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1、<p><b> 中文翻譯:</b></p><p> 1 什么是 Flash</p><p> Flash 是一種創(chuàng)作工具,設(shè)計(jì)人員和開發(fā)人員可使用它來創(chuàng)建演示文稿、應(yīng)用程序和其它允許用戶交互的內(nèi)容。Flash 可以包含簡單的動畫、視頻內(nèi)容、復(fù)雜演示文稿和應(yīng)用程序以及介于它們之間的任何內(nèi)容。通常,使用 Flash 創(chuàng)作的各個(gè)內(nèi)容單元稱為應(yīng)用程序,即
2、使它們可能只是很簡單的動畫。您可以通過添加圖片、聲音、視頻和特殊效果,構(gòu)建包含豐富媒體的 Flash 應(yīng)用程序。</p><p> Flash 特別適用于創(chuàng)建通過 Internet 提供的內(nèi)容,因?yàn)樗奈募浅P lash 是通過廣泛使用矢量圖形做到這一點(diǎn)的。與位圖圖形相比,矢量圖形需要的內(nèi)存和存儲空間小很多,因?yàn)樗鼈兪且詳?shù)學(xué)公式而不是大型數(shù)據(jù)集來表示的。位圖圖形之所以更大,是因?yàn)閳D像中的每個(gè)像素都需要一組單
3、獨(dú)的數(shù)據(jù)來表示。</p><p> 要在 Flash 中構(gòu)建應(yīng)用程序,可以使用 Flash 繪圖工具創(chuàng)建圖形,并將其它媒體元素導(dǎo)入 Flash 文檔。接下來,定義如何以及何時(shí)使用各個(gè)元素來創(chuàng)建設(shè)想中的應(yīng)用程序。</p><p> 在 Flash 中創(chuàng)作內(nèi)容時(shí),需要在 Flash 文檔文件中工作。Flash 文檔的文件擴(kuò)展名為 .fla (FLA)。Flash 文檔有四個(gè)主要部分:<
4、;/p><p> 舞臺是在回放過程中顯示圖形、視頻、按鈕等內(nèi)容的位置。</p><p> 時(shí)間軸用來通知 Flash 顯示圖形和其它項(xiàng)目元素的時(shí)間,也可以使用時(shí)間軸指定舞臺上各圖形的分層順序。位于較高圖層中的圖形顯示在較低圖層中的圖形的上方。</p><p> 庫面板是 Flash 顯示 Flash 文檔中的媒體元素列表的位置。</p><p&
5、gt; ActionScript 代碼可用來向文檔中的媒體元素添加交互式內(nèi)容。例如,可以添加代碼以便用戶在單擊某按鈕時(shí)顯示一幅新圖像,還可以使用 ActionScript 向應(yīng)用程序添加邏輯。邏輯使應(yīng)用程序能夠根據(jù)用戶的操作和其它情況采取不同的工作方式。Flash 包括兩個(gè)版本的 ActionScript,可滿足創(chuàng)作者的不同具體需要。有關(guān)編寫 ActionScript 的詳細(xì)信息,請參閱"幫助"面板中的"
6、學(xué)習(xí) Flash 中的 ActionScript 2.0"。</p><p> Flash 包含了許多種功能,如預(yù)置的拖放用戶界面組件,可以輕松地將 ActionScript 添加到文檔的內(nèi)置行為,以及可以添加到媒體對象的特殊效果。這些功能使 Flash 不僅功能強(qiáng)大,而且易于使用。</p><p> 完成 Flash 文檔的創(chuàng)作后,可以使用"文件">
7、;"發(fā)布"命令發(fā)布它。這會創(chuàng)建文件的一個(gè)壓縮版本,其擴(kuò)展名為 .swf (SWF)。然后,就可以使用 Flash Player 在 Web 瀏覽器中播放 SWF 文件,或者將其作為獨(dú)立的應(yīng)用程序進(jìn)行播放。</p><p> 2 使用 Flash 可以做什么</p><p> 使用 Flash 中的諸多功能,可以創(chuàng)建許多類型的應(yīng)用程序。以下是 Flash 能夠生成的
8、應(yīng)用程序種類的一些示例:</p><p> 動畫 包括橫幅廣告、聯(lián)機(jī)賀卡、卡通畫等。許多其它類型的 Flash 應(yīng)用程序也包含動畫元素。</p><p> 游戲 許多游戲都是使用 Flash 構(gòu)建的。游戲通常結(jié)合了 Flash 的動畫功能和 ActionScript 的邏輯功能。</p><p> 用戶界面 許多 Web 站點(diǎn)設(shè)計(jì)
9、人員使用 Flash 設(shè)計(jì)用戶界面。它可以是簡單的導(dǎo)航欄,也可以是復(fù)雜得多的界面。</p><p> 靈活消息區(qū)域 設(shè)計(jì)人員使用 web 頁中的這些區(qū)域顯示可能會不斷變化的信息。餐廳 Web 站點(diǎn)上的靈活消息區(qū)域 (FMA) 可能顯示每天的特價(jià)菜單。</p><p> 豐富 Internet 應(yīng)用程序 這包括多種類別的應(yīng)用程序,它們提供豐富的用戶界面,用于通過 In
10、ternet 顯示和操作遠(yuǎn)程存儲的數(shù)據(jù)。豐富 Internet 應(yīng)用程序可以是一個(gè)日歷應(yīng)用程序、價(jià)格查詢應(yīng)用程序、購物目錄、教育和測試應(yīng)用程序,或者任何其它使用豐富圖形界面提供遠(yuǎn)程數(shù)據(jù)的應(yīng)用程序。</p><p> 要構(gòu)建 Flash 應(yīng)用程序,通常需要執(zhí)行下列基本步驟:</p><p> 確定應(yīng)用程序要執(zhí)行哪些基本任務(wù)。 </p><p> 創(chuàng)建并導(dǎo)入媒體元
