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Last but not least, an instance name cannot contain special characters such as exclamation point, question mark, etc.
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For example, a movie clip contains a ball in scene 1 could be named "mcBall_Scene1" If you have multiple scenes, then elements on different scenes should be able to be identified from the name. For example, a movie clip contains an animation of jumping bunny we could name it "mcBunny" or "mcJumpBunny" If you have a movie clip element, you should start with mc/m. If you have a stage element which will function as an interactive button, you should start with btn/button (usually, you do not start an instance with capital letter) then goes the name you have for your button.For example, a round shape button should be named "btnCircle" if you have more than one same kind of buttons on stage, you should add a number after the name like "btnCircle1" or "btnCircle2" The typical naming convention in AS3.0 is usually like this:
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To enhance the aesthetic and professional appearance of work product (wikipedia) To enhance clarity in cases of potential ambiguityĤ. To help formalize expectations and promote consistency within a development teamģ. To reduce the effort needed to understand your codeĢ.
The major advantages of conforming to a certain set of naming convention are:ġ.
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An instance name starting with capital letter would confuse Flash and cost all types of strange errors.įor the purpose of organization and debugging, especially when you work with a team, if your code is written with random variable names, it will be a big headache when you or your colleagues try to revisit/fix your code. One thing you need to pay attention to is that do not start any instance name with a capital letter the main reason is that there are many keywords in AS3.0 starting with capital letter. Once you gave a name to a Movie Clip symbol, it become a unique instance by calling the instance name in AS3.0, we can add all kinds of functions and events to it. So under the properties inspector (keep the onstage movie clip selected), you can type in a name. However, that name cannot be referenced by AS3.0 at all. Instances and Naming ConventionĪs I mentioned before, in order to access a stage element, we need to give it an instance name you might find we already give it a name when we convert it to a movie clip. Here is a flash movie shows you the difference between Graphic and Movie Clips you can click on STOP to stop the timeline from playing as well click on PLAY to resume the playback on the timeline. If we want to use AS3.0 to interact with your symbols/objects, we need to set the type of your symbol to Movie Clip the fundamental difference between Graphic and Movie Clip Symbols is that graphic symbol animates with timeline whereas Movie Clip symbol animates independent of timeline. It would be easier for programmer, but it become harder for designer since you do not immediately see you have done with your code. The reason is that in AS3.0, all the coding methods are standardized, therefore it becomes less visualized. Unfortunately, if you had previous experience in AS2.0, the chances are that it will not help you learning AS3.0 as much and it might even slow you down. In this sort lesson, our goal is to provide you with some basic understanding of some crucial concepts and the syntax so once you can find ready-made AS3.0 online and modify it to suit your own purpose. Also, AS3.0 is an object-oriented programming language if you are familiar with AS3.0, it will help you to learn other object-oriented language such as Javascript. Action Script 3.0 in Flash allows you to create all kinds of fully interactive applications such as dynamic websites and computer games. Aside from making animation, Flash is also well-known for creating interactive applications.