Flash Actionscript 3.0 Download
Copy the properties that define a motion tween in the Timeline as ActionScript 3.0 and apply that motion to another symbol. Apply the motion either in the Actions panel or in the source files (such as class files) that uses ActionScript 3.0.
- Flash Actionscript 3.0 Download
- Flash Actionscript 3.0 Download Software
- Adobe Actionscript 3.0
- Flash Actionscript 3.0 Samples
- Flash Actionscript 3.0 Download Windows 7
- Download Actionscript 2.0 Free
- Actionscript 3.0 Flash Tutorial
Download Free trial of Eltima ActionScript Viewer for PC and Mac OS X. CS 6 Flex 3.2 AS 3.0. Download demo version and evaluate Flash Decompiler functionality. Available for download at I have made a simple mp3 player which changes the music clips, also uses a mute and a stop.
Use the fl.motion classes to customize the Animate-generated ActionScript for your specific project.
When you copy a motion as an ActionScript 3.0, it captures the following properties of a motion tween:
- Position
Scale
Skew
Rotation
Transformation point
Color
Blend Mode
Orientation to path
Cache as a bitmap setting
Easing
Filters
3D rotation and position
- Select the tween span in the Timeline or the object on the Stage that contains the motion tween to copy. Only one tween span or tweened object can be selected to copy as ActionScript 3.0.
- Select Edit > Timeline > Copy Motion As ActionScript 3.0.
- Right-click (Windows) or Control-click (Macintosh) the tween span or the tweened instance on the Stage and choose Copy Motion As ActionScript 3.0.
This manual provides a foundation for developing applications in Adobe® ActionScript® 3.0. To best understand the ideas and techniques described, you should already be familiar with general programming concepts such as data types, variables, loops, and functions. You should also understand basic object-oriented programming concepts such as classes and inheritance. Prior knowledge of ActionScript 1.0 or ActionScript 2.0 is helpful but not necessary.
Here is a free download of a programming manual for Flash AS3 from Adobe.
E-Book: Flash AS3 Programming (unknown, 110 hits)
A “rough” list of this e-book’s contents:
Chapter 1: About this manual
Using this manual . . . . . . . . . 1
Accessing ActionScript documentation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2
ActionScript learning resources . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
Chapter 2: Introduction to ActionScript 3.0
About ActionScript . . . . . . . . 4
Advantages of ActionScript 3.0 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
What’s new in ActionScript 3.0 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
Compatibility with previous versions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
Chapter 3: Getting started with ActionScript
Programming fundamentals . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
Working with objects . . . . . 11
Common program elements . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
Example: Animation portfolio piece . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
Building applications with ActionScript . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
Creating your own classes 26
Example: Creating a basic application . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29
Running subsequent examples . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34
Chapter 4: ActionScript language and syntax
Language overview . . . . . . 37
Objects and classes . . . . . . . 38
Packages and namespaces 38
Variables . . . . . . . . . . . . . . . . . 48
Data types . . . . . . . . . . . . . . . 51
Syntax . . . . . . . . . . . . . . . . . . . 63
Operators . . . . . . . . . . . . . . . . 67
Conditionals . . . . . . . . . . . . . 73
Looping . . . . . . . . . . . . . . . . . . 75
Functions . . . . . . . . . . . . . . . . 78
Chapter 5: Object-oriented programming in ActionScript
Basics of object-oriented programming . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 90
Classes . . . . . . . . . . . . . . . . . . . 91
Interfaces . . . . . . . . . . . . . . . 105
Inheritance . . . . . . . . . . . . . . 107
Advanced topics . . . . . . . . 115
Example: GeometricShapes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 122
Chapter 6: Working with dates and times
Basics of dates and times 130
Managing calendar dates and times . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 131
PROGRAMMING ACTIONSCR IPT 3.0 FOR FLASH iv
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Controlling time intervals 133
Example: Simple analog clock . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 135
Chapter 7: Working with strings
Basics of strings . . . . . . . . . 139
Creating strings . . . . . . . . . 140
The length property . . . . . 141
Working with characters in strings . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 141
Comparing strings . . . . . . . 142
Obtaining string representations of other objects . . . . . . . . . . . . . . . . . . . . . . 143
Concatenating strings . . . 143
Finding substrings and patterns in strings . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 143
Converting strings between uppercase and lowercase . . . . . . . . . . . . . . . . . . 147
Example: ASCII art . . . . . . . 148
Chapter 8: Working with arrays
Basics of arrays . . . . . . . . . . 153
Indexed arrays . . . . . . . . . . 155
Associative arrays . . . . . . . 165
Multidimensional arrays . 168
Cloning arrays . . . . . . . . . . . 169
Advanced topics . . . . . . . . 170
Example: PlayList . . . . . . . . 175
Chapter 9: Handling errors
Basics of error handling . . 179
Types of errors . . . . . . . . . . 181
Error handling in ActionScript 3.0 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 183
Working with the debugger versions of Flash Player and AIR . . . . . . . . . . . . 184
Handling synchronous errors in an application . . . . . . . . . . . . . . . . . . . . . . . . . 185
Creating custom error classes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 189
Responding to error events and status . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 190
Comparing the Error classes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 193
Example: CustomErrors application . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 198
Chapter 10: Using regular expressions
Basics of regular expressions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 203
Regular expression syntax . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 205
