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Author: Vera Fleischer | Website: http://www.mediasparkles.com
To sum up

I will no reiterate the necessary blocks of code in their entirety. For more clarity, I am including some comments as well.

Top level

Frame 1 - functions:
// display text in text field; decide whether it needs scrolling
function showText(message) {
	main.w_field.text = message;
	if (main.w_field.maxscroll <%gt%> main.w_field.scroll) {
		main.gotoAndPlay("scroll_loop");
	}
}
Frame 1 - actions:
// change this variable to whatever suits your needs
my_text = "Put the text you want displayed in your text field here!
Make sure that it is plenty of text so you'll actually see the
scroll bar in action!";
showText(my_text);
stop();


Main movie clip (instance name: "main")

Frame 1 - functions:
// scrolls text field up or down
function scrollIt() {
	w_field.scroll += pressed;
	// make sure that scroll thumb always stays on track
	if (!dragging) {
		if (w_field.scroll <%lt%>= 1) {
			scroll_thumb._y = scroll_thumb.min_y;
		} else if (w_field.scroll <%gt%>= w_field.maxscroll){
			scroll_thumb._y = scroll_thumb.max_y;
		} else {
			scroll_thumb._y += scroll_thumb.inc*pressed;
			scroll_thumb.checkPos();
		}
	}
}
// called when pressing stops
function stopScroll() {
	still_pressed = false;
	pressed = false;
}
// after half a second check if button is still pressed
function callBack() {
	if (pressed) {
		still_pressed = true;
	} else {
		still_pressed = false;
	}
	clearInterval(checkIfPressed);
}
// arrow button functions:
up_arrow.onPress = function() {
	pressed = -1;
	if (w_field.scroll <%gt%> 1) {
		scrollIt();
	}
	checkIfPressed = setInterval(callBack, 500);
}
down_arrow.onPress = function() {
	pressed = 1;
	if (w_field.scroll <%lt%> w_field.maxscroll) {
		scrollIt();
	}
	checkIfPressed = setInterval(callBack, 500);
}
up_arrow.onRelease = down_arrow.onRelease = up_arrow.onReleaseOutside = down_array.onReleaseOutside = stopScroll;
// initialize scroll thumb by setting some variables
scroll_thumb.initiate = function() {
	this.initiated = true;
	this.min_y = this._y;
	this.max_y = this.min_y + (scroll_track._height - up_arrow._height - this._height) + 1;
	this.total_travel = Math.abs(this.max_y - this.min_y);
	this.inc = Math.floor(this.total_travel/w_field.maxscroll);
}
// scroll thumb drag function
scroll_thumb.drag = function() {
	this.startDrag(false, this._x, this.min_y, this._x, this.max_y);
	if (!this.org_y) {
		this.org_y = this._y;
	}
	dragging = true;
	this.onEnterFrame = whileDragging;
}
// scroll thumb button functions:
scroll_thumb.thumb_btn.onPress = function () {
	scroll_thumb.drag();
}
scroll_thumb.thumb_btn.onRelease = function () {
	dragging = false;
	pressed = false;
	still_pressed = false;
	scroll_thumb.stopDrag();
	scroll_thumb.onEnterFrame = null;
}
// make sure scroll thumb never goes beyond its max or min spots
scroll_thumb.checkPos = function () {
	if (this._y <%gt%> this.max_y) {
		this._y = this.max_y;
	} else if (this._y <%lt%> this.min_y) {
		this._y = this.min_y;
	}
}
// scroll thumb enterFrame function while being dragged
function whileDragging() {
	if (dragging) {
		var moved = this._y - this.org_y;
		if (Math.abs(moved) <%gt%>= this.inc) {
			if (moved > 0) {
				pressed = 1;
			} else {
				pressed = -1;
			}
			this.org_y = this._y;
			scrollIt();
			// make sure text field is in tune with thumb
			if (Math.abs(this._y - this.max_y) <%lt%> 1) {
				w_field.scroll = w_field.maxscroll;
			} else if (Math.abs(this._y - this.min_y) <%lt%> 1) {
				w_field.scroll = 1;
			}
		} else {
			pressed = 0;
		}

	}
}
// scroll track parameters & functions
scroll_track.useHandCursor = false;
scroll_track.onPress = function () {
	rec_y = _root._ymouse - this._parent._y;
	if (rec_y <%gt%> scroll_thumb._y) {
		pressed = 5;
	} else {
		pressed = -5;
	}
	scrollIt();
	checkIfPressed = setInterval(callBack, 500);
}
scroll_track.onRelease = scroll_track.onReleaseOutside = stopScroll;

Frame 1 - actions:
stop();
Frame 2 - actions:
if (!scroll_thumb.initiated) {
	scroll_thumb.initiate();
}
// keep scrolling if button or track is still pressed
if (still_pressed) {
	scrollIt();
}
// this ensures proper working of scroll thumb
if (Math.abs(scroll_thumb._y - scroll_thumb.max_y) <%lt%> 1) {
	w_field.scroll = w_field.maxscroll;
} else if (Math.abs(scroll_thumb._y - scroll_thumb.min_y) <%lt%> 1) {
	w_field.scroll = 1;
}
play();
Frame 3 - actions:
gotoAndPlay("scroll_loop");

That's it! If you need some more explanation of the code or you have any other questions or problems, feel free to email me!

» Level Advanced

Added: 2002-03-23
Rating: 7 Votes: 116
(10 being the highest)
» Author
I have been flashing for almost two years, first at an online learning company and now at a university. My dream is to one day work for Macromedia as an ActionScript Engineer!
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