 dialog box, click the External Library path tab.
# Add the library path to the External Library path list. You can add folders or individual SWC files to the path list.


emitter.start();
'''To set the Application-level External Library path''':
emitter.runAhead( 10 );


// We keep the same here - unlike the original
# Choose ''Edit->Preferences'' (Windows) or ''Flash->Preferences'' (Macintosh) and click the ActionScript category.
// addChild( new SnowForeground() );
# Click the ActionScript 3.0 Settings button and add the path(s) to the External Library path list.
</pre>


Really easy. We just took the code from the [http://flint-particle-system.googlecode.com/files/Flint_2_0_0_b_examples.zip Flint_2_0_0_b_examples.zip] archive and made 2 little modification. We only use a single background and commented out 2 lines. Also, we changed two parameters since our picture is
== A note on classes and packages ==
a bit bigger.


; Step 6 - Error messages ?
All ActionScript code that you will import is defined with classes (see the [[Actionscript 3]] tutorials if you really want to learn how programming works.). Theses classes can then be bundled together in so-called '''packages''' which allows to organize code into discrete groups that can be imported by other scripts.


If you see something like this:
In other words, if you want to use a class that is inside a package, you must import either the package or the specific class. {{quotation|In general, import  statements should be as specific as possible. If you plan to use only the SampleCode class from the samplespackage, you should import only the SampleCode class rather than the entire package to which it belongs. Importing entire packages may lead to unexpected name conflicts. You must also place the source code that defines the package or class within your classpath . The classpath is a user-defined list of local directory paths that determines where the compiler will search for imported packages and classes. The classpath is sometimes called the build path or source path}} ([http://help.adobe.com/en_US/ActionScript/3.0_ProgrammingAS3/WS5b3ccc516d4fbf351e63e3d118a9b90204-7f9e.html#WS5b3ccc516d4fbf351e63e3d118a9b90204-7f92 Importing packages], retrieved 17:37, 10 May 2010 (UTC)).
Scene1, Layer 'Script', Frame 1, line 22
1172: Definition org.flintparticles.common.counters could not be found.
then you most likely got your classpath definition wrong. See above !


If it isn't snowing all over your picture, then you will have to adjust 2 lines in the AS3 code. Figure it out yourself by looking at our inserted comments in the AS code above
Syntax:
import samples.*;


; Step 7 - Want to understand a bit more ?
Example from the [[AS3 tweening platform|TweenMax engine]] of the AS3 tweening platform:


* Read the [http://flintparticles.org/tutorials/snowfall Introducing Flint with a snow effect] tutorial made by Richard Lord.
<source lang="actionscript">
* Our only contribution was to add some explanations on how to define a classpath, i.e. the very basics about how to reuse such an example.
import com.greensock.*;
import com.greensock.easing.*;


=== Playing around with the other FLINT examples ===
TweenMax.to(mc, 3, {bezier:[{x:277, y:174}, {x:300, y:345}], orientToBezier:true, ease:Bounce.easeOut});
</source>


The Flint examples all come in two versions, either Flash or PureAS3. Go for the Flash version (unless you want to learn how to play with Flex in which case you will have to start reading the [[Adobe Flex]] and [[AS3 Compiling a program]] tutorials in this wiki).
For programmers (see the [[ActionScript 3 tutorials]], to create your own packages:


To play with the examples in the Flash CS3 environment, the only thing you will have to do is to open the respective *.fla and then fix the classpath, i.e. tell Flash where the Flint_xxxx/src directory is located. E.g. if you need a firework, open in CS3 the
package packageName {
  Flint_2_0_0_b_examples/examples2D/Firework/Flash/Firework.fla
    class someClassName {
    }
  }


Then fix the classpath as described in the [[#Let.27s_snow|Let's snow]] example
More information about packages can be found in Adobe's [http://livedocs.adobe.com/flash/9.0/main/wwhelp/wwhimpl/common/html/wwhelp.htm?context=LiveDocs_Parts&file=00000040.html Packages and namespaces] chapter in the [http://livedocs.adobe.com/flash/9.0/main/wwhelp/wwhimpl/js/html/wwhelp.htm?href=Part1_Programming_AS3_1.html Programming ActionScript 3.0] tutorial which is very technical.
 