Methods for using regular expressions with strings . . . . . . . . . . . . . . . . . . . . . 217
Example: A Wiki parser . . 218
Chapter 11: Working with XML
Basics of XML . . . . . . . . . . . . 223
The E4X approach to XML processing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 226
XML objects . . . . . . . . . . . . . 228
XMLList objects . . . . . . . . . 230
Initializing XML variables 231
Assembling and transforming XML objects . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 232
PROGRAMMING ACTIONSCR IPT 3.0 FOR FLASH v
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Traversing XML structures . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 234
Using XML namespaces . 238
XML type conversion . . . . 239
Reading external XML documents . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 240
Example: Loading RSS data from the Internet . . . . . . . . . . . . . . . . . . . . . . . . . . . 241
Chapter 12: Handling events
Basics of handling events 244
How ActionScript 3.0 event handling differs from earlier versions . . . . . . . 246
The event flow . . . . . . . . . . 248
Event objects . . . . . . . . . . . . 250
Event listeners . . . . . . . . . . . 254
Example: Alarm Clock . . . . 260
Chapter 13: Display programming
Basics of display programming . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 266
Core display classes . . . . . 270
Advantages of the display list approach . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 271
Working with display objects . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 273
Manipulating display objects . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 285
Animating objects . . . . . . . 303
Loading display content dynamically . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 304
Example: SpriteArranger . 307
Chapter 14: Using the drawing API
Basics of using the drawing API . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 314
Understanding the Graphics class . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 316
Drawing lines and curves 316
Drawing shapes using built-in methods . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 318
Creating gradient lines and fills . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 319
Using the Math class with drawing methods . . . . . . . . . . . . . . . . . . . . . . . . . . . 323
Animating with the drawing API . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 324
Example: Algorithmic Visual Generator . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 324
Advanced use of the drawing API . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 326
Drawing Paths . . . . . . . . . . 327
Defining winding rules . . 329
Using graphics data classes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 331
About using drawTriangles() . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 333
Chapter 15: Working with geometry
Basics of geometry . . . . . . 334
Using Point objects . . . . . . 336
Using Rectangle objects . 337
Using Matrix objects . . . . . 340
Example: Applying a matrix transformation to a display object . . . . . . . . . . 342
PROGRAMMING ACTIONSCR IPT 3.0 FOR FLASH vi
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Chapter 16: Filtering display objects
Basics of filtering display objects . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 346
Creating and applying filters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 347
Available display filters . . 353
Example: Filter Workbench . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 369
Chapter 17: Working with Pixel Bender shaders
Basics of Pixel Bender shaders . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 376
Loading or embedding a shader . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 378
Accessing shader metadata . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 379
Specifying shader input and parameter values . . . . . . . . . . . . . . . . . . . . . . . . . 380
Using a shader . . . . . . . . . . 386
Chapter 18: Working with movie clips
Basics of movie clips . . . . . 398
Working with MovieClip objects . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 400
Controlling movie clip playback . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 400
Creating MovieClip objects with ActionScript . . . . . . . . . . . . . . . . . . . . . . . . . . 402
Loading an external SWF file . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 405
Example: RuntimeAssetsExplorer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 406
Chapter 19: Working with motion tweens
Basics of Motion Tweens . 410
Copying motion tween scripts . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 411
Incorporating motion tween scripts . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 412
Describing the animation 412
Adding filters . . . . . . . . . . . . 415
Associating a motion tween with its display objects . . . . . . . . . . . . . . . . . . . . 416
Chapter 20: Working with inverse kinematics
Basics of Inverse Kinematics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 418
Animating IK Armatures Overview . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 419
Getting information about an IK armature . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 421
Instantiating an IK Mover and Limiting Its Movement . . . . . . . . . . . . . . . . . . . 421
Moving an IK Armature . . 422
Using IK Events . . . . . . . . . . 422
Chapter 21: Working with text
Basics of working with text . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 424
Using the TextField class . 426
Using the Flash Text Engine . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 447
Chapter 22: Working with bitmaps
Basics of working with bitmaps . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 474
The Bitmap and BitmapData classes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 476
Manipulating pixels . . . . . 478
Copying bitmap data . . . . 480
Making textures with noise functions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 481
PROGRAMMING ACTIONSCR IPT 3.0 FOR FLASH vii
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Scro lling bitmaps . . . . . . . . 483
Taking advantage of mipmapping . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 484
Example: Animated spinning moon . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 484
Chapter 23: Working in three dimensions (3D)
Basics of 3D . . . . . . . . . . . . . 495