11、素,如圖像、視頻、聲音、文本等。 </p><p> 在舞臺上和時(shí)間軸中排列這些媒體元素,以定義它們在應(yīng)用程序中顯示的時(shí)間和顯示方式。 </p><p> 根據(jù)需要,對媒體元素應(yīng)用特殊效果。 </p><p> 編寫 ActionScript 代碼以控制媒體元素的行為方式,包括這些元素對用戶交互的響應(yīng)方式。 </p><p> 測試應(yīng)
12、用程序,確定它是否按預(yù)期方式工作,并查找其構(gòu)造中的缺陷。在整個(gè)創(chuàng)建過程中不斷測試應(yīng)用程序。 </p><p> 將 FLA 文件發(fā)布為可在 web 頁中顯示并可使用 Flash Player 回放的 SWF 文件。 </p><p> 根據(jù)您的項(xiàng)目和工作方式,您可以按不同的順序使用上述步驟。隨著對 Flash 及其工作流程的不斷熟悉,您會發(fā)現(xiàn)一種最適合自己的工作方式。</p>
13、;<p> 3 關(guān)于 ActionScript 和事件</p><p> 在 Macromedia Flash Basic 8 和 Macromedia Flash Professional 8 中,事件發(fā)生時(shí)會執(zhí)行 ActionScript 代碼:例如,在加載影片剪輯時(shí)、在進(jìn)入時(shí)間軸上的關(guān)鍵幀時(shí)或者在用戶單擊某個(gè)按鈕時(shí)。事件可以由用戶或系統(tǒng)觸發(fā)。用戶單擊鼠標(biāo)按鈕或按鍵;在滿足特定條件或進(jìn)程完
14、成(SWF 文件加載、時(shí)間軸到達(dá)特定的幀、圖形完成下載等)時(shí),系統(tǒng)會觸發(fā)相關(guān)事件。 </p><p> 事件發(fā)生時(shí),您應(yīng)編寫一個(gè)事件處理函數(shù),從而在該事件發(fā)生時(shí)讓一個(gè)動作響應(yīng)該事件。了解事件發(fā)生的時(shí)間和位置將有助于您確定在什么位置、以什么樣的方式用一個(gè)動作響應(yīng)該事件,以及在各種情況下分別應(yīng)該使用哪些 ActionScript 工具。</p><p> 事件可以劃分為以下幾類:鼠標(biāo)和鍵盤
15、事件,發(fā)生在用戶通過鼠標(biāo)和鍵盤與 Flash 應(yīng)用程序交互時(shí);剪輯事件,發(fā)生在影片剪輯內(nèi);幀事件,發(fā)生在時(shí)間軸上的幀中。</p><p> 3.1 鼠標(biāo)和鍵盤事件</p><p> 用戶與 SWF 文件或應(yīng)用程序交互時(shí)觸發(fā)鼠標(biāo)和鍵盤事件。例如,當(dāng)用戶滑過一個(gè)按鈕時(shí),將發(fā)生 Button.onRollOver 或 on(rollOver) 事件;當(dāng)用戶單擊某個(gè)按鈕時(shí),將發(fā)生 Butto
16、n.onRelease 事件;如果按下鍵盤上的某個(gè)鍵,則發(fā)生 on(keyPress) 事件??稍趲暇帉懘a或向?qū)嵗郊幽_本,以處理這些事件以及添加所需的所有交互操作。 </p><p><b> 3.2 剪輯事件</b></p><p> 在影片剪輯中,您可以響應(yīng)用戶進(jìn)入或退出場景或使用鼠標(biāo)或鍵盤與場景進(jìn)行交互時(shí)觸發(fā)的多個(gè)剪輯事件。例如,可以在用戶進(jìn)入場景時(shí)
17、將外部 SWF 文件或 JPG 圖像加載到影片剪輯中,或允許用戶使用移動鼠標(biāo)的方法在場景中調(diào)整元素的位置。</p><p><b> 3.3 幀事件</b></p><p> 在主時(shí)間軸或影片剪輯時(shí)間軸上,當(dāng)播放頭進(jìn)入關(guān)鍵幀時(shí)會發(fā)生系統(tǒng)事件 -- 這叫做幀事件。幀事件可用于根據(jù)時(shí)間的推移(沿時(shí)間軸移動)觸發(fā)動作或與舞臺上當(dāng)前顯示的元素交互。如果向一個(gè)關(guān)鍵幀中添加
18、了一個(gè)腳本,則在回放期間到達(dá)該關(guān)鍵幀時(shí)將執(zhí)行該腳本。附加到幀上的腳本稱為幀腳本。 </p><p> 幀腳本最常見的一種用法是在到達(dá)特定的關(guān)鍵幀后停止回放。這是使用 stop() 函數(shù)實(shí)現(xiàn)的。您可以選擇一個(gè)關(guān)鍵幀,然后將 stop() 函數(shù)作為腳本元素添加到"動作"面板中。</p><p> 將 SWF 文件停止在特定的關(guān)鍵幀后,您需要執(zhí)行某種動作。例如,可以使用幀
19、腳本來動態(tài)更新某個(gè)標(biāo)簽的值、管理舞臺上各元素的交互等等。</p><p> 4 組織 ActionScript 代碼</p><p> 您可以將腳本附加到關(guān)鍵幀和對象實(shí)例(影片剪輯、按鈕和其它元件)中。但是,如果您的 ActionScript 代碼散布于多個(gè)關(guān)鍵幀和對象實(shí)例中,調(diào)試您的應(yīng)用程序?qū)⒎浅@щy。另外,這還會導(dǎo)致難于在不同的 Flash 應(yīng)用程序之間共享代碼。因此,在 Fla
