ActionScript 3 interactive objects tutorial (CS3)

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Revision as of 18:19, 30 October 2007 by Widged (talk | contribs) (added category actionscript 3)
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Overview

This is part of the flash tutorials.

Learning goals
Learn about how to use mouse and key-press events.
Learn about some object properties you can easily change with a little ActionScript code
Learn some ActionScript control statements (if-then-else clause and assignments)
Learn how to play embedded Flash movie clips.

The purpose of this tutorial is go a little bit beyond dealing with mouse clicks, buttons and button components as seen in previous tutorials, i.e. you will learn how to change properties of objects (such as position, size and visibility) and how to play embedded movie clips.

Prerequisites
Flash CS3 desktop tutorial
Flash drawing tutorial
Flash button tutorial
Flash components tutorial
Other recommended prior tutorials (not necessary, but can help)
Flash video component tutorial
Flash sound tutorial
ActionScript 3 event handling tutorial
Moving on
Flash drag and drop tutorial
Flash games tutorial
Flash ActionScript 3 overview
The Flash article has a list of other tutorials.
Quality
This text should technical people get going and may not be good enough for self-learning beginners. It can be used as handout in a "hands-on" class. That is what Daniel K. Schneider made it for...
Level
It aims at Flash designers, not beginning ActionScript 3 programmers, although programmers can read this to get a feeling for object properties before digging into a real documentation like Adobe's Flash 9 reference manual. Also, some of the code should be rewritten a bit. I skipped type declarations on purpose and should even rip off more. These don't make sense for a few lines of code written by/for non-programmers. The goal is to keep code as simple as possible. But indeed I should at some point decide whether I should remove all type declarations from the examples or consistenly leave the ones that might be useful in order to receive compiler warnings.
Learning materials

Grab the various *.fla files from here:

http://tecfa.unige.ch/guides/flash/ex/action-script-3-intro/

Manipulation of movie clips

Movie clips are Flash animations. In a fla file you can have several kinds of embedded movie clips behaving in a similar way.

  • Movie symbols (and instances)
  • Movie clips (and instances) that were imported as *.swf files
  • Compiled movie clips imported through the *.swc format

The goal of having such embedded animations is to create animations with "moving/changing" objects independently of the flow of the main timeline. You may have a look at early Flash frame-by-frame animation tutorial, i.e. the little rocket we made and re-used in motion animations in the Flash motion tweening tutorial. The new thing is that you should learn how to play/stop and make visible/invisible these clips.

Note: Your whole *.fla also is a movie clip that you could in principle import to other Flash animations.

Creation of an embedded movie clip

To create a new movie clip within a flash animation do the following:

  • Menu Insert->New Symbol
  • Select Movie Clip and give a good name

Alternatively you also can transform an existing graphic into a movie clip symbol

  • Draw an object on the stage
  • right-click->Create Movie Symbol. Select Movie Clip

Defining its reference point:

  • Each movie clip has a center. You can define it when you create the new movie symbol (see the screen capture below):
Create a movie clip symbol - set the registration point to center

You can later change this reference point by moving the drawing in symbol edit mode. The registration point is defined by the little cross (+ sign).

Editing a movie clip

  • Double click on the symbol's icon (not it's name) in the library. You now can edit, e.g. a add a motion animation or change its drawings.
  • If you double-click on an instance, you can edit the same symbol, but you will see the objects of the stage while you edit.

Do not forget to go back to the scene at some point. When you edit a movie clip you are in symbol edit mode. Make sure that you are aware at which level you edit !

Using a movie clip

See also the Flash video component tutorial for an example.

If there is no instance of the movie clip on the stage, drag a movie from the library to the stage and then immediately give it an instance name. Remember that instance names must be symbols, e.g. movie_books, not something like movie of books. Use a letter, followed by other letters, numbers or the "_" sign only.

Let's assume that the instance name of a clip is movie_books.

Playing a movie clip
movie_books.play();
Stopping a movie clip
movie_books.stop();
Making it visible or invisible
movie_books.visible=false;
movie_books.visible=true;

Tip: Movie clips start playing as soon as they are found in the current frame. E.g. if you put them in frame one, they will play forever until the main timeline moves to another frame. If this is not desired, stop the movie as you may recall from other tutorials.

