So, now that you have a general picture of what actions do, let’s look at the first six in detail (the remaining actions are covered later). At this point, we’re only describing the functionality of each action, not how to add an action to your movie. As they appear in the Flash interface, the actions are coincidentally sorted from top to bottom roughly according to their complexity. Let’s take it from the top.
The Go To action changes the current frame of the movie to the target frame specified in the Go To settings. The Go To action has two variations:
You can specify frames in other scenes as the target of Go To actions with the Scene parameter. In the Scene drop-down menu, you can find a list of all the scenes in your movie, as well as built-in references to <current scene>, <next scene>, and <previous scene>, as shown below. The Scene drop-down can be used together with the Type and Frame parameters to target a frame in any Scene in a movie.
Setting the Go To action that targets a specific Scene.
There are five methods of specifying the frame to which the movie should go when it receives a Go To action. You set the method by selecting the appropriate Type and Frame parameters. After you’ve chosen the method to use to refer to your target frame, enter or select the frame’s name or number under that setting’s options .
Setting the Go To action with a Frame Number type.
The methods for specifying the frame are:
Setting the Go To action with a Frame Label.
This simple action is one of the true foundations of Flash. Play sets a movie or a Movie Clip in motion. When a Play action is executed, Flash starts the sequential display of each frame’s contents along the current timeline. The rate at which the frames are displayed is measured as frames per second, or fps. The fps rate can be set from 0.01 to 120 (meaning that the Play Action can cause the display of as little as 1 frame every 100 seconds to as many as 120 frames in 1 second, subject to the limitations of the computer’s processing speed). The default fps is 12. Once Play has started, frames continue to be displayed one after the other, until another action interrupts the flow, or the end of the movie or Movie Clip’s timeline is reached. If the end of a movie’s timeline is reached, the movie either loops (begins playing again at frame 1, scene 1), or stops on the last frame. If the movie is set to loop, once the end of the Movie Clip’s timeline is reached, playback loops back to the beginning of the clip, and the clip continues playing. To prevent looping, add a Stop action to the last frame of your Movie Clip.
Stop, as you may have guessed, halts the progression of a movie or Movie Clip that is in a Play state. Stop is often used with buttons for user-controlled playback of a movie, or on frames to end an animated sequence.
Toggle High Quality
Here’s a straightforward action that changes the entire movie’s visual rendering quality setting to High if it is currently set at Low, and to Low if it is currently set at High. In High-Quality Mode, the edges of lines and text appear smooth because they are antialiased (or blurred slightly between shifts in color). In Low-Quality Mode, the edges of lines and text appear choppy because they are not antialiased. Low Quality is occasionally set on movies that are played back on slower computers because it causes animation to play back more quickly. See the difference for this toggle setting in Figure below. Toggle High Quality is considered a deprecated action because of the new Flash 5 _quality and _highquality properties. All quality settings are global, which means that every timeline (including Movie Clip timelines) will be affected regardless of where the action is executed.
Low Quality (left) versus High Quality (right)
Stop All Sounds
A simple but powerful action that mutes any sounds playing in the movie at the time the action is executed. Stop All Sounds does not disable sounds permanently it simply cancels any sounds that happen to be currently playing. It is sometimes used as a quick-and-dirty method of making buttons that shut off background looping soundtracks. Stop All Sounds is not appropriate for controlling whether multiple sounds are played or muted.
Want to link to a Web page from a Flash movie? No problem. That’s what Get URL is for. Get URL is simply Flash’s method of making a conventional hypertext link. It’s nearly exactly the equivalent of an Anchor tag in HTML, except that Flash’s Get URL also allows for form submission. Get URL can be used to link to a standard Web page, an ftp site, another Flash movie, an executable, a CGI script, or anything that exists on the Internet or on an accessible local file system. Get URL has three parameters that are familiar to Web builders (the first one, URL, is required for this Action to work):
Since Flash 4, Get URL can now link to documents on the Web from the standalone Flash player. Execution of a Get URL action in the standalone player causes an external Web browser to launch and load the requested URL .
Setting the URL of a Get URL action
For normal links, the Variables setting should be left at its default value, Don’t Send. But in order to submit values to a server-side script, one of the submission methods (Send Using GET or Send Using POST) must be selected.
Although this focuses on using Basic Actions, you should start familiarizing yourself with the ActionScript notation that Flash uses for each action . As you use Flash for more advanced interactivity, you’ll need to have a firm grasp of code notation. Part V, “Programming Flash Movies with ActionScript,” teaches you how to start building code from the ground up.
Basic actions and actionscript notation
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Understanding The Flash Framework
Exploring The Interface: Panels, Settings, And More
Using Tools For Navigation And Viewing
Working With Selections And The Pen Tool
Working With The Drawing And Painting Tools
Working With Text
Exploring The Timeline
Checking Out The Library: Symbols And Instances
Drawing In Flash
Animating In Flash
Using Bitmaps And Other Media With Flash
Designing Interfaces And Interface Elements
Understanding Sound For Flash
Importing And Editing Sounds In Flash
Optimizing Flash Sound For Export
Understanding Actions And Event Handlers
Navigating Flash Timelines
Controlling Movie Clips
Sharing And Loading Assets
Planning Code Structures
Creating Subroutines And Manipulating Data
Understanding Movie Clips As Complex Objects
Sending Data In And Out Of Flash
Understanding Html And Text Field Functions In Flash
What Is Generator?
Revving Up Generator
Working With Third-party, Server-side Applications
Working With Raster Graphics
Working With Vector Graphics
Working With Audio Applications
Working With 3d Graphics
Working With Quicktime
Working With Realplayer
Creating Full-motion Video With Flash
Creating Cartoon Animation With Flash
Planning Flash Production With Flowcharting Software
Working With Authoring Applications
Publishing Flash Movies
Integrating Flash Content With Html
Using Players, Projectors, And Screensaver Utilities
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