20、sh 中創(chuàng)建 ActionScript 時(shí)遵循編碼最佳做法是非常重要的。 </p><p> 不要將腳本附加到關(guān)鍵幀、影片剪輯和按鈕這些元素中,而應(yīng)通過調(diào)用一些駐留在一個(gè)中心位置的函數(shù)來響應(yīng)事件。一種辦法是,盡可能將嵌入的 ActionScript 附加到時(shí)間軸的第一幀或第二幀,這樣您就不必搜索 FLA 文件來查找所有代碼了。常見的做法是創(chuàng)建一個(gè)名為動作 的圖層,并將 ActionScript 代碼放置在該圖層
21、上。 </p><p> 在將所有腳本附加到各個(gè)元素時(shí),同時(shí)也會將所有代碼嵌入到 FLA 文件中。如果在其它 Flash 應(yīng)用程序之間共享代碼對您來說很重要,請使用"腳本"窗口或您最喜愛的文本編輯器來創(chuàng)建一個(gè)外部 ActionScript (AS) 文件。 </p><p> 通過創(chuàng)建外部文件,您的代碼將更加模塊化,組織結(jié)構(gòu)也更好。隨著項(xiàng)目的擴(kuò)展,這種簡便性帶來的好
22、處將超出您的想像。如果您在與其他開發(fā)人員共同開發(fā)一個(gè)項(xiàng)目,外部文件還有助于進(jìn)行調(diào)試和源文件控制管理。</p><p> 若要使用外部 AS 文件中包含的 ActionScript 代碼,您可以在 FLA 中創(chuàng)建一個(gè)腳本,然后使用 #include 語句來訪問存儲在外部的代碼,如下例所示:</p><p> #include "../core/Functions.as"
23、;</p><p> 您還可以使用 ActionScript 2.0 來創(chuàng)建自定義類。您必須將自定義類存儲在外部 AS 文件中,并在腳本中使用 import 語句來使類導(dǎo)出到 SWF 文件中,而不要使用 #include 語句。還可以使用組件(預(yù)構(gòu)建的影片剪輯)共享代碼和功能,例如 UI 元素和腳本。</p><p><b> 注意:</b></p
24、><p> 發(fā)布、導(dǎo)出、測試或調(diào)試 FLA 文件時(shí),外部文件中的 ActionScript 代碼將被編譯成 SWF 文件。因此,如果對一個(gè)外部文件進(jìn)行了任何更改,則必須保存該文件,并重新編譯使用該文件的任何 FLA 文件。</p><p> 在 Flash 8 中編寫 ActionScript 時(shí),應(yīng)使用"動作"面板或"腳本"窗口,或兩者同時(shí)使用。是
25、使用"動作"面板還是"腳本"窗口取決于您如何響應(yīng)事件、如何組織代碼,而最重要的是,取決于編碼最佳做法的要求。 </p><p> 4.1 關(guān)于通過編寫腳本來處理事件</p><p> 編寫事件代碼可以分為兩大類:在時(shí)間軸上(在關(guān)鍵幀中)發(fā)生的事件和在對象實(shí)例(影片剪輯、按鈕和組件)上發(fā)生的事件。SWF 文件或應(yīng)用程序的交互可以散布于項(xiàng)目中的多個(gè)
26、元素中,您可能很想試一試直接將腳本添加給這些元素。但是,Macromedia 建議不要直接將腳本添加給這些元素(關(guān)鍵幀和對象)。您應(yīng)該轉(zhuǎn)而通過調(diào)用駐留在一個(gè)中心位置的函數(shù)來響應(yīng)事件。 </p><p> 5 使用"動作"面板和"腳本"窗口</p><p> 若要在 FLA 文件中創(chuàng)建腳本,可以直接將 ActionScript 輸入"動
27、作"面板。若要創(chuàng)建包含或?qū)氲綉?yīng)用程序中的外部腳本,可以使用"腳本"窗口(選擇"文件">"新建",再選擇"ActionScript 文件")或您喜愛的文本編輯器。 </p><p> 使用"動作"面板或"腳本"窗口時(shí),實(shí)際上是在使用 ActionScript 編輯器的功能編寫、
28、格式化和編輯代碼。"動作"面板和"腳本"窗口都具有"腳本"窗格(在其中鍵入代碼)和"動作"工具箱。除了"腳本"窗口的代碼幫助功能之外,"動作"面板還提供了一些其它功能。Flash 在"動作"面板中提供這些功能是因?yàn)樗鼈冊?FLA 文件中編輯 ActionScript 的上下文時(shí)特別有用。</p
29、><p><b> 外文原文:</b></p><p> What is Flash</p><p> Flash is an authoring tool that lets designers and developers create presentations, applications, and other content that
30、 enables user interaction. Flash projects can include simple animations, video content, complex presentations, applications, and everything in between. In general, individual pieces of content made with Flash are called