  • Edit the movie clip in symbol edit mode (double click)
  • Add a layer called "script"
  • Add this action script method:
stop();

Manipulating objects

The principle of (simple) object manipulation is fairly simple: change properties of a display object. The tricky thing is to know what you can change on a given kind of object. Some changes are easy to make, others are really hard. Typically, most objects are non-editable (its component objects maybe are). It's easy to change size and position of a display object, i.e. operations you could do on grouped objects and symbol instances with the transform tool or the parameters panel.

Below, we show a few little examples that demonstrate how to manipulate objects with mouse events (see the ActionScript 3 event handling tutorial for more details). All the objects on the state (e.g. black_cat) are instances of movie clip symbols. These are a kind of interactive object and react to mouse and keyboard events. The kind of tricks will we show act on instances of library symbol that have a name. In technical terms: we will work with display objects that are assigned to a variable.

Symbol instances you want to manipulate must be named

You could imagine dozens of other simple examples, but it's not so easy to understand the technical ActionScript documentation which is made for programmers and not designers. If you feel more adventurous, you may have a look at the class hierarchy described in the Flash ActionScript 3 overview and in particular the Display Object and its children. Follow up a link to the Flash documentation and see if you can find other properties that are easy to manipulate...

To understand what is goining on below, you may want to load this fla file.

Simple repositioning example

To reposition an object, just change its x and y properties. In the following example, when you click on the interactive object (a symbol instance that is called "black_cat") it will move itself to position x= 200 and y=200. Note: Position is defined by the center of the display object (i.e. the little "+" sign who's value depends on how you made it).

black_cat.addEventListener(MouseEvent.CLICK, moveCat);

function moveCat(event:MouseEvent):void {
 black_cat.x = 200;
 black_cat.y = 200;
}

A statement like

cat.x = 100;

is called an assignment and means: The x property of the cat object will become "100".

If you want to move the cat forth and back you'd rather use this code:

black_cat.addEventListener(MouseEvent.CLICK, moveCat);
// cat can be in original position or not (true,false)
var black_cat_ori_pos = true;

function moveCat(event:MouseEvent):void {
	if (black_cat_ori_pos == true)
	{
		black_cat.x += 200;
		black_cat.y += 200;
		black_cat_ori_pos = false;
	}
	else
	{
		black_cat.x -= 200;
		black_cat.y -= 200;
		black_cat_ori_pos = true;
	}
}

In this function we use a so-called if-then-else statement. The line

if (black_cat_ori_pos == true)

checks if the variable black_cat_ori_pos has the value of true. If this is true we then execute the clause { black_cat.x += ... ; black_cat.y ..... } that follows. If it is not true we execute the other {...} clause after the else.

Also note the difference between an assignment ("=") and an equality test ("=="). The latter will test if two values are the same. Note to beginners: never use just the "=" inside the conditional of an "if". Use "==".

Let's describe this at a more conceptual level: black_cat_ori_pos can be called a "flag" variable since it will register whether the cat is in a new position or the original old position. If it's in the new one, we will move it back, and the other way round. So

black_cat_ori_pas == true

tests if the cat sits in its original position.

X and Y positions are defined with respect to the upper left corner. E.g. if x is 100 and y is 100, the registered center point of the object is 100 pixels to the right and 100 pixels down. The instruction:

x += 100;
x -= 100;

means "add 100 to x" or "substract 100 from x". So it's a shortcut for x = x + 100;, i.e. "new value of x becomes old value of x plus 100".

Change size

Changing size, means to change width and height properties. In the following example, when you click on the interactive object (a symbol instance that is called "blue_cat") it will double its size when you hold down the mouse button and go back to normal when you release it. Note: If you hold down the button and then move the mouse out (still holding down), and only then release the button, the mouse will stay big since it never will catch the mouse up event.

blue_cat.addEventListener(MouseEvent.MOUSE_DOWN, resizeCat);

function resizeCat(event:MouseEvent):void {
 blue_cat.width =  blue_cat.width * 2;
 blue_cat.height =  blue_cat.height * 2;
}

blue_cat.addEventListener(MouseEvent.MOUSE_UP, resizeCat2);

function resizeCat2(event:MouseEvent):void {
 blue_cat.width =  blue_cat.width / 2;
 blue_cat.height =  blue_cat.height / 2;
}

This code may not exactly do what you want. As we said, if the user holds down the mouse button and moves it out, the MOUSE_UP event will never happen, i.e. the cat will grow permanently. A better solution can be found in the example code that we included at the end of this section.