== ActionScript document classes ==
 
According to [http://help.adobe.com/en_US/Flash/10.0_UsingFlash/WS3e7c64e37a1d85e1e229110db38dec34-7fa4a.html#WS026C9121-F7D4-496d-94C8-368BF6938149a ActionScript publish settings], retrieved 17:37, 10 May 2010 (UTC):


Finally hit ctrl-Enter or publish.
When you use ActionScript 3.0, a SWF file may have a top-level class associated with it. This class is called the document class. When the SWF is loaded by Flash Player, an instance of this class is created to be the SWF file's top-level object. This object of a SWF file can be an instance of any custom class you choose.


Notice: The resulting swf will include all the necessary ActionScript code, i.e. you won't have to copy the Flint files to the server.
For example, a SWF file that implements a calendar component can associate its top level with a Calendar class, with methods and properties appropriate to a calendar component. When the SWF is loaded, Flash Player creates an instance of this Calendar class.


== A note one classes and packages ==
# Deselect all objects on the Stage and in the Timeline by clicking a blank area of the Stage. This displays the Document properties in the Property inspector.
# Enter the filename of the ActionScript file for the class in the Document Class text box in the Property inspector. Do not include the .as filename extension.


All ActionScript code that you will import is defined with classes (see the [[Actionscript 3]] tutorials if you really want to learn how programming works.). Theses classes can then be bundled together in so-called packages which allows to organize code into discrete groups that can be imported by other scripts. E.g.  
Note: You can also enter the Document Class information in the Publish Settings dialog box.


package packageName {
== Links ==
    class someClassName {
 
    }
* [http://help.adobe.com/en_US/Flash/10.0_UsingFlash/WS3e7c64e37a1d85e1e229110db38dec34-7fa4a.html ActionScript publish settings] (Adobe Flash CS4)
}
 
* [http://help.adobe.com/en_US/Flash/10.0_UsingFlash/WSd60f23110762d6b883b18f10cb1fe1af6-7dc9a.html Sharing library assets] (Adobe Flash CS4)
 
* [http://help.adobe.com/en_US/ActionScript/3.0_ProgrammingAS3/WS5b3ccc516d4fbf351e63e3d118a9b90204-7f9e.html Packages and namespaces] (Adobe Flash CS4)
 
== Credits and copyright modification ==


More information about setting the Class path can be found at Adobe, i.e. [http://livedocs.adobe.com/flash/9.0/UsingFlash/help.html?content=WS3e7c64e37a1d85e1e229110db38dec34-7fa2.html here] and [http://livedocs.adobe.com/flash/9.0/UsingFlash/help.html?content=WS3e7c64e37a1d85e1e229110db38dec34-7fa2.html here] in the "Using Flash documentation".  
{{copyrightalso|Parts of this article use materials from Adobe, in particular from [http://help.adobe.com/en_US/Flash/10.0_UsingFlash/WS3e7c64e37a1d85e1e229110db38dec34-7fa4a.html ActionScript publish settings] and [http://help.adobe.com/en_US/ActionScript/3.0_ProgrammingAS3/WS5b3ccc516d4fbf351e63e3d118a9b90204-7f9e.html Packages and namespaces], both retrieved 17:37, 10 May 2010 (UTC).


More information about packages can be found in Adobe's [http://livedocs.adobe.com/flash/9.0/main/wwhelp/wwhimpl/common/html/wwhelp.htm?context=LiveDocs_Parts&file=00000040.html Packages and namespaces] chapter in the [http://livedocs.adobe.com/flash/9.0/main/wwhelp/wwhimpl/js/html/wwhelp.htm?href=Part1_Programming_AS3_1.html Programming ActionScript 3.0] tutorial which is very technical.
Copyright: [http://creativecommons.org/licenses/by-nc-sa/3.0/ Attribution-Noncommercial-Share Alike 3.0 Unported], i.e. the same as EduTechWiki, but you also must cite the cited portions of the [http://help.adobe.com/en_US/Flash/10.0_UsingFlash/index.html Using Flash CS4 Professional manual].
}}




[[Category: Multimedia]]
[[Category:Flash tutorials]]
[[Category: Technologies]]
[[Category: Authoring tools]]
[[Category: Tutorials]]
[[Category: Flash]]
[[Category: Flash]]
[[fr:Flash CS4 - Utilisation de librairies]]

Latest revision as of 19:24, 22 August 2016

Introduction

Learning goals
  • Learn how to reuse example code that illustrate features of ActionScript libraries.
  • Learn how to be able to import 3rd party packages by defining an ActionScript classpath.
Prerequisites
Environment
  • Flash CS3
Moving on
Level and target population
  • Beginners (but see the prerequisites)
Quality
  • useable, but under progress.
To Do
  • Other examples

There exist several free high quality ActionScript libraries available and that can be used by Flash designers that only possess very little programming skills.