31、applications, even though they might only be a basic animation. You can make media-rich Flash applications by including pictures, sound, video, and special effe</p><p> Flash is extremely well suited to cre
32、ating content for delivery over the Internet because its files are very small. Flash achieves this through its extensive use of vector graphics. Vector graphics require significantly less memory and storage space than bi
33、tmap graphics because they are represented by mathematical formulas instead of large data sets. Bitmap graphics are larger because each individual pixel in the image requires a separate piece of data to represent it. <
34、;/p><p> To build an application in Flash, you create graphics with the Flash drawing tools and import additional media elements into your Flash document. Next, you define how and when you want to use each of
35、those elements to create the application you have in mind. </p><p> When you author content in Flash, you work in a Flash document file. Flash documents have the file extension .fla. A Flash document has fo
36、ur main parts:</p><p> The Stage is where your graphics, video, buttons, and so on appear during playback.</p><p> The Timeline is where you tell Flash when you want the graphics and other ele
37、ments of your project to appear. You also use the Timeline to specify the layering order of graphics on the Stage. Graphics in higher layers appear on top of graphics in lower layers.</p><p> The Library pa
38、nel is where Flash displays a list of the media elements in your Flash document.</p><p> ActionScript code allows you to add interactivity to the media elements in your document. For example, you can add co
39、de that causes a button to display a new image when the user clicks it. You can also use ActionScript to add logic to your applications. Logic enables your application to behave in different ways depending on the user’s
40、actions or other conditions. Flash includes two versions of ActionScript, each suited to an author’s specific needs. For more information about writing ActionScrip</p><p> Flash includes many features that
41、make it powerful but easy to use, such as prebuilt drag-and-drop user interface components, built-in behaviors that let you easily add ActionScript to your document, and special effects that you can add to media objects.