Visibility

In the following example, we will make a white cat invisible when you click on it. Technical note: It is still there, but the user can't click on it.

white_cat.addEventListener(MouseEvent.CLICK, hideCat);

function hideCat(event:MouseEvent):void {
  white_cat.visible = false;
}

Once the cat is hidden, the user never will be able to bring it back. Therefore, in the next example we decided to implement a switch between a cat and a dog:

// can't see the dog for starters
brown_dog.visible=false;

brown_dog.addEventListener(MouseEvent.CLICK, hideShow);
white_cat.addEventListener(MouseEvent.CLICK, hideShow);

function hideShow(event:MouseEvent):void {
  // instead of using white_cat.visible = false; we just switch it to the opposite
  white_cat.visible = !white_cat.visible;
  brown_dog.visible =!brown_dog.visible;
}

white_cat.visible = !white_cat.visible;

"!" means that the "visible" property will be set to its opposite. E.g. if the value is true it will become false, and the other way round. Same technique for the dog (which is invisible for starters).

Let the user drag example

The next example shows how to let a user drag the red cat object with the mouse (button pressed down) and then drop the cat when the user releases the mouse button.

red_cat.addEventListener(MouseEvent.MOUSE_DOWN, startDragging);
red_cat.addEventListener(MouseEvent.MOUSE_UP, stopDragging);

function startDragging(event:MouseEvent):void
 {
    red_cat.startDrag();
 }

function stopDragging(event:MouseEvent):void
{
    red_cat.stopDrag();
}

For a tutorial on dragging and dropping, see the Flash drag and drop tutorial that demonstrates how to implement a simple children's educational game. You will learn for instance how to test if a dropped object will sit on top of another one.

Transformations

So-called "transforms" of a non-editable display object are more tricky. We just will demonstrate how to change the tint with a color transform. You also could skew an object with a similar strategy. However, this kind of code is really a bit too difficult to understand without some prior introduction to object-oriented programming.

Color: The ColorTransform class lets you adjust the color values in a display object. The color adjustment or color transformation can be applied to all four channels: red, green, blue, and alpha transparency. Here are the formula according to the manual, retrieved 20:58, 8 October 2007 (MEST):

  • New red value = (old red value * redMultiplier) + redOffset
  • New green value = (old green value * greenMultiplier) + greenOffset
  • New blue value = (old blue value * blueMultiplier) + blueOffset
  • New alpha value = (old alpha value * alphaMultiplier) + alphaOffset

The tricky thing is that you have to program transformations with a temporary ColorTransform object and then copy this object to the display object's colorTransform property if I understood the manual right. See the code towards the end of the full example code below.

Cat example file

The (all-in-one) file with the examples we discussed above is here:

  • Directory with files actionscript3-simple-object-manipulation.*:
http://tecfa.unige.ch/guides/flash/ex/action-script-3-intro/
Demonstration of some mouse events and implementation of property changes

Here is the complete ActionScript code:

/* ---- moving ---- */
black_cat.addEventListener(MouseEvent.CLICK, moveCat);
// cat can be in original position or not (true,false)
var black_cat_ori_pos = true;

function moveCat(event:MouseEvent):void {
	if (black_cat_ori_pos == true)
	{
		black_cat.x += 200;
		black_cat.y += 200;
		black_cat_ori_pos = false;
	}
	else
	{
		black_cat.x -= 200;
		black_cat.y -= 200;
		black_cat_ori_pos = true;
	}
}

