Difference between revisions of "Actionscript 2 Sandbox"
From Wikicliki
| Line 5: | Line 5: | ||
| − | /* | + | /* CONDITIONALS */ |
| − | CONDITIONALS | ||
| − | */ | ||
var message = "yellow"; // the equal sign assigns values to variables | var message = "yellow"; // the equal sign assigns values to variables | ||
| Line 13: | Line 11: | ||
if (message == "yellow") { // the double equal sign checks to see if variables are equal | if (message == "yellow") { // the double equal sign checks to see if variables are equal | ||
trace ("yes, i did say big yellow truck."); // prints "yes, i did say big yellow truck" | trace ("yes, i did say big yellow truck."); // prints "yes, i did say big yellow truck" | ||
| + | trace (typeof message); // prints "string" | ||
| + | var x = a; // prints "number" | ||
| + | trace (typeof a) | ||
} | } | ||
| − | /* | + | var x = 1; |
| − | BUTTONS IN A QUIZ | + | while (x <= 5) { // as long as x is less than 5... |
| − | */ | + | trace (x); // return 1 in output |
| + | x = x + 1; // return 2 3 4 5 in output | ||
| + | } | ||
| + | |||
| + | |||
| + | /* BUTTONS IN A QUIZ */ | ||
button1.onRelease = function () { // on pressing button 1 | button1.onRelease = function () { // on pressing button 1 | ||
| Line 25: | Line 31: | ||
if (q1answer == 3) { // if answer was right | if (q1answer == 3) { // if answer was right | ||
totalCorrect = totalCorrect++; // increase number of total correct qns by one | totalCorrect = totalCorrect++; // increase number of total correct qns by one | ||
| − | } | + | } // you could even do something like |
| + | // if ( 3 < 300 ) { do something } | ||
| + | // if ( "a" < "z" ) { do something } | ||
| + | // | ||
| − | /* | + | /* FUNCTIONS IN DIFFERENT LAYERS/SCENES */ |
| − | FUNCTIONS IN DIFFERENT LAYERS/SCENES | ||
| − | */ | ||
function T1over() { // this code is placed on main stage | function T1over() { // this code is placed on main stage | ||
| Line 36: | Line 43: | ||
} | } | ||
| + | _root.one_mc.onRollOver = T1over; // this would be same | ||
| − | + | on (rollOver) { // this placed on one_mc | |
| + | gotoAndStop(2); // is the same as above | ||
| + | getURL('javascript:modifyT1();'); // OPTIONALLY use frame labels instead of frame no. | ||
| + | } | ||
| + | /* ROTATION */ | ||
| + | |||
on (rollOver) { | on (rollOver) { | ||
| − | + | this._rotation = + 45; // Values from 0 to 180 represent clockwise rotation; | |
| − | + | } // values from 0 to -180 represent counterclockwise rotation | |
| − | + | ||
| + | |||
| + | /* LOADING IMAGES IN */ | ||
| + | |||
| + | this.createEmptyMovieClip("image_mc", 1); // to create a dynamically created mc | ||
| + | image_mc.loadMovie("giraffe.jpg"); // mc loads an image | ||
| + | |||
| + | image_mc.removeMovieClip(); // to remove the dynamically created mc | ||
| + | |||
| + | |||
| + | /* CREATING TEXT FIELDS */ | ||
| + | |||
| + | var score = 99; | ||
| + | this.createTextField("score_txt", 1, 150, 200, 200, 20); | ||
| + | score_txt.text = " "+score+" points"; // prints 99 points in score_txt field | ||
| + | score_txt.textColor = 0xFF0000; // text color is red | ||
| + | |||
| + | // myMovieClip.createTextField (instanceName,depth,x,y,width,height) | ||
| + | // instanceName A string that identifies the instance name of the new text field. | ||
| + | // x An integer that specifies the x coordinate of the new text field. | ||
| + | // y An integer that specifies the y coordinate of the new text field. | ||
| + | |||
| + | myFormat.underline = true; | ||
| + | myFormat.Color = 0xFF0000; // alternatively, score_txt.textColor also works | ||
| + | myFormat.bold = true; | ||
| + | myFormat.size = 16; | ||
| + | myFormat.font = "Georgia"; // if you choose to set a font, make sure you include dummy field offstage | ||
| + | // which uses your font, has font embedding turned on (character) | ||
| + | // and if you use bold/italic/regular variation you must include each type | ||
| + | |||
| + | score_txt.setTextFormat(myFormat); // applies format to all of score_txt | ||
| + | score_txt.setTextFormat(12, 27, myFormat); // applies format to only the 12-27th character in score_txt. HARDCORE.... | ||
| + | |||
| + | |||
| + | this.createTextField("more_txt", 1, 180, 250, 200, 20); | ||
| + | more_txt.html = true; // creating a dynamic (highlightable) txtfield | ||
| + | more_txt.htmlText = "look its a | ||
| + | <font color='#00ccff'><u> // you will have to format it all in html | ||
| + | <a href='http://www.sg'>link</a> | ||
| + | </u></font>"; | ||
| + | |||
| − | |||
| − | |||
| − | |||
| − | |||
| − | |||
</pre> | </pre> | ||
Revision as of 16:13, 17 June 2008
the readable stuff is at the Actionscript page, the sandbox is the-messing-around-with-snippets-section.
