ActionScript 3.0 in Flash Professional CS5 Essential Training
Illustration by John Hersey

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Video: Showing a Win screen

Once a game is finished, we will show a screen indicating the game has been won. This screen is inside of a movie clip that I called 'win.' So if you look at the Properties panel you see it's just win, all lowercase, and there's really nothing special to it. There is a button in there, but the interactivity is all going to be on the whole movie clip, and not just on that button. So I am not going to go inside the movie clip for now. So if you don't have the exercise files, you can just put anything you want inside of a movie clip.
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  1. 3m 22s
    1. Welcome
      1m 23s
    2. Using the exercise files
      1m 17s
    3. Using the function keys
  2. 23m 38s
    1. Adjusting preferences for ActionScript fonts, colors, and formatting
      3m 25s
    2. Changing Flash Player and ActionScript versions in the Publish settings
      1m 35s
    3. Reading and solving errors through the Compiler Errors window
      2m 49s
    4. Using the Actions panel buttons to add and remove comments
      2m 33s
    5. Using the Actions panel to format code
      1m 49s
    6. Using the Actions panel Toolbox
      2m 4s
    7. Seldom-used but helpful functions of the Actions panel
      3m 14s
    8. Understanding code hinting
      2m 3s
    9. Reviewing the Code Snippets panel
      3m 7s
    10. Using help
  3. 45m 50s
    1. Understanding how ActionScript 3.0 code is processed in the Flash Player
      3m 22s
    2. Understanding variables
      4m 56s
    3. Understanding functions
      9m 1s
    4. Understanding events and event listeners
      5m 47s
    5. Working with conditional statements
      9m 49s
    6. Creating arrays and vectors
      6m 50s
    7. Using the For command to create a loop
      6m 5s
  4. 49m 9s
    1. Reviewing the display list
      3m 0s
    2. Understanding instances referenced through ActionScript
      2m 27s
    3. Using dot syntax to modify properties in an instance
      3m 25s
    4. Placing objects at the center of the stage
      4m 2s
    5. Placing objects at the edges of the stage
      5m 53s
    6. Using the methods of an instance
      3m 44s
    7. Accessing the parents, children, and grandchildren of objects
      5m 50s
    8. Creating instances from Library movie clips using ActionScript
      4m 23s
    9. Adding objects to the stage and changing parents with the addChild method
      5m 45s
    10. Removing objects from the stage with the removeChild method
      4m 17s
    11. Using the numChildren property to loop through a container's child objects
      3m 17s
    12. Using the getChildByName method
      3m 6s
  5. 56m 20s
    1. Understanding timelines
      4m 15s
    2. Using common timeline navigation methods
      5m 34s
    3. Using the currentFrame and totalFrames properties
      8m 2s
    4. Controlling the timeline of an instance
      6m 41s
    5. Detecting and navigating frame labels with ActionScript
      7m 57s
    6. Solving problems when timelines and ActionScript animation collide
      4m 16s
    7. Condensing a multi-frame timeline into one frame
      8m 33s
    8. Creating a simple slide presentation app in the timeline
      7m 51s
    9. Using one event handler with multiple buttons
      3m 11s
  6. 36m 5s
    1. Creating a class using Flash templates
      4m 43s
    2. Setting a document class
      6m 51s
    3. Preparing a class to be connected to a symbol
      4m 31s
    4. Using the Symbol Properties menu to connect a symbol to a class
      4m 55s
    5. Resolving problems with instances in a linked class
      7m 53s
    6. Understanding packages
      3m 17s
    7. Working with ActionScript source paths
      3m 55s
  7. 44m 32s
    1. Viewing the finished game
    2. Viewing the FLA file
      2m 9s
    3. Creating the DragDrop and Map classes
      2m 51s
    4. Linking the draggable class to Library symbols
      2m 47s
    5. Adding drag-and-drop functionality
      3m 38s
    6. Saving and resetting an object's position
      3m 33s
    7. Giving a target drop object to the draggable objects
      13m 16s
    8. Showing a Win screen
      7m 3s
    9. Resetting the game
      8m 24s
  8. 29m 6s
    1. Loading bitmap images from the Library
      4m 6s
    2. Loading bitmap images from external files
      5m 22s
    3. Adding mouse functionality to bitmap images
      3m 31s
    4. Using a loop to load multiple images
      6m 14s
    5. Creating a simple slideshow
      8m 37s
    6. Using Flash Player 10 color management
      1m 16s
  9. 27m 13s
    1. Loading an external SWF
      4m 14s
    2. Running ActionScript code in an external SWF from its parent
      5m 30s
    3. Running parent code in a child SWF
      5m 7s
    4. Creating a timeline-based preloader to load an external SWF file
      5m 3s
    5. Displaying playback progress of a loaded SWF file
      7m 19s
  10. 40m 10s
    1. Creating plain text files
      2m 8s
    2. Loading text from an external text file
      6m 26s
    3. Loading multiple text files
      6m 43s
    4. Rendering simple HTML in a text field
      5m 51s
    5. Creating a scroll bar for a text field
      5m 29s
    6. Scrolling a text field
      4m 59s
    7. Scrolling movie clips and other objects using masks
      5m 42s
    8. Modifying TLF text properties through ActionScript
      2m 52s
  11. 23m 40s
    1. Reviewing XML and E4X syntax
      3m 29s
    2. Loading an XML file
      3m 26s
    3. Using dot syntax to access XML data
      4m 2s
    4. Using XML data to populate a DataGrid component
      7m 4s
    5. Using XML data to load image files
      5m 39s
  12. 23m 33s
    1. Loading audio from the Library
      1m 41s
    2. Loading audio from external files
      3m 41s
    3. Playing, pausing, and stopping sounds
      5m 39s
    4. Muting all audio with the SoundMixer.stopAll method
      1m 28s
    5. Tracking load progress
      2m 38s
    6. Displaying sound position
      5m 5s
    7. Adjusting volume
      3m 21s
  13. 19m 54s
    1. Touring the FLA file
      5m 57s
    2. Controlling video playing and pausing with ActionScript
      1m 56s
    3. Working with ActionScript cue points to add closed captioning
      3m 35s
    4. Displaying video playback position
      3m 44s
    5. Adjusting video volume
      4m 42s
  14. 5m 32s
    1. Using new code snippets for AIR and mobile
      1m 13s
    2. Viewing the new code snippets HUD
      1m 17s
    3. Loading assets with the new ProLoader class
      1m 8s
    4. Understanding Flash Player premium features
      1m 54s
  15. 16s
    1. Goodbye

