Difficulty: Easy Time: 15 minutes Expected knowledge: Understanding of events and basic animation using ActionScript 3.0
Description: I’m going to walk through the steps of making a preloader for your animation, game, or application in ActionScript 3. Making a preloader in AS3 is more difficult to figure out then it was in AS2, but the code itself is not any harder to understand.
Difficulty: Moderate Time Taken: 25 minutes Description:
Script Injection in ActionScript 3: Using Wrapper Functions to inject JavaScript and VBScript into a webpage through Flash ActionScript 3
This article will show how to inject and execute complete JavaScript and VBScript functions, class objects and applications into a webpage through ActionScript 3's ExternalInterface Class. In addition, we will show how to store and modify complete JavaScript and VBScript scripts directly within AS3 sourcecode, where they may be safely kept until needed.
Readers should be familiar with ActionScript's ExternalInterface Class. In addition, competence with JavaScript and the Document Object Model (DOM) is recommended.
Difficulty: Moderate Time Taken: 25 minutes Description:
Script Injection in ActionScript 3: Using Wrapper Functions to inject JavaScript and VBScript into a webpage through Flash ActionScript 3
This article will show how to inject and execute complete JavaScript and VBScript functions, class objects and applications into a webpage through ActionScript 3's ExternalInterface Class. In addition, we will show how to store and modify complete JavaScript and VBScript scripts directly within AS3 sourcecode, where they may be safely kept until needed.
Readers should be familiar with ActionScript's ExternalInterface Class. In addition, competence with JavaScript and the Document Object Model (DOM) is recommended.
Time: 30 minutes Difficulty Level: Intermediate Requirements: Flash 6+ in this tutorial you will learn how to create two classes which will be handy to apply a tint to a moviclip and also lear how to animate a tint over a movieclip.
I wanted to try something fun with
Flash, so I did a quick search for "Flash Physics
Engine." Lo and behold, I struck gold. Box2DFlashAS3
is an open source ActionScript 3.0 conversion of the C++ Physics
Engine Box2D.
I'm very impressed with its well coded structure and easily
implemented nature. I learned a few new things that will change how
I code forever just by reading through their example files.
My first two articles focused mainly on teaching
everybody the changes in syntax from AS 2.0 to AS 3.0. Now I'm hoping
that my audience has worked with 3.0 for a little while since my last
articles, and I'd like to change focus a little bit. I'd like to switch
topics to how to get the most out of AS 3.0. Yes, just by using it,
you're gaining a ton of speed, but there are ways to get more speed out
of it.
This article will explain how to build a simple Flash application using Classes. It will take you from the initial concept to the finished application, one step at a time. Along the way, you'll find out about the following topics:
The document class Using one class to create instances of another class The new ...rest parameter Arrays Components Using a variable of your own custom datatype Encapsulation
This tutorial will walk you step by step through the creation of an Actionscript 3.0 application. Some of the topics covered in this article are: Events and Event Listeners, Classes, Arrays, and loading and using XML data.
Tired of using 3D renders without understanding what is really happen? Well, this is a good start to be able to improve your skills in 3d. The aim of this tutorial, is to introduce a simple technique for a basic 3D render in Flash. Even if you need to know some math, basically sin and cosine, the example is really short and clear. Requirements: Some experience with AS2.0 or 1.0 Flash 8 at least. You should like math a bit, else it can be frustrating.
In this tutorial, I explain the difference between using "composition" vs. using "inheritance." My previous two tutorials both used composition. In this tutorial, you'll learn the other technique, inheritance. You'll learn how to associate a MovieClip or other symbol in the library with a custom class file, so that the symbol is the class and vice versa. I'll also cover the difference between designating the Class as opposed to designating the Base Class in the "Linkage Properties" dialog box, and what it's used for.
If you went through my earlier tutorial, you made two very useful, reusable classes. Not only that, but you learned a lot about the way classes work, how to store them in your own packages, how to import them, and how to make objects from them. Along the way, you also learned how to drag Movie Clips using a class, and also how to move them using the keyboard.
In this tutorial, you'll create another cool class that makes an ordinary MovieClip instance into an expanding help box. This could easily be incorporated into one of your future Flash programs, where you might want to give your users a help window that expands, yet stays inconspicuous and out of the way when collapsed. You'll also learn to use the Tween class, and I'll explain how to use getter and setter methods so that users of your class (or you!) can customize the way the box animates without editing the class file itself.
This tutorial will try to explain the basic physics behind a ball. We will introduce a simple particle effect with movie clip duplication, and also a way to command the ball with the keyboard. This tutorial requires ActionScript 2.0, and Flash 8 at least.
This tutorial will cover the main idea behind the constraints when playing with balls, to be able to create a chain. I will also explain how to follow the mouse pointer by using math. Finally we are going to extend the math class, so you will have new methods like distance between points.
Difficulty: Easy This tutorial is intended for beginning programmers just starting to
learn to use classes, or beginning to intermediate programmers
migrating from Actionscript 2.0 to 3.0 that haven't done very much
programming with classes yet. It will cover how to store your classes
in your own packages, understanding the classpath, and how to write
your first simple classes that are actually useful and reusable. The
only prerequisite skills you need: The ability to create MovieClip symbols in Flash CS3, some knowledge of Actionscript 3.0's event listeners, the ability to browse
your
hard drive’s folder system, and the ability to create new folders.
The "getUrl();" function in flash is one of the simplest and most widely used scripts in Flash and many of you will probably say, "Man, I am a 'getUrl();' guru!"
I know thats what I would have said until I switched my default browser from IE to Firefox and started noticing a mind boggling bug. I was building a Flash AP to run off a CD-ROM and using get url to load pdfs from that CD. To my suprise my simple and direct getUrl(); script was worknig fine in Internet explorer, but for some crazy reason, in Firefox it was loading an empty page or even numerous empty tabs. (this bug is on a windows based system) This bug has to do with the way firefox interprets a filr - url, how Windows calls your default browser, and how flash issues that command line to Windows.
This tutorial will explain the bug, and show the solution in both AS 2.0 and 3.0
Free DOM or Freedom, (Free Document Object Model) is a web development technique used for creating event driven web applications. FreeDOM is designed to overcome the limitations of stateless HyperText Transfer Protocol (HTTP) transmissions. It offers a new concept for creating binary persistent connections, allowing client and server to utilize memory and resources efficiently while communicating across TCP.
Freedom is designed to replace Ajax (Asynchronous Javascript and XML) by allowing async bidirectional event driven communication to the browser DOM (Document Object Model). Using the techniques will allow you to create webpages that act more like true software applications, increasing user interaction and usability.
FreeDOM uses common programming with Javascript and Flash to create a technique that is widely supported across many platforms including future web technologies to be released.
ActionScript 3.0 is called object-oriented because it supports inheritance, encapsulation and polymorphism. This tutorial provides a quick explaination of each.
ActionScript 3.0 is called object-oriented because it supports inheritance, encapsulation and polymorphism. This tutorial provides a quick explaination of each.
ActionScript 3.0 is called object-oriented because it supports inheritance, encapsulation and polymorphism. This tutorial provides a quick explaination of each.
This article is a continuation of a series for beginners and those moving from ActionScript 2.0 to 3.0. This particular article involves slightly more complexity than the first of the series, and it's main goal is to give the reader a basic understanding of how to use authored classes in ActionScript 3.0.