42、</p><p> When you have finished authoring your Flash document, you publish it using the File > Publish command. This creates a compressed version of your file with the extension .swf. You can then play t
43、he SWF file in a web browser or as a stand-alone application using Flash Player. </p><p> What you can do with Flash</p><p> With the wide array of features in Flash, you can create many types
44、 of applications. The following are some examples of the kinds of applications Flash is capable of generating:</p><p> Animations These include banner ads, online greeting cards, cartoons, and so on. M
45、any other types of Flash applications include animation elements as well. </p><p> Games Many games are built with Flash. Games usually combine the animation capabilities of Flash with the logic capabi
46、lities of ActionScript. </p><p> User interfaces Many website designers use Flash to design user interfaces. These include simple navigation bars as well as much more complex interfaces. </p>&l
47、t;p> Flexible messaging areas These are areas in web pages that designers use for displaying information that may change over time. A flexible messaging area (FMA) on a restaurant website might display informati
48、on about each day’s menu specials. </p><p> Rich Internet applications These include a wide spectrum of applications that provide a rich user interface for displaying and manipulating remotely stored d
49、ata over the Internet. A rich Internet application could be a calendar application, a price-finding application, a shopping catalog, an education and testing application, or any other application that presents remote dat
50、a with a graphically rich interface.</p><p> To build a Flash application, you will typically perform these basic steps:</p><p> Decide which basic tasks the application will perform. </p&g
51、t;<p> Create and import media elements, such as images, video, sound, text, and so on. </p><p> Arrange the media elements on the Stage and in the Timeline to define when and how they appear in you
52、r application. </p><p> Apply special effects to media elements as you see fit. </p><p> Write ActionScript code to control how the media elements behave, including how the elements respond to
53、 user interactions. </p><p> Test your application to determine if it is working as planned and find any bugs in its construction. You should test your application throughout the creation process. </p>
54、;<p> Publish your FLA file as a SWF file that can be displayed in a web page and played back with Flash Player. </p><p> Depending on your project and your working style, you may use these steps in
55、 a different order. As you become familiar with Flash and its workflows, you will discover a style of working that suits you best.</p><p> About ActionScript and events</p><p> In Macromedia F
56、lash Basic 8 and Macromedia Flash Professional 8, ActionScript code is executed when an event occurs: for example, when a movie clip is loaded, when a keyframe on the Timeline is entered, or when the user clicks a button
57、. Events can be triggered either by the user or by the system. Users click mouse buttons and press keys; the system triggers events when specific conditions are met or processes completed (the movie loads, the Timeline r
58、eaches a certain frame, a graphic finishes do</p><p> When an event occurs, you write an event handler to respond to the event with an action. Understanding when and where events occur will help you to dete
59、rmine how and where you will respond to the event with an action, and which ActionScript tools should be used in each case. </p><p> Events can be grouped into a number of categories: mouse and keyboard eve
60、nts, which occur when a user interacts with your Flash application via the mouse and keyboard; clip events, which occur within movie clips; and frame events, which occur within frames on the Timeline. </p><p&g
61、t; Mouse and keyboard events</p><p> A user interacting with your Flash movie or application triggers mouse and keyboard events. For example, when the user rolls over a button, the on (rollOver) event occu
62、rs; when a button is clicked, the on (press) event occurs; if a key on the keyboard is pressed, the on (keyPress) event occurs. You can attach scripts to handle these events and add all the interactivity you desire. <
63、/p><p> Clip events</p><p> Within a movie clip, you may react to a number of clip events that are triggered when the user enters or exits the scene or interacts with the scene using the mouse or
64、 keyboard. You might, for example, load an external SWF file or JPG image into the movie clip when the user enters the scene, or allow the user’s mouse movements to reposition elements in the scene. </p><p>
65、 Frame events</p><p> On a main or movie clip Timeline, a system event occurs when the playhead enters a keyframe—this is known as a frame event. Frame events are useful for triggering actions based on the
66、 passage of time (moving through the Timeline) or for interacting with elements that are currently visible on the stage. When you add a script to a keyframe, it is executed when the keyframe is reached during playback. A
67、 script attached to a frame is called a frame script. </p><p> One of the most common uses of frame scripts is to stop the playback when a certain keyframe is reached. This is done with the stop() function.