Understanding the 3D features of Flash Player and the AIR runtime . . . . . 496
Creating and moving 3D objects . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 498
Projecting 3D objects onto a 2D view . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 500
Example: Perspective projection . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 502
Performing complex 3D transformations . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 504
Using triangles for 3D effects . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 507
Chapter 24: Working with video
Basics of video . . . . . . . . . . 515
Understanding video formats . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 517
Understanding the Video class . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 519
Loading video files . . . . . . 520
Controlling video playback . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 520
Playing video in full-screen mode . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 522
Streaming video files . . . . 526
Understanding cue points . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 526
Writing callback methods for metadata and cue points . . . . . . . . . . . . . . . . . 527
Using cue points and metadata . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 531
Capturing camera input . 541
Sending video to a server 547
Advanced topics for FLV files . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 547
Example: Video Jukebox . 548
Chapter 25: Working with sound
Basics of working with sound . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 554
Understanding the sound architecture . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 556
Loading external sound files . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 557
Working with embedded sounds . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 559
Working with streaming sound files . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 560
Working with dynamically generated audio . . . . . . . . . . . . . . . . . . . . . . . . . . . . 561
Playing sounds . . . . . . . . . . 563
Security considerations when loading and playing sounds . . . . . . . . . . . . . . 566
Controlling sound volume and panning . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 566
Working with sound metadata . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 568
Accessing raw sound data . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 569
Capturing sound input . . 573
Example: Podcast Player . 576
Chapter 26: Capturing user input
Basics of user input . . . . . . 584
Capturing keyboard input . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 585
PROGRAMMING ACTIONSCR IPT 3.0 FOR FLASH viii
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Flash Actionscript 3.0 Download
Capturi ng mouse input . . 587
Example: WordSearch . . . 591
Chapter 27: Networking and communication
Basics of networking and communication . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 595
Working with external data . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 598
Connecting to other Flash Player and AIR instances . . . . . . . . . . . . . . . . . . . . . 603
Socket connections . . . . . . 608
Storing local data . . . . . . . . 612
Working with data files . . 614
Example: Building a Telnet client . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 628
Example: Uploading and downloading files . . . . . . . . . . . . . . . . . . . . . . . . . . . . 631
Chapter 28: Client system environment
Basics of the client system environment . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 637
Using the System class . . . 639
Using the Capabilities class . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 640
Using the ApplicationDomain class . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 640
Using the IME class . . . . . . 643
Example: Detecting system capabilities . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 648
Chapter 29: Copy and paste
Copy-and-paste basics . . . 652
Reading from and writing to the system clipboard . . . . . . . . . . . . . . . . . . . . . . 652
Clipboard data formats . . 653
Chapter 30: Printing
Basics of printing . . . . . . . . 657
Printing a page . . . . . . . . . . 658
Flash Player and AIR tasks and system printing . . . . . . . . . . . . . . . . . . . . . . . . . 659
Setting size, scale, and orientation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 661
Example: Multiple-page printing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 663
Example: Scaling, cropping, and responding . . . . . . . . . . . . . . . . . . . . . . . . . . . 665
Chapter 31: Using the external API
Basics of using the external API . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 667
External API requirements and advantages . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 669
Using the ExternalInterface class . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 670
Flash Actionscript 3.0 Download Software
Example: Using the external API with a web page container . . . . . . . . . . . . . 674
Example: Using the external API with an ActiveX container . . . . . . . . . . . . . 679
Chapter 32: Flash Player security
Flash Player security overview . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 685
Security sandboxes . . . . . . 686
Permission controls . . . . . 688
Restricting networking APIs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 695
Adobe Actionscript 3.0
Full-screen mode security . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 697
Loading content . . . . . . . . 698
PROGRAMMING ACTIONSCR IPT 3.0 FOR FLASH ix
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Cross-scripting . . . . . . . . . . 701
Accessing loaded media as data . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 703
Loading data . . . . . . . . . . . . 705
Flash Actionscript 3.0 Samples
Loading embedded content from SWF files imported into a security domain . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 708
Working with legacy content . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 708
Flash Actionscript 3.0 Download Windows 7
Setting LocalConnection permissions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 709
Controlling outbound URL access . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 709
Shared objects . . . . . . . . . . 711
Download Actionscript 2.0 Free
Camera, microphone, clipboard, mouse, and keyboard access . . . . . . . . . . 712
Index . . . . . . . . . . . . . . . . . . . 713