Flash Lite 2.x and 3.x ActionScript Language Reference

Flash Lite 2.x and 3.x ActionScript Language Reference
ADOBE® FLASH® LITE™ 2.x and 3.x
Adobe® ActionScript® Language Reference
© 2010 Adobe Systems Incorporated. All rights reserved.
Copyright
Adobe® Flash® Lite® 2.x and 3.x ActionScript® Language Reference
This Language Reference is licensed for use under the terms of the Creative Commons Attribution Non-Commercial 3.0 License. This License allows users to
copy, distribute, and transmit the user guide for noncommercial purposes only so long as (1) proper attribution to Adobe is given as the owner of the guide; and
(2) any reuse or distribution of the guide contains a notice that use of the user guide is governed by these terms. The best way to provide notice is to include the
following link. To view a copy of this license, visit http://creativecommons.org/licenses/by-nc-sa/3.0/
Adobe, the Adobe logo, ActionScript, Flash, and Flash Lite are either registered trademarks or trademarks of Adobe Systems Incorporated in the United States
and/or other countries. Windows, Windows NT, and Windows Vista are either registered trademarks or trademarks of Microsoft Corporation in the United
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Adobe Systems Incorporated, 345 Park Avenue, San Jose, California 95110, USA.
Last updated 12/20/2010
iii
Contents
Chapter 1: ActionScript language elements
Compiler directives . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1
Constants
............................................................................................................. 4
Global functions
....................................................................................................... 8
Global properties
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 55
Operators
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 71
Statements
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 122
fscommand2 commands
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 160
Chapter 2: ActionScript classes
arguments . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 178
Array
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 179
BitmapData (flash.display.BitmapData)
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 197
Boolean
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 218
Button
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 220
capabilities (System.capabilities)
Color
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 241
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 259
ColorTransform (flash.geom.ColorTransform)
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 263
Date
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 276
Error
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 302
ExtendedKey
Function
Key
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 306
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 310
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 313
LoadVars
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 325
LocalConnection
Math
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 335
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 348
Matrix (flash.geom.Matrix)
Mouse
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 362
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 382
MovieClip
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 388
MovieClipLoader
NetConnection
NetStream
Number
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 459
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 472
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 474
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 488
Object
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 493
Point (flash.geom.Point)
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 508
Rectangle (flash.geom.Rectangle)
Security (System.security)
Selection
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 517
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 538
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 542
SharedObject
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 549
Sound
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 560
Stage
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 579
String
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 584
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FLASH LITE 2.X AND 3.X ACTIONSCRIPT LANGUAGE REFERENCE
Contents
System
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 597
TextField
TextFormat
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 599
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 639
Transform (flash.geom.Transform)
Video
XML
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 652
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 659
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 665
XMLNode
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 683
XMLSocket
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 699
Chapter 3: Deprecated ActionScript
Deprecated Function summary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 707
Deprecated Property summary
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 708
Deprecated Operator summary
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 709
Chapter 4: Unsupported ActionScript
Unsupported Classes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 710
Unsupported Methods
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 710
Unsupported Properties
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 710
Unsupported Global Functions
Unsupported Event Handlers
Unsupported fscommands
Index
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 710
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 711
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 711
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 712
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1
Chapter 1: ActionScript language elements
This section provides syntax, usage information, and code samples for global functions and properties (those elements
that do not belong to an ActionScript class); compiler directives; and for the constants, operators, statements, and
keywords used in ActionScript and defined in the ECMAScript (ECMA-262) edition 4 draft language specification.
Compiler directives
This section contains the directives to include in your ActionScript file to direct the compiler to preprocess certain
instructions.
Compiler directives summary
Directive
Description
#endinitclip
Compiler directive; indicates the end of a block of initialization actions.
#include
Compiler directive; includes the contents of the specified file, as if the commands in
the file are part of the calling script.
#initclip
Compiler directive; indicates the beginning of a block of initialization actions.
#endinitclip directive
#endinitclip
Compiler directive; indicates the end of a block of initialization actions.
Availability
Flash Lite™ 2.0
Example
#initclip
...initialization actions go here...
#endinitclip
#include directive
#include "[path]filename.as"
Note: Do not place a semicolon (;) at the end of the line that contains the #include statement.
Compiler directive; includes the contents of the specified file, as if the commands in the file are part of the calling script.
The #include directive is invoked at compile time. Therefore, if you make any changes to an external file, you must
save the file and recompile any FLA files that use it.
If you use the Check Syntax button for a script that contains #include statements, the syntax of the included files is
also checked.
You can use #include in FLA files and in external script files, but not in ActionScript 2.0 class files.