68、 You select a keyframe and then add the stop() function as a script element in the Actions panel.</p><p> Once you’ve stopped the movie at a certain keyframe, you need to take some action. You could, for ex
69、ample, use a frame script to dynamically update the value of a label, to manage the interaction of elements on the stage, and so on. For more information, see Chapter 5, “Handling Events,” on page #.</p><p>
70、 Organizing ActionScript code</p><p> You may attach scripts to keyframes and to object instances (movie clips, buttons, and other symbols). However, if your ActionScript code is scattered over many keyfra
71、mes and object instances, debugging your application will be much more difficult. It will also be impossible to share your code between different Flash applications. Therefore, it’s important to follow best practices for
72、 coding when you create ActionScript in Flash. </p><p> Rather than attaching your scripts to elements like keyframes, movie clips, and buttons, you should respond to events by calling functions that reside
73、 in a central location. One method is to attach embedded ActionScript to the first or second frame of the Timeline whenever possible so you don’t have to search through the FLA file to find all your code. A common practi
74、ce is to create a layer called actions and place your ActionScript code there. </p><p> When you attach all your scripts to individual elements, you’re embedding all your code in the FLA file. If sharing yo
75、ur code between other Flash applications is important to you, use the Script window or your favorite text editor to create an external ActionScript (AS) file. </p><p> By creating an external file, you make
76、 your code more modular and well organized. As your project grows, this convenience becomes much more useful than you might imagine. An external file aids debugging and also source control management if you’re working on
77、 a project with other developers.</p><p> To use the ActionScript code contained in an external AS file, you create a script within the FLA file and then use the #include statement to access the code you’ve
78、 stored externally, as shown in the following example:</p><p> #include "../core/Functions.as"</p><p> You can also use ActionScript 2.0 to create custom classes. You must store cust
79、om classes in external AS files and use import statements in a script to get the classes exported into the SWF file, instead of using #include statements. You can also use components to share code and functionality.
80、 </p><p> Note: ActionScript code in external files is compiled into a SWF file when you publish, export, test, or debug a FLA file. Therefore, if you make any changes to an external file, you must save the
81、 file and recompile any FLA files that use it. </p><p> When you write ActionScript in Flash 8, you use the Actions panel, the Script window, or both. When you use the Actions panel or Script window is dict
82、ated by how you respond to events, how you organize your code, and, most importantly, coding best practices. </p><p> About writing scripts to handle events</p><p> Events can be categorized i
83、nto two major groups: those that occur on the Timeline (in keyframes) and those that occur on object instances (move clips, buttons, and other symbols). The interactivity of your Flash movie or application can be scatter
84、ed over the many elements in your project, and you may be tempted to add scripts directly to these elements. However, Macromedia recommends that you do not add scripts directly to these elements (keyframes and objects).
85、Instead, you should respond to ev</p><p> Using the Actions panel and Script window</p><p> To create scripts that are part of your document, you enter ActionScript directly into the Actions p
86、anel. To create external scripts, you can use the Script window (File > New > ActionScript File) or your preferred text editor. </p><p> When you use the Actions panel or Script window, you are using
87、the ActionScript editor. Both the Actions panel and Script window have the Script pane (which is where you use the ActionScript editor) and the Actions toolbox. However, the Actions panel, and the Flash authoring environ
88、ment in general, offer a few more code-assistance features than the Script window. Flash offers these features in the Actions panel because they are especially useful in the context of editing ActionScript within a FL<
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