Flash using ActionScript libraries tutorial: Difference between revisions

The educational technology and digital learning wiki
Jump to navigation Jump to search
m (Text replacement - "<pageby nominor="false" comments="false"/>" to "<!-- <pageby nominor="false" comments="false"/> -->")
 
(44 intermediate revisions by 3 users not shown)
Line 1: Line 1:
<pageby nominor="false" comments="false"/>
{{incomplete}}
{{under construction}}
<!-- <pageby nominor="false" comments="false"/> -->
{{stub}}
{{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 reuse example code that illustrate features of 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.
* 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 32: Line 30:
* 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]
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]].


== The FLINT particle system ==
List of libraries that are part of these Flash tutorials:
* [[FliNT particle system]]
* [[Flash Papervision3D tutorial]]
* [[AS3 tweening platform]]


{{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.
Others:
* see [[Flash_and_AS3_links#Reusable_AS_components_and_libraries 6.2|Reusable AS components and libraries]]


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].
== Installing and using libraries overview ==


Firstly have a [http://flintparticles.org/examples look] at what this particle system can do. Cool isn't it ?
This is a short executive overview on using ActionScript libraries


=== Let's snow ===
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 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
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.
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
'''Local source path''':


So, get FLINT from http://flintparticles.org/. I took:
Through ''File->Publish Settings; Flash Tab; Settings Tab;'' you can set the following ActionScript locations in Flash for a '''specific *.fla file''':
* [http://flint-particle-system.googlecode.com/files/Flint_2_0_0_b.zip Flint_2_0_0_b.zip]
* '''Source path''': Defines the location of source ActionScript source files. Typically you would use this for libraries that you download as AS source code.
... At the present time, there may be a more recent version. E.g. a 2.0 final.
* '''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.


You also may download extra stuff, e.g.
'''Local source path (alternative option)''':
* [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.
'''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'''.


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.
'''Global source path''':


; Step 2 - create a new Flash (ActionScript 3.0) file
Through ''Edit->Preferences->ActionScript 3.0 Settings'' you can set source pathes for all your projects:
* Source path
* Library path
* External library path


* Create a new directory for this project
== Setting source pathes ==
* 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
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)):
* Open the ''File->Publish Settings - Flash tab''
* Then click on the ''Settings ...'' button next to the ActionScript version. You should see something like this now:
[[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 ...
=== Set the source path for ActionScript 3.0 ===


; Step 4 - Create a frame for which you want snowfall.
'''To set the document-level source path:'''


* Firstly you need a typical winter scene, 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]).
# Select File -> Publish Settings, and click Flash.
# 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 .


I'd like to have some snow in my Office as you can see in [http://tecfa.unige.ch/guides/flash/ex/flint/flint-snowflakes.html our own version]
'''To set the application-level source path''':
. So firstly we need to import a picture. I made it darker with higher contrasts in order to able to see the snowflakes.


* This picture is now in frame one of layer 1. Rename the layer to picture
# Choose Edit Preferences (Windows) or Flash > Preferences (Macintosh) and click the ActionScript category.
* Add a new layer and call it script.
# Click the ActionScript 3.0 Settings button and add the path(s) to the Source path list.


; Step 5 - Add the Action Script
=== Set the Library path for ActionScript 3.0 files ===


* Click in frame 1 of the script layer, hit F9 and copy/paste the following code. You also must include the copyright notice. I believe that we '''really''' are lucky to be able to use such libraries. So please, be respectful !
'''To set the document-level Library path''', the procedure is similar to setting the Source path:
<pre>
/*
* 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.*;
# Choose File Publish Settings and click the Flash tab.
import org.flintparticles.common.displayObjects.RadialDot;
# Make sure ActionScript 3.0 is specified in the Script menu and click Settings.
import org.flintparticles.common.initializers.*;
# In the Advanced ActionScript 3.0 dialog box, click the Library path tab.
import org.flintparticles.twoD.actions.*;
# Add the library path to the Library path list. You can add folders or individual SWC files to the path list.
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
'''To set the Application-level Library path''':
// addChild( new SnowBackground() );


var emitter:Emitter2D = new Emitter2D();
# 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.counter = new Steady( 150 );
=== Set the External Library path for ActionScript 3.0 files ===


emitter.addInitializer( new ImageClass( RadialDot, 2 ) );
'''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.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() );
# Choose File Publish Settings and click the Flash tab.
// Modified DKS - our picture is a bit larger
# Make sure ActionScript 3.0 is specified in the Script menu and click Settings.
// emitter.addAction( new DeathZone( new RectangleZone( -10, -10, 620, 420 ), true ) );
# In the Advanced ActionScript 3.0 dialog box, click the External Library path tab.
emitter.addAction( new DeathZone( new RectangleZone( -10, -10, 645, 485 ), true ) );
# Add the library path to the External Library path list. You can add folders or individual SWC files to the path list.
emitter.addAction( new RandomDrift( 20, 20 ) );


var renderer:DisplayObjectRenderer = new DisplayObjectRenderer();
'''To set the Application-level External Library path''':
renderer.addEmitter( emitter );
addChild( renderer );


emitter.start();
# Choose ''Edit->Preferences'' (Windows) or ''Flash->Preferences'' (Macintosh) and click the ActionScript category.
emitter.runAhead( 10 );
# Click the ActionScript 3.0 Settings button and add the path(s) to the External Library path list.


// We keep the same here - unlike the original
== A note on classes and packages ==
// addChild( new SnowForeground() );
</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
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.
a bit bigger.


; Step 6 - Error messages ?
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)).


If you see something like this:
Syntax:
  Scene1, Layer 'Script', Frame 1, line 22
  import samples.*;
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
Example from the [[AS3 tweening platform|TweenMax engine]] of the AS3 tweening platform:


; Result and source code:
<source lang="actionscript">
import com.greensock.*;
import com.greensock.easing.*;


The result: [http://tecfa.unige.ch/guides/flash/ex/flint/flint-snowflakes.html flint-snowflakes.html]
TweenMax.to(mc, 3, {bezier:[{x:277, y:174}, {x:300, y:345}], orientToBezier:true, ease:Bounce.easeOut});
</source>


Get the flint-snowflakes.fla file from http://tecfa.unige.ch/guides/flash/ex/flint/
For programmers (see the [[ActionScript 3 tutorials]], to create your own packages:


; Want to understand a bit more ?
package packageName {
    class someClassName {
    }
}


* Read the [http://flintparticles.org/tutorials/snowfall Introducing Flint with a snow effect] tutorial made by Richard Lord.
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.
* 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.


=== Playing around with the other FLINT examples ===
== ActionScript document classes ==


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).
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):


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
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.
Flint_2_0_0_b_examples/examples2D/Firework/Flash/Firework.fla


Then fix the classpath as described in the [[#Let.27s_snow|Let's snow]] example
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.


Finally hit CTRL-Enter or publish.
# 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.


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


== A note one classes and packages ==
== Links ==


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.  
* [http://help.adobe.com/en_US/Flash/10.0_UsingFlash/WS3e7c64e37a1d85e1e229110db38dec34-7fa4a.html ActionScript publish settings] (Adobe Flash CS4)


package packageName {
* [http://help.adobe.com/en_US/Flash/10.0_UsingFlash/WSd60f23110762d6b883b18f10cb1fe1af6-7dc9a.html Sharing library assets] (Adobe Flash CS4)
    class someClassName {
 
    }
* [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 18:24, 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

Credits and copyright modification