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FLASH LITE 2.X AND 3.X ACTIONSCRIPT LANGUAGE REFERENCE
ActionScript language elements
You can specify no path, a relative path, or an absolute path for the file to be included. If you don't specify a path, the
AS file must be in one of the following locations:
• The same directory as the FLA file. The same directory as the script containing the #include statement
• The global Include directory, which is one of the following:
Windows® 2000 or Windows XP: C:\Documents and Settings\user \Local
Settings\ Application Data\Adobe\Flash 10\language\Configuration\Include
Windows Vista®: C:\Users\user \Local Settings\ Application Data\Adobe\Flash 8\language\Configuration\Include
Macintosh® OS X: Hard Drive/Users/Library/Application Support/Adobe/Flash
10/language/Configuration/Include
• The Flash program\language\First Run\Include directory; if you save a file here, it is copied to the global Include
directory the next time you start Flash®.
To specify a relative path for the AS file, use a single dot (.) to indicate the current directory, two dots (..) to indicate
a parent directory, and forward slashes (/) to indicate subdirectories. See the following example section.
To specify an absolute path for the AS file, use the format supported by your platform (Macintosh or Windows). See
the following example section. (This usage is not recommended because it requires the directory structure to be the
same on any computer that you use to compile the script.)
Note: If you place files in the First Run/Include directory or in the global Include directory, back up these files. If you ever
need to uninstall and reinstall Flash, these directories might be deleted and overwritten.
Availability
Flash Lite 2.0
Parameters
[path]filename.as - filename.as The filename and optional path for the script to add to the Actions panel or to
the current script; .as is the recommended filename extension.
Example
The following examples show various ways of specifying a path for a file to be included in your script:
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FLASH LITE 2.X AND 3.X ACTIONSCRIPT LANGUAGE REFERENCE
ActionScript language elements
// Note that #include statements do not end with a semicolon (;)
// AS file is in same directory as FLA file or script
// or is in the global Include directory or the First Run/Include directory
#include "init_script.as"
// AS file is in a subdirectory of one of the above directories
// The subdirectory is named "FLA_includes"
#include "FLA_includes/init_script.as"
// AS file is in a subdirectory of the script file directory
// The subdirectory is named "SCRIPT_includes"
#include "SCRIPT_includes/init_script.as"
// AS file is in a directory at the same level as one of the above directories
// AS file is in a directory at the same level as the directory
// that contains the script file
// The directory is named "ALL_includes"
#include "../ALL_includes/init_script.as"
// AS file is specified by an absolute path in Windows
// Note use of forward slashes, not backslashes
#include "C:/Flash_scripts/init_script.as"
// AS file is specified by an absolute path on Macintosh
#include "Mac HD:Flash_scripts:init_script.as"
#initclip directive
#initclip order
Note: Do not place a semicolon (;) at the end of the line that contains the #initclip statement.
Compiler directive; indicates the beginning of a block of initialization actions. When multiple clips are initialized at
the same time, you can use the order parameter to specify which initialization occurs first. Initialization actions
execute when a movie clip symbol is defined. If the movie clip is an exported symbol, the initialization actions execute
before the actions on Frame 1 of the SWF file. Otherwise, they execute immediately before the frame actions of the
frame that contains the first instance of the associated movie clip symbol.
Initialization actions execute only once when a SWF file plays; use them for one-time initializations, such as class
definition and registration.
Availability
Flash Lite 2.0
Parameters
order - A non-negative integer that specifies the execution order of blocks of #initclip code. This is an optional
parameter. You must specify the value by using an integer literal (only decimal—not hexadecimal—values are
allowed), and not by using a variable. If you include multiple #initclip blocks in a single movie clip symbol, then the
compiler uses the last order value specified in that movie clip symbol for all #initclip blocks in that symbol.
Example
In the following example, ActionScript is placed on Frame 1 inside a movie clip instance. A variables.txt text file is
placed in the same directory.
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FLASH LITE 2.X AND 3.X ACTIONSCRIPT LANGUAGE REFERENCE
ActionScript language elements
#initclip
trace("initializing app");
var variables:LoadVars = new LoadVars();
variables.load("variables.txt");
variables.onLoad = function(success:Boolean) {
trace("variables loaded:"+success);
if (success) {
for (i in variables) {
trace("variables."+i+" = "+variables[i]);
}
}
};
#endinitclip
Constants
A constant is a variable used to represent a property whose value never changes. This section describes global constants
that are available to every script.
Constants summary
Modifiers
Constant
Description
false
A unique Boolean value that represents the opposite of true.
Infinity
Specifies the IEEE-754 value representing positive infinity.
-Infinity
Specifies the IEEE-754 value representing negative infinity.
NaN
A predefined variable with the IEEE-754 value for NaN (not a
number).
newline
Inserts a carriage return character (\r) that generates a blank
line in text output generated by your code.
null
A special value that can be assigned to variables or returned by
a function if no data was provided.
true
A unique Boolean value that represents the opposite of
false.
undefined
A special value, usually used to indicate that a variable has not
yet been assigned a value.
false constant
A unique Boolean value that represents the opposite of true.
When automatic data typing converts false to a number, it becomes 0; when it converts false to a string, it becomes
"false".