Typical examples of such libraries are:

  • Flash 3D libraries that allow a CS3 developer to create animated and interactive 3D scenes.
  • Special purpose animation libraries like the FLiNT particle system that allows you to create stuff like fireworks and snowflakes.
  • Tweening libraries like TweenLite that allow you to define sophisticated animations with a few method calls (instead of spending hours of drawing).
  • Physics engines like Box2DFlashAS3

Flash libraries can come in several forms (see Flash formats and objects overview). In this short tutorial we will deal with

  • .swc - compiled clips that include ActionScript code and other stuff
  • .fla - Flash CS3/CS4 source code files
  • .as - Action script code.

In this tutorial, we just will a short overview. If want to go through an example, either read the FliNT particle system introductory tutorial. FLiNT is a very useful library to create very cool animations with particles flying around or play around with the easier to use AS3 tweening platform.

List of libraries that are part of these Flash tutorials:

Others:

Installing and using libraries overview

This is a short executive overview on using ActionScript libraries

To use external ActionScript libraries that you downloaded and installed, Flash must locate the external ActionScript files that contain the class definition. Usually, the list of folders in which Flash searches for class definitions is called the classpath for ActionScript 2.0 and the source path for ActionScript 3.0

You may set the source path either globally (for all your projects) or per *.fla file. You usually should adopt the later, even if it means some extra work.

Local source path:

Through File->Publish Settings; Flash Tab; Settings Tab; you can set the following ActionScript locations in Flash for a specific *.fla file:

  • Source path: Defines the location of source ActionScript source files. Typically you would use this for libraries that you download as AS source code.
  • Library path: “specifies the location of pre-compiled ActionScript code which resides in SWC files you have created. The FLA file that specifies this path loads every SWC file at the top level of this path and any other code resources that are specified within the SWC files themselves. If you use the Library path, be sure none of the compiled code in the SWC files is duplicated in uncompiled AS files in the Source path. The redundant code will slow down compilation of your SWF file.”. Typically, you would use the library path when you use *.swc code from major ActionScript libraries like PaperVision3D or the Greensock tweening libraries.
  • External library path: specifies the location of SWC files that contain code used for compiler error definitions. This path can be used to load external code resources in SWC format so that the classes within them can be used at runtime. When you compile a SWF, the SWC files in the External Library path are not added to the SWF file, but the compiler verifies that they are in the locations you specified. The External Library path is most often used for runtime shared libraries. For more information about runtime shared libraries, see working with runtime shared assets
  • Document class (also can be set in Document Property inspector). Used to associate a specific class with a document, i.e. typically used to compile an ActionScript program you write yourself.

Local source path (alternative option):

Alternatively (not recommended):

  • Instead of defining the source path: You also could copy the com directories that include source to the directory where your *.fla file sits,
  • Instead of defining a library path: Copy the *.swc file to the same directory of your *.fla file and add . to the library path.

Global source path:

Through Edit->Preferences->ActionScript 3.0 Settings you can set source pathes for all your projects:

  • Source path
  • Library path
  • External library path

Setting source pathes

Below we reproduce the detailed explanations from Adobe's Set the location of ActionScript files (retrieved 17:37, 10 May 2010 (UTC)):

Set the source path for ActionScript 3.0

To set the document-level source path:

  1. Select File -> Publish Settings, and click Flash.
  2. Verify that ActionScript 3.0 is selected in the ActionScript Version pop‑up menu, and click Settings. Your Flash Player version must be set to Flash Player 9 or later to use ActionScript 3.0.
  3. Specify the frame where the class definition should reside in the Export Classes in Frame text field.
  4. Specify the Errors settings. You can select Strict Mode and Warnings Mode. Strict Mode reports compiler warnings as errors, which means that compilation will not succeed if those types of errors exist. Warnings Mode reports extra warnings that are useful for discovering incompatibilities when updating ActionScript 2.0 code to ActionScript 3.0.
  5. (Optional) Select Stage to automatically declare stage instances.
  6. Specify ActionScript 3.0 or ECMAScript as the dialect to use. ActionScript 3.0 is recommended.
  7. To add paths to the source path list, do any of the following:
    • To add a folder to the source path, click the Source path tab and then click the Browse To Path button Browse to path.png, browse to the folder to add, and click OK.
    • To add a new line to the Source path list, click the Add New Path Add path.png button. Double-click the new line, type a relative or absolute path, and click OK.
    • To edit an existing Source path folder, select the path in the Source path list, click the Browse To Path button, browse to the folder to add, and click OK. Alternatively, double-click the path in the Source path list, type the desired path, and click OK.
    • To delete a folder from the source path, select the path in the Source path list and click the Remove From Path Remove path.png button .