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Watch the Online Video Course ActionScript 3.0 in Flash Professional CS5 Essential Training
7h 8m Beginner Oct 21, 2010 Updated May 23, 2012

Viewers: in countries Watching now:

In ActionScript 3.0 in Flash Professional CS5 Essential Training, Todd Perkins shows Flash designers how to incorporate ActionScript code into their projects and create interactive presentations and applications. The course includes a review of ActionScript language basics and the object-oriented programming (OOP) methodology, a tour of those Flash Professional CS5 features designed for developers, such as code hinting and the Code Snippets panel, and instructions on interacting with objects in the Library and placing code on the Timeline. Exercise files are included with the course.

Topics include:
  • Understanding the building blocks of ActionScript
  • Working with the display list
  • Using dot syntax
  • Navigating the Timeline
  • Creating document classes
  • Linking classes to Library objects
  • Adding drag/drop functionality to objects
  • Creating a slide show
  • Loading and running code in an external SWF
  • Working with text
  • Accessing XML data
  • Playing audio and video with ActionScript
Developer Web
ActionScript Flash Professional
Todd Perkins

Showing a Win screen

Once a game is finished, we will show a screen indicating the game has been won. This screen is inside of a movie clip that I called 'win.' So if you look at the Properties panel you see it's just win, all lowercase, and there's really nothing special to it. There is a button in there, but the interactivity is all going to be on the whole movie clip, and not just on that button. So I am not going to go inside the movie clip for now. So if you don't have the exercise files, you can just put anything you want inside of a movie clip.

