birt qr code Figure 4-25. The classes in the TweenMax easing package in Font

Encoder QR Code 2d barcode in Font Figure 4-25. The classes in the TweenMax easing package

Figure 4-25. The classes in the TweenMax easing package
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7. Press the Enter (Windows) or Return (Mac) key twice, and enter the following code:
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animateBalls(); function animateBalls():void { Did you notice something when you pressed the Enter (Windows) or Return (Mac) key after typing that curly brace Flash skipped a line and entered the closing brace on the next line on your behalf. Just like the automatic class entry, this feature is new to Flash CS5 and is a gift to you if you are new to coding in Flash. Apart from spelling errors the next, most common ActionScript mistake you will make is forgetting to close off brackets.
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8. Press the Enter (Windows) or Return (Mac) key, and enter the following code into the Script
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pane: var randNum:Number = Math.floor( Math.random() * numItems ); The first thing you need to do is to create a variable that assigns each ball created a random number.
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ACTIONSCRIPT BASICS
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9. Press the Enter (Windows) or Return (Mac) key twice, and enter the following line:
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var tweenmax:TweenMax = new TweenMax( getChildByName( "ball" + randNum), 2, { scaleX:2, scaleY:2, onComplete:animateBalls } ); } If you are new to Flash, you may have missed the importance of what happened when you entered the class name, TweenMax. If you are a longtime developer, you are probably smiling and thinking, At last! The code hint shown in Figure 4-26 actually contains the TweenMax class.
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Figure 4-26. Custom classes now appear in the code hints. What will really put a smile on your face is what happened next. When you entered the first bracket after starting the new TweenMax object, a small code hint, as shown in Figure 4-27, appeared. What this code hint does is show you the parameters that need to go between the brackets. Again, this is completely new to Flash CS5 and a welcome addition.
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Figure 4-27. You are now shown the methods, properties, and events used by custom classes.
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10. Save and test the movie. When the SWF opens, as shown in Figure 4-28, you will see the balls
on the stage are randomly placed and, thanks to the alpha value, have differing shades of red. Also, the balls are put into motion courtesy of TweenMax.
Figure 4-28. Watch the circles move around thanks to TweenMax.
What you ve learned
In this chapter, you learned the following: The basics of ActionScript The anatomy of the Actions panel Why objects are so important and what a class is The roles of properties, methods, and events Why instance names are needed to reference objects on the stage Some syntax rules of thumb How to comment your code How dot notation and scope help you locate objects How to strongly type your variables
ACTIONSCRIPT BASICS
How precedence affects operators How to use conditional statements How to check syntax Tips on using the ActionScript 3.0 Language and Components Reference A lot of ground has been covered in this chapter. We hope that you are eager to start learning how to use ActionScript in your everyday workflow. In fact, every chapter from here on out will use it, so feel free to keep returning here to refresh your knowledge. Also, we recommend that you continue to learn about ActionScript in other reference books. As noted at the beginning of the chapter, two helpful books are Foundation ActionScript 3.0 with Flash and Flex and Object-Oriented ActionScript 3.0 (both published by friends of ED). In 1, we told you we would get you deep into using audio in Flash. With the basics of ActionScript under your wing, let s see what we can do with audio in Flash and how ActionScript and audio make an ideal pairing.
5
Audio in Flash CS5
If you re one of those who treat audio in Flash as an afterthought, think again. In many respects, audio is a major medium for communicating your message. In this chapter, we dig into audio in Flash: where it comes from, what formats are used, and how to use it in Flash. Regardless of whether you are new to Flash or an old hand, you are about to discover the rules regarding audio in Flash have changed for the better. We ll cover the following in this chapter: Audio file formats used in Flash Adding and previewing audio in Flash Playing audio from the Library Playing remote audio files Using ActionScript 3.0 to control audio If you haven t done so already, download the chapter files. You can find them at www.friendsofED.com/ download.html isbn=1430229940.
The following are the files used in this chapter: PreachersAndThieves.aif (05/Exercise Files_CH05/Exercise/ PreachersAndThieves.aif) Bang.fla (05/Exercise Files_CH05/Exercise/Bang.fla) FrogLoop.fla (05/Exercise Files_CH05/Exercise/FrogLoop.fla) FrogPan.fla (05/Exercise Files_CH05/Exercise/FrogPan.fla) ButtonSound.fla (05/Exercise Files_CH05/Exercise/ButtonSound.fla) kaboom.mp3 (05/ExerciseFiles_CH_05/Exercise/kaboom.mp3 CodeButtonSound.fla (05/Exercise Files_CH05/Exercise/ CodeButtonSound.fla)
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