/* ---- resizing ---- */
blue_cat.addEventListener(MouseEvent.MOUSE_DOWN, resizeCat);
var cat_size = 1;

function resizeCat(event:MouseEvent):void {
	blue_cat.width =  blue_cat.width * 2;
	blue_cat.height =  blue_cat.height * 2;
	cat_size = 2;
}

// We have to test both mouse up and mouse out since user can
// press mouse and move out. Cat in this case would stay big.
// Also we have to test if cat is already big when user moves in.
blue_cat.addEventListener(MouseEvent.MOUSE_UP, resizeCat2);
blue_cat.addEventListener(MouseEvent.MOUSE_OUT, resizeCat2);

function resizeCat2(event:MouseEvent):void {
	if (cat_size > 1)
	{
		blue_cat.width =  blue_cat.width / 2;
		blue_cat.height =  blue_cat.height / 2;
		cat_size = 1;
	}
}

/* ---- dragging ---- */
red_cat.addEventListener(MouseEvent.MOUSE_DOWN, startDragging);
red_cat.addEventListener(MouseEvent.MOUSE_UP, stopDragging);

function startDragging(event:MouseEvent):void {
	red_cat.startDrag();
}

function stopDragging(event:MouseEvent):void {
	red_cat.stopDrag();
}

/* ---- Hiding ---- */
// can't see the dog for starters
brown_dog.visible=false;

brown_dog.addEventListener(MouseEvent.CLICK, hideShow);
white_cat.addEventListener(MouseEvent.CLICK, hideShow);

function hideShow(event:MouseEvent):void {
	// instead of white_cat.visible = false; we just switch it to the opposite
	white_cat.visible = !white_cat.visible;
	brown_dog.visible =!brown_dog.visible;
}

/* ---- transforms ---- 
   This is a bit more difficult.... */
empty_cat.addEventListener(MouseEvent.CLICK, transformCatColor);
// R,G,B,A multipliers and R,G,B,A offsets
// We start with a light grey cat
var resultColorTransform = new ColorTransform (0.1,0.1,0.1,1,120,120,120,255);
empty_cat.transform.colorTransform = resultColorTransform;

function transformCatColor(event:MouseEvent):void {
	var resultColorTransform = empty_cat.transform.colorTransform;
	// Create a new color transform object and change it
	// red color will peak at 255, blue color offset will cycle from +255 to -100
	resultColorTransform.redOffset = Math.min(resultColorTransform.redOffset+10,255);
	resultColorTransform.redMultiplier = Math.min(resultColorTransform.redMultiplier+0.1,1);
	resultColorTransform.blueOffset += 10;
	if (resultColorTransform.blueOffset >= 255)
	{
		resultColorTransform.blueOffset = -100;
	}
	resultColorTransform.blueMultiplier = 0.1;
	// Copy that to the cat
	empty_cat.transform.colorTransform = resultColorTransform;
	//trace("redOffset="+resultColorTransform.redOffset + 
	//   " blueOffset="+resultColorTransform.blueOffset);
}


/* ---- permanent size change ---- */

grey_mouse.addEventListener(MouseEvent.MOUSE_WHEEL, changeMouse);

function changeMouse(event:MouseEvent):void {
	grey_mouse.width += event.delta*3;
	grey_mouse.height += event.delta*3;
}

Remote cat control example

Here is another example that demonstrates the following principles:

  • You can modify an object's properties from an event triggered on another object (e.g. button components)
  • Play an embedded animation

I also simplified the way functions are written, i.e. I ripped off argument type declarations and the return type. This is not necessarily a good thing, but it should demonstrate to designers that a little bit of ActionScript is not necessarily very complex ....

The example can be viewed here:

  • Directory with files actionscript3-simple-object-manipulation-remote.*:
http://tecfa.unige.ch/guides/flash/ex/action-script-3-intro/
Demonstration II of some mouse events and implementation of property changes

Here is the complete code: On the stage are several buttons (named like "bigger", "smaller", etc.), a cat movie clip instance called "cat" and a dog called "brown_dog".