To set the application-level source path:

  1. Choose Edit Preferences (Windows) or Flash > Preferences (Macintosh) and click the ActionScript category.
  2. Click the ActionScript 3.0 Settings button and add the path(s) to the Source path list.

Set the Library path for ActionScript 3.0 files

To set the document-level Library path, the procedure is similar to setting the Source path:

  1. Choose File Publish Settings and click the Flash tab.
  2. Make sure ActionScript 3.0 is specified in the Script menu and click Settings.
  3. In the Advanced ActionScript 3.0 dialog box, click the Library path tab.
  4. Add the library path to the Library path list. You can add folders or individual SWC files to the path list.

To set the Application-level Library path:

  1. Choose Edit Preferences (Windows) or Flash > Preferences (Macintosh) and click the ActionScript category.
  2. Click the ActionScript 3.0 Settings button and add the path(s) to the Library path list.

Set the External Library path for ActionScript 3.0 files

To set the document-level External Library path, the procedure is similar to setting the Source path:

  1. Choose File Publish Settings and click the Flash tab.
  2. Make sure ActionScript 3.0 is specified in the Script menu and click Settings.
  3. In the Advanced ActionScript 3.0 dialog box, click the External Library path tab.
  4. Add the library path to the External Library path list. You can add folders or individual SWC files to the path list.

To set the Application-level External Library path:

  1. Choose Edit->Preferences (Windows) or Flash->Preferences (Macintosh) and click the ActionScript category.
  2. Click the ActionScript 3.0 Settings button and add the path(s) to the External Library path list.

A note on classes and packages

All ActionScript code that you will import is defined with classes (see the Actionscript 3 tutorials if you really want to learn how programming works.). Theses classes can then be bundled together in so-called packages which allows to organize code into discrete groups that can be imported by other scripts.

In other words, if you want to use a class that is inside a package, you must import either the package or the specific class. “In general, import statements should be as specific as possible. If you plan to use only the SampleCode class from the samplespackage, you should import only the SampleCode class rather than the entire package to which it belongs. Importing entire packages may lead to unexpected name conflicts. You must also place the source code that defines the package or class within your classpath . The classpath is a user-defined list of local directory paths that determines where the compiler will search for imported packages and classes. The classpath is sometimes called the build path or source path” (Importing packages, retrieved 17:37, 10 May 2010 (UTC)).

Syntax:

import samples.*;

Example from the TweenMax engine of the AS3 tweening platform:

import com.greensock.*; 
import com.greensock.easing.*;

TweenMax.to(mc, 3, {bezier:[{x:277, y:174}, {x:300, y:345}], orientToBezier:true, ease:Bounce.easeOut});

For programmers (see the ActionScript 3 tutorials, to create your own packages:

package packageName {
   class someClassName { 
   } 
}

More information about packages can be found in Adobe's Packages and namespaces chapter in the Programming ActionScript 3.0 tutorial which is very technical.

ActionScript document classes

According to ActionScript publish settings, retrieved 17:37, 10 May 2010 (UTC):

When you use ActionScript 3.0, a SWF file may have a top-level class associated with it. This class is called the document class. When the SWF is loaded by Flash Player, an instance of this class is created to be the SWF file's top-level object. This object of a SWF file can be an instance of any custom class you choose.

For example, a SWF file that implements a calendar component can associate its top level with a Calendar class, with methods and properties appropriate to a calendar component. When the SWF is loaded, Flash Player creates an instance of this Calendar class.

  1. Deselect all objects on the Stage and in the Timeline by clicking a blank area of the Stage. This displays the Document properties in the Property inspector.
  2. Enter the filename of the ActionScript file for the class in the Document Class text box in the Property inspector. Do not include the .as filename extension.

Note: You can also enter the Document Class information in the Publish Settings dialog box.

Links

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