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Tutorials Tutorials » Actionscripting

Categories Actionscript 2 example: creating buttons
Author: Joachim Schnier | Website: http://can_info_guide.tripod.com/ |

 
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The Actionscript 2 File

A general rule

I forgot to mention one thing, which is very important. There are a number of complains including from myself that a script written in the older MX version in AS1 gives faulty results, when saved in MX 2004 or runs slowly or is not executed. There are several reasons for that. Former versions of the Flashplayer recognized variables even when there was a mix up with capital or small letters, not so player 7. So check your scripts for such inconsistencies. In one case which I had where an object name for an xml file was different at a later stage, that was ok for flashplayer 6 but in 7 it caused the script to run slowly and I had to abort it. So as a general rule for writing any actionscript you have to be very precise.

Actionscript 2

Actionscript 2 uses a new type of syntax and files stored outside the flashmovie get the extension .as. The name of the AS file has to be exactly like the name of the class we construct. Next we have to establish the path. It is better to do that right away, since the path is written before the class name in the AS file and later the class will be called using the exact path name. I am using a folder called "scripts", so calling the class will include this path: scripts.classname. You can have more folders then the path becomes longer. Since this is a button function to get a URL I call the class "uButton1". Referring to this name, we have to include the path and it will be "scripts.uButton1". So here is now the first line of the script to define the new class. "class" is a word reserved for AS2.

A class defines a new type of object.

class scripts.uButton1 {
}

Next we introduce all the different variables we need for the execution of the script:

class scripts.uButton1 {
//defining all variables
 var s_Url: String;
 var s_Window: String;
 var m_Object: MovieClip;
 var c_nColor: Color;
 var c_oColor: Color;
 var o_Color: Object;
}

There are a number of comments to make now. We use the "var" to indicate that these are variables. Next we give the var a name and I learnt to indicate by the first letter in the name what kind of var it is: "m" for movieclip and "s" for string for example. The var name is then followed by a ":" and the type of var. This is very important and if you ommit this you will receive an error message. By the way, be prepared that at the beginning when you create your first scripts you will receive many error messages. So donīt feel intimidated.

There are many different types of variables. Within the flash actions panel type "var myName:", for example, and a window will open showing all the different var types. Next we will now create the constructor.

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» Level Intermediate

Added: : 2003-10-30
Rating: 6.14 Votes: 36
Hits: 987
» Author
The author is a basic scientist working in cancer research.
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