#include "filename.as" // includes the .as file at runtime (must be in same folder as .fla)
/* CONDITIONALS */
var message = "yellow"; // the equal sign assigns values to variables
trace ("big " + message + " truck"); // prints "big yellow truck"
if (message == "yellow") { // the double equal sign checks to see if variables are equal
trace ("yes, i did say big yellow truck."); // prints "yes, i did say big yellow truck"
trace (typeof message); // prints "string"
var x = a; // prints "number"
trace (typeof a)
}
var x = 1;
while (x <= 5) { // as long as x is less than 5...
trace (x); // return 1 in output
x = x + 1; // return 2 3 4 5 in output
}
/* BUTTONS IN A QUIZ */
button1.onRelease = function () { // on pressing button 1
this._parent.q1answer = 1; // assigning 1 to q1 answer
this._parent.gotoAndStop("q2") // after which we go to frame labelled as q2
}
if (q1answer == 3) { // if answer was right
totalCorrect = totalCorrect++; // increase number of total correct qns by one
} // you could even do something like
// if ( 3 < 300 ) { do something }
// if ( "a" < "z" ) { do something }
//
/* FUNCTIONS IN DIFFERENT LAYERS/SCENES */
function T1over() { // this code is placed on main stage
_root.one_mc.gotoAndStop(2); // but refers to a one_mc on the stage
getURL('javascript:modifyT1();');
}
_root.one_mc.onRollOver = T1over; // this would be same
on (rollOver) { // this placed on one_mc
gotoAndStop(2); // is the same as above
getURL('javascript:modifyT1();'); // OPTIONALLY use frame labels instead of frame no.
}
/* ROTATION */
on (rollOver) {
this._rotation = + 45; // Values from 0 to 180 represent clockwise rotation;
} // values from 0 to -180 represent counterclockwise rotation
/* LOADING IMAGES IN */
this.createEmptyMovieClip("image_mc", 1); // to create a dynamically created mc
image_mc.loadMovie("giraffe.jpg"); // mc loads an image
image_mc.removeMovieClip(); // to remove the dynamically created mc
/* CREATING TEXT FIELDS */
var score = 99;
this.createTextField("score_txt", 1, 150, 200, 200, 20);
score_txt.text = " "+score+" points"; // prints 99 points in score_txt field
score_txt.textColor = 0xFF0000; // text color is red
// myMovieClip.createTextField (instanceName,depth,x,y,width,height)
// instanceName A string that identifies the instance name of the new text field.
// x An integer that specifies the x coordinate of the new text field.
// y An integer that specifies the y coordinate of the new text field.
myFormat.underline = true;
myFormat.Color = 0xFF0000; // alternatively, score_txt.textColor also works
myFormat.bold = true;
myFormat.size = 16;
myFormat.font = "Georgia"; // if you choose to set a font, make sure you include dummy field offstage
// which uses your font, has font embedding turned on (character)
// and if you use bold/italic/regular variation you must include each type
score_txt.setTextFormat(myFormat); // applies format to all of score_txt
score_txt.setTextFormat(12, 27, myFormat); // applies format to only the 12-27th character in score_txt. HARDCORE....
this.createTextField("more_txt", 1, 180, 250, 200, 20);
more_txt.html = true; // creating a dynamic (highlightable) txtfield
more_txt.htmlText = "look its a
<font color='#00ccff'><u> // you will have to format it all in html
<a href='http://www.sg'>link</a>
</u></font>";
Contents
code hinting suffixes/names
to keep in good form you should keep to these common suffixes so that any programmer can read your code easily without finding it utterly incomprehensible.
variables:
- must start with letters, underscore or dollarsign.
- no hyphens or other punctuation besides the underscore.
- cannot start with a number.
- are case-insensitive, but keep it constant or you might get confused
- xxx_str // means the variable contains a string
- xxx_arr // means the variable contains an array
conditionals
var message = "yellow";
trace ("big " + message + " truck"); // prints "big yellow truck"
if (message == "yellow") {
trace ("yes, i did say big yellow truck."); // prints "yes, i did say big yellow truck"
}
= assigning value == comparing values
loops
this sequence... trace (101); trace (102); trace (103); trace (104); trace (105); |
is equal to:
var x = 101; trace (x); x = x + 1; trace (x); x = x + 1; trace (x); x = x + 1; trace (x); x = x + 1; trace (x); |
is also equal to:
var x = 101;
while (x <= 105) { // as long as x is less than 105...
trace (x);
x = x + 1; // ...continue to trace x but add one each time
} |
they all print:
101 102 103 104 105 |
functions
sample:
function area(height, width){
return height * width;
}
area1 = area(10,15);
area2 = area(10,20);
area3 = area(10,20);
event based execution
someObject.onSomeEvent = someFunction;
for example:
skaGirl.onRelease = dirtyskanking; // the object named skaGirl will dirtyskank when mouse is released
function dirtyskanking () {
this._parent._rotation = 360; // defines the rotation of the dirtyskanking.
}
sample
quiz
button1.onRelease = function () { // on pressing button 1
this._parent.q1answer = 1; // assigning 1 to q1 answer
this._parent.gotoAndStop("q2") // after which we go to frame labelled as q2
}
if (q1answer == 3) { // if answer was right
totalCorrect = totalCorrect++; // increase number of total correct qns by one
}
confused about root, this, and parent? so am i!
this piece of code would work ON a frame on the main stage, one_mc being an object onnit.
function T1over() {
_root.one_mc.gotoAndStop(2);
getURL('javascript:modifyT1();');
}
_root.one_mc.onRollOver = T1over;