/* ---- moving ---- */
move.addEventListener(MouseEvent.CLICK, moveCat);
// cat can be in original position or not (true,false)
var cat_ori_pos = true;

function moveCat(ev) {
	if (cat_ori_pos == true)
	{
		cat.x += 200;
		cat.y += 200;
		cat_ori_pos = false;
	}
	else
	{
		cat.x -= 200;
		cat.y -= 200;
		cat_ori_pos = true;
	}
}

/* ---- resizing ---- */
bigger.addEventListener(MouseEvent.MOUSE_DOWN, growCat);

function growCat(ev) {
	cat.width =  cat.width * 2;
	cat.height = cat.height * 2;
}

smaller.addEventListener(MouseEvent.MOUSE_DOWN, shrinkCat);

function shrinkCat(ev) {
	cat.width =  cat.width / 2;
	cat.height = cat.height / 2;
}

/* ---- dragging ---- */
cat.buttonMode = true;
cat.addEventListener(MouseEvent.MOUSE_DOWN, startDragging);
cat.addEventListener(MouseEvent.MOUSE_UP, stopDragging);

function startDragging(event:MouseEvent) {
	cat.startDrag();
}

function stopDragging(event:MouseEvent) {
	cat.stopDrag();
}


message_text.visible=false;
instructions.addEventListener(MouseEvent.CLICK, messageText);
function messageText(ev) {
	message_text.visible = !message_text.visible;
}

/* ---- Hiding ---- */
// can't see the dog for starters
brown_dog.visible=false;

hide.addEventListener(MouseEvent.CLICK, hideShow);

function hideShow(ev) {http://edutechwiki.unige.ch/en/Help:COAP-2110#Final_exam
	// we just switch visibility to the opposite
	cat.visible = !cat.visible;
	brown_dog.visible =!brown_dog.visible;
}

/* ----- Playing ---- */
// There is a little problem here. If the cat movie gets bigger, the motion guide also
// will grow big. Size does not refer to the cats drawing but to the composite object.
// Changing just the cat requires much more advanced AS.

playcat.addEventListener(MouseEvent.CLICK, playCat);

function playCat(ev) {
	// make sure cat is visible
	cat.visible = true;
	brown_dog.visible = false;
	cat.play ();
	}

Note on function definitions:

If you want to write clean AS 3 code, you should define functions like this:

function growCat(ev:MouseEvent):void {
	cat.width =  cat.width * 2;
	cat.height = cat.height * 2;
 }

The following line

function growCat(ev:MouseEvent):void {

means that we define a function (i.e. a recipe) called growCat. When an event happens, this function will be called (invoked) and given a mouse event argument to process. We called this argument i.e. the information to process ev and declared it of type MouseEvent. In our code we actually never use this event information but we could for instance figure out at what exact position the user clicked. :void means that the function will not return any result. The function will in fact just modify properties of the cat when the event happens. We do not care about the event itself ...

If you script in the timeline, this simplified code will also do

function growCat(ev) {
	cat.width =  cat.width * 2;
	cat.height = cat.height * 2;
}

As you can notice, in the above code we use (for demonstration purposes) both the easy "scripting" syntax and the more object-oriented one you need to adopt if you write external ActionScript code that could be loaded into your *.fla file.

Dealing with keypress events

Flash lets you intercept key presses in the same way you can intercept and deal with mouse clicks. There are some subtle differences though and I find key press events more difficult to deal with because figuring out how Flash focuses on buttons is a bit tricky.

Moving an object with arrow keys example

The goal is to implement some code that lets you move around an object with the left/right/up/down arrow keys.

The basic event handling code is very much the same as for buttons:

instance_of_symbol.addEventListener(KeyboardEvent.KEY_DOWN, key_even_handler);

function key_event_handler(event:KeyboardEvent):void {
	move_it .....
}

The following example is based on the assumption that somewhere on the stage you have a sprite, e.g. a movie clip or a component button that is called missile and that you want to be able to move it around with around with the arrow keys.

You need to implement the following things

  • A event listener registration like we just explained.
  • Tell the stage to focus on the missile
stage.focus = missile;
  • The event handler function has to decide what to do with which key.

Let's look at a clause of the switch statement like the following one.

case Keyboard.LEFT :
  missile.x -= big_step;
  break;

This means the following: If the user presses the left arrow key, then we will change the "x" (horizontal) position of the missile to x minus big_step (set to 9). So if the missile was in position x=100, after a mouse press event it will be in position x=91.