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Availability
Flash Lite 1.1
Example
This example shows how automatic data typing converts false to a number and to a string:
var bool1:Boolean = Boolean(false);
// converts it to the number 0
trace(1 + bool1); // outputs 1
// converts it to a string
trace("String: " + bool1); // outputs String: false
Infinity constant
Specifies the IEEE-754 value representing positive infinity. The value of this constant is the same as
Number.POSITIVE_INFINITY.
Availability
Flash Lite 2.0
See also
POSITIVE_INFINITY (Number.POSITIVE_INFINITY property)
-Infinity constant
Specifies the IEEE-754 value representing negative infinity. The value of this constant is the same as
Number.NEGATIVE_INFINITY.
Availability
Flash Lite 2.0
See also
NEGATIVE_INFINITY (Number.NEGATIVE_INFINITY property)
NaN constant
A predefined variable with the IEEE-754 value for NaN (not a number). To determine if a number is NaN, use
isNaN().
Availability
Flash Lite 1.1
See also
isNaN function, NaN (Number.NaN property)
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newline constant
Inserts a carriage return character (\r) that generates a blank line in text output generated by your code. Use newline
to make space for information that is retrieved by a function or statement in your code.
Availability
Flash Lite 1.1
Example
The following example shows how newline displays output from the trace() statement on multiple lines.
var myName:String = "Lisa", myAge:Number = 30;
trace(myName+myAge);
trace("-----");
trace(myName+newline+myAge);
// output:
Lisa30
----Lisa
30
See also
trace function
null constant
A special value that can be assigned to variables or returned by a function if no data was provided. You can use null
to represent values that are missing or that do not have a defined data type.
Availability
Flash Lite 1.1
Example
In a numeric context, null evaluates to 0. Equality tests can be performed with null. In this statement, a binary tree
node has no left child, so the field for its left child could be set to null.
if (tree.left == null) {
tree.left = new TreeNode();
}
true constant
A unique Boolean value that represents the opposite of false. When automatic data typing converts true to a
number, it becomes 1; when it converts true to a string, it becomes "true".
Availability
Flash Lite 1.1
Example
The following example shows the use of true in an if statement:
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var shouldExecute:Boolean;
// ...
// code that sets shouldExecute to either true or false goes here
// shouldExecute is set to true for this example:
shouldExecute = true;
if (shouldExecute == true) {
trace("your statements here");
}
//
//
//
//
true is also implied, so the if statement could also be written:
if (shouldExecute) {
trace("your statements here");
}
The following example shows how automatic data typing converts true to the number 1:
var myNum:Number;
myNum = 1 + true;
trace(myNum); // output: 2
See also
false constant, Boolean
undefined constant
A special value, usually used to indicate that a variable has not yet been assigned a value. A reference to an undefined
value returns the special value undefined. The ActionScript code typeof(undefined) returns the string
"undefined". The only value of type undefined is undefined.
In files published for Flash Player 6 or earlier, the value of String(undefined) is "" (an empty string). In files
published for Flash Player 7 or later, the value of String(undefined) is "undefined" (undefined is converted to a
string).
In files published for Flash Player 6 or earlier, the value of Number(undefined) is 0. In files published for Flash Player
7 or later, the value of Number(undefined) is NaN.
The value undefined is similar to the special value null. When null and undefined are compared with the equality
(==) operator, they compare as equal. However, when null and undefined are compared with the strict equality (===)
operator, they compare as not equal.
Availability
Flash Lite 1.1
Example
In the following example, the variable x has not been declared and therefore has the value undefined.
In the first section of code, the equality operator (==) compares the value of x to the value undefined, and the
appropriate result is sent to the Output panel. In the first section of code, the equality operator (==) compares the value
of x to the value undefined, and the appropriate result is sent to the log file.
In the second section of code, the equality (==) operator compares the values null and undefined.
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// x has not been declared
trace("The value of x is "+x);
if (x == undefined) {
trace("x is undefined");
} else {
trace("x is not undefined");
}
trace("typeof (x) is "+typeof (x));
if (null == undefined) {
trace("null and undefined are equal");
} else {
trace("null and undefined are not equal");
}
The following result is displayed in the Output panel.
The value of x is undefined
x is undefined
typeof (x) is undefined
null and undefined are equal
Global functions
This section contains a set of built-in functions that are available in any part of a SWF file where ActionScript is used.
These global functions cover a wide variety of common programming tasks such as working with data types
(Boolean(), int(), and so on), producing debugging information (trace()), and communicating with Flash Player
or the browser (fscommand()).
Global functions summary
Modifiers
Signature
Description
Array([numElements],
Creates a new, empty array or converts specified elements to an
array.
[elementN]) : Array
Boolean(expression:Obje
ct) : Boolean
call(frame:Object)
Converts the parameter expression to a Boolean value and
returns true or false.
Deprecated since Flash Player 5. This action was deprecated in
favor of the function statement.
Executes the script in the called frame without moving the
playhead