birt pdf 417 Click frame 50 of the scripts layer, and add a blank keyframe (Insert Timeline Blank in Font

Generator Denso QR Bar Code in Font Click frame 50 of the scripts layer, and add a blank keyframe (Insert Timeline Blank

13. Click frame 50 of the scripts layer, and add a blank keyframe (Insert Timeline Blank
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Keyframe). Select this keyframe, and notice that the Actions panel goes blank. That s because no code exists on this frame. You re about to add some.
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ACTIONSCRIPT BASICS
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14. Type the following ActionScript into this frame:
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this.gotoAndPlay(25);
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The keyword this isn t always needed, strictly speaking. If you drop the reference to this in these examples, Flash understands that you re referring to the timeline in which the code appears.
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15. Test your movie. You ll see that, because the ActionScript in frame 1 is commented out, it s
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ignored. The playhead breezes right on past frame 1. When it reaches frame 50, the MovieClip.gotoAndPlay() method is invoked on the main timeline, and the movie jumps to frame 25, where it eventually continues again to 50. At frame 50, it will again be invoked and send the playhead to frame 25, and the cycle will repeat sort of like a dog chasing its tail. The only difference between ActionScript and a dog is that a dog will eventually stop. The only way to stop this movie is to quit Flash Player. What makes the playhead jump to frame 25 The number inside the method s parentheses determines that. Like the trace function we used earlier, some methods accept parameters, and MovieClip.gotoAndPlay is one of them. If you think about it, the idea is reasonably intuitive. A method like MovieClip.stop doesn t require further input. Stop just means stop, but gotoAndPlay wouldn t be complete without an answer to the question go where To be fair, it isn t always obvious when parameters are accepted. In fact, in many cases, when they are, they re optional. Some methods accept many parameters; others accept none. What s the best place to find out for sure The answer, once again, is the documentation. Seriously, it s is your quickest source for definitive answers to questions about class members.
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Events
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Events are things an object can react to. Yell at Tiago, and he will turn his head in your direction. Push Tom to the right and, if he is walking, he will veer in that direction. It is no different in ActionScript. Events represent an occurrence, triggered either by user input, such as mouse clicks and key presses, or by Flash Player itself, such as the playhead entering a frame or the completion of a sound file. Because of this dependence on outside factors, your response to events called event handling requires an additional object. It s something like you see in physics: for every action (event), there is a reaction (event handling) and it applies only if you want Flash to do something when an event occurs. On its own, Flash doesn t actively respond to anything. You have to tell it to respond. At this point, you may want to roll up your pant legs a few twists, because we re going to wade a little deeper here.
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Event handling in ActionScript 3.0 requires an instance of the Event class or one of its many derivatives, including MouseEvent, ScrollEvent, TimerEvent, and others listed in the Event class entry of the ActionScript 3.0 Language and Components Reference. The handling itself is managed by a custom function, written to perform the response you want to see when the event occurs. Before this begins to sound too complex, let s return to our movie clip instance.
1. Open Events.fla in your 4 Exercise folder. 2. Double-click the box instance on the stage to open the Symbol Editor. 3. Select frame 2, and select Insert Timeline Blank Keyframe to add a blank keyframe. 4. Use the Oval tool to draw a circle that is approximately 75
75 pixels in frame 2. If you like, use the Properties panel to adjust these dimensions precisely and to position the shape at coordinates 0,0. time, however, that second frame inside box s timeline causes it to naturally loop, fluttering between the square and circle something like an abstract artist s impression of a butterfly. It s a neat effect, but let s harness that and make it act in response to the mouse instead.
5. Test the movie. You will see the box instance animate from left to right, increasing in size. This
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