// how many pixels to move left/right
var big_step = 9;

// Put initial focus on missile
// Focus will change when user clicks on another object (so don't)
stage.focus = missile;

missile.addEventListener(KeyboardEvent.KEY_DOWN, missile_control);

function missile_control(event:KeyboardEvent):void {
	var key = event.keyCode;
	switch (key) {
		case Keyboard.LEFT :
			missile.x -= big_step;
			break;
		case Keyboard.RIGHT :
			missile.x += big_step;
			break;
		case Keyboard.UP :
			missile.y -= big_step;
			break;
		case Keyboard.DOWN :
			missile.y += big_step;
			break;
	}
}

Here is an alternative take of the same code. The difference is that the code that will move the missile also will work for an other object, e.g. a button. The following fragment will ask from the event on which target (e.g. the missile) it was used and then move the target.

// how many pixels to move left/right

var big_step = 9;  // User clicked on missile

// Put initial focus on missile
// Focus will change when user clicks on another object (so don't)
stage.focus = missile;

missile.addEventListener(KeyboardEvent.KEY_DOWN, missile_control);

function missile_control(event:KeyboardEvent):void {
	var key = event.keyCode;
	var target = event.target;
	// trace(event + "CODE=" + event.keyCode);
	switch (key) {
		case Keyboard.LEFT :
			target.x -= big_step;
			break;
		case Keyboard.RIGHT :
			target.x += big_step;
			break;
		case Keyboard.UP :
			target.y -= big_step;
			break;
		case Keyboard.DOWN :
			target.y += big_step;
			break;
	}
}

Sadly, this example will not work in a web browser, only in the Flash player. The missile will never receive focus. So it's probably a good idea to move to the next example.

Example code:

Dealing with the tab list problem

Flash has the feature that when you press an arrow up/left/right key it will by default move the focus on the next button. In order to inhibit this behavior I found that I had to add some extra code which is below. I don't guarantee that this is the most simple solution.


/* ActionScript for timeline scripting
   Shows how to move around a flash movie with keypresses and not loose focus
   Works ONLY if you have 2 objects on the stage:
 * A movie clip instance called "missile"
 * A button component instance called "button"
 */

// FocusManager package has to be imported.
import fl.managers.FocusManager;

// how many pixels to move left/right
var big_step = 9;// User clicked on missile

/* If you have buttons in addition to missile on stage, then the
 the missile will not work as expected, i.e. it will loose focus.
 Extra code needed is: Tell the missile it's a button and put it on the
 list of "tab" buttons and also some code to put it in focus when the
 user clicks on it.
 */

// Create a focus manager. Will help to set us the right focus
var manager = new FocusManager(this);

// Put initial focus on missile
// since focus will change when user clicks on another object
// stage.focus = missile; // works also in principle
manager.setFocus(missile);

// The line below is absolutely bloody vital. Missile must be on the
// "tab" list, else focus will move to the button when key is hold down
missile.tabEnabled = true;
missile.buttonMode = true;

// The missile will listen to a mouse click we will use to put focus on it again.
missile.addEventListener(MouseEvent.CLICK, change_focus);
function change_focus(ev:MouseEvent) {
	manager.setFocus(missile);
	// stage.focus = missile;
}

/* Managing keyboard events
 We register keyboard events for missile and the button component. The
 listener function is the same for both. The move_it function will ask the
 target over which key was pressed who it is and then move it
 */

missile.addEventListener(KeyboardEvent.KEY_DOWN, missile_control);
button.addEventListener(KeyboardEvent.KEY_DOWN, missile_control);

function missile_control(event:KeyboardEvent):void {
	move_it(event);
}

function move_it(event) {
	var key = event.keyCode;
	var target = event.target;
	// trace(event + "CODE=" + event.keyCode);
	switch (key) {
		case Keyboard.LEFT :
			target.x -= big_step;
			break;
		case Keyboard.RIGHT :
			target.x += big_step;
			break;
		case Keyboard.UP :
			target.y -= big_step;
			break;
		case Keyboard.DOWN :
			target.y += big_step;
			break;
	}
}
Moving a Missile with key presses

Example code:

Note: This code is not optimal for gaming, since Flash has to wait for each key press event that the keyboard will send in order to move the missile one more step. It's probably a better idea to have the rocket keep moving as long as there isn't any keyUP event, but this requires more coding.