But it should take up the full width and height of the stage. So let's go over to In here, we will create some new properties under the dragdrops property. Create one called numOfMatches, capital O, capital M. This is going to represent how many matches the person got when they are playing the game. And so we will use that to count against the number of items inside of the dragdrops Array.

So if they have a number of matches that is the same as the total number of objects in the dragdrops array, that means they dropped everything in the right spot. So in that case, they have won the game, so we want to show the winning screen. So let's datatype this to a uint, and we will set it equal to zero. Then we will cerate a variable or property called speed right under that. That's going to be a number. I will give that a default value of 25.

Now speed is going to represent how fast the win screen comes up, because we are going to have it animate using ActionScript. Now scroll down to the match function. In here, type numOfMatches, capital O capital M, plus, plus. Remember, the plus plus operator increments a value by one. So it adds one to the current value of it. So each time it get a match, we are going to add to the value of numOfMatches.

And just like you would expect, minus minus decrements a value by one. So it takes one away from the current value. But for now, we just need the plus plus operator. So go to the next line of code and create an if statement, and here we are going to check to see if they won the game. So they won the game when numOfMatches is equal to the total objects inside of the dragdrops array. So inside the parentheses here, we will type numOfMatches, capital O, capital M, space, equals, equals, space.

Remember that two equal signs means 'is equal to.' That's the comparison operator that you use when you are using an if statement - different from the single equal sign which is used to set a value in ActionScript. So then type dragdrops.length. That signifies the amount of items that are inside of the dragdrops array, which is every drag-and-dropable object. So when we have a match for every drag- and-dropable object, then we won the game. So we are going to put the winning code right in this if statement here.

So type win.addEventListener, capital E, capital L, put in some parenthesis and a semicolon, and here I am going to type Event, capital E .ENTER_FRAME all caps. This is going to run with every frame of the movie. So it's going to run 24, 30, 60 times a second, depending on your frame rate. So comma and space, and then we'll run a method called winGame, capital G, so we will define that method right now.

Right below the Match method, create a new method. This time we can just type function, we don't have to type the word 'public.' So we will call it winGame, capital G, and in the parentheses, that will receive an event with the datatype of Event. Notice this parameter is blue saying it is a built-in key word in Flash, but I am using it anyway as my custom parameter, and in this case, it's actually okay. You will notice that if you had a code snippet that has an event handler, Flash will actually use this word Event.

So if you don't like that, you can just simply type evt, but personally I mostly use the word event here, so your call. Colon, void, and some curly braces, and here we are going to have the win movie clip animate. So we will type win.y -= speed; so each frame, the win movie clip is going to move up - that's what the minus says. Remember, the top edge of the stage is the 0,0 position.

That's going to move about 25 pixels per frame. So that's how it's going to animate. Then what we are going to do is wait until the win movie clip gets all the way to the top of the stage, and then stop it. So type if and some parenthesis and some curly braces. We are going to check to see if the win object's position is less than or equal to zero. So if win.y is less than, so less than sign, or equal to, so equal sign 0, then we are going to set its position to zero.

So win.y = 0, and then we are going to stop running that inter-frame command. Just remember that takes up a lot of memory running a command in multiple times per second. So let's just highlight win.addEventListener(Event.ENTER_FRAME and copy it with Command+C or Ctrl+C. And right below where we set win's y position to 0, we will paste that code and then change 'add' in addEventListener to 'remove.' So we are going to take away that EventListener.

So we are just disabling that block of code, so winGame won't continue to run after the win movie clip is in the top position. All right, so let's see this in action. But remember, before you test it, you need to save the ActionScript, or else it won't work. File > Save and then test the movie and then put all the objects in the right place. So this goes here. Look at that.

All right, now there is the good job screen. You can click it and nothing happens. There we go. We successfully detected whether the player won the game. So remember, if you ever want to animate object vertically, you can add an inter-frame listener, but just make sure to remove it once the object is in place.

Find answers to the most frequently asked questions about ActionScript 3.0 in Flash Professional CS5 Essential Training .

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Q: Will the exercise files for this course work with Flash CS6?
A: Yes, the code should work fine. The language has not changed since CS5.
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