Properties of the keyDown event

The keyDown event is dispatched when the user presses a key. The most important properties you may use are:

  • keyCode (a special code for the key, used above)
  • charCode (the character code value)
  • ctrlKey, shiftKey (know if either one of these has been pressed too)
  • target (the target in focus over which a key has been pressed, used above).
  • currentTarget (object that is processing the key event)

KeyCodes are represented as numbers or constants. I prefer to use constants.

  • See the Keyboard class documentation at Adobe.

So instead of using something like:

if (key == 37) ... 

use

if (key === Keyboard.LEFT) ....

Summary of essential events and action script tricks

Let's summarize a few events and actionscript tricks that might be useful for starters and that should not be very difficult to use.

Events

Here is a short summary of mouse events that can be intercepted by a registered event handler for a given object. So these events are only useful if you define both an event handler function and register it with an object. In the following example "cat" is an interactive object, e.g. a movie clip symbol with which we shall register a function for a mouse down event.

 cat.addEventListener(MouseEvent.MOUSE_DOWN, resizeCat);

 function resizeCat(event:MouseEvent) {
    cat.width =  blue_cat.width * 2;
 }
MouseEvent.MOUSE_DOWNUser holds mouse button down over the object
MouseEvent.MOUSE_UPUser releases mouse button
MouseEvent.MOUSE_OUTUser moves mouse away from the object
MouseEvent.MOUSE_WHEELUser turns mouse wheel
MouseEvent.MOUSE_OVERUser moves mouse over the object
MouseEvent.CLICKUser clicks on object

Note: Technically speaking these are actually event properties (see the ActionScript 3 event handling tutorial if you want to know more).

ActionScript tricks

Playing movie clips: Movie clips symbols are embedded Flash animations.

  • To edit: Double click on the symbol on the stage (to see the context) or in the library (to work with an empty background)
  • To create
    • CTRL-F8 to create a new empty movie clip
    • Right-click->Create Movie Symbol; 'Movie Clip on a graphic to transform it
  • To play an stop a movie clip instance called "movie_books"
movie_books.stop();
movie_books.play();

Making objects visible/invisible, works with any display object but you should work with an object that you can name, i.e. a symbol instance.

  • If you have an object called cat:
cat.visible = true;
cat.visible = false;

Moving position of an object, works with any display object

  • If you have an object called cat you can set both its x and y position. x starts from the left and y means "down". Therefore, x=0 y=0 means the upper left corner of the stage.

Example - position cat at x is 100 and y is 200 pixels:

cat.x = 100; cat.y = 200;

Example - add 50 px to cat's current position

cat.x += 50; cat.y += 50;

Resize an object, works with any display object

  • If you have an object called cat:

Example, cat will be 100 px wide and 120px tall

cat.width = 100;
cat.height = 120;

Example, cat will double its size. Expression below means, set cat.width to old cat.width times 2.

cat.width =  cat.width * 2;
cat.height = cat.height * 2;

Dragging an object, works with any interactive object

  • If you have an object called cat, you can start/stop dragging. Usually these are bound to MOUSE_DOWN and MOUSE_UP.
cat.startDrag();
cat.stopDrag();

Moving around in the timeline. You can either go to a frame and play it (until it encounters a stop) or go there and stop.

If you want to go to frame 12 of the same scene:

gotoAndPlay(12);
gotoAndStop(12);

If you want to go to frame 13 of a scene called "test":

gotoAndPlay(13,"test");
gotoAndStop(13,"test");

Links

Important manual pages

These are almost impossible to understand for non programmers, but otherwise the documentation at Adobe is excellent.

  • InteractiveObject. This InteractiveObject class is the abstract base class for all display objects with which the user can interact, using the mouse and keyboard. Most Events are documented here. (Make sure to list also the inherited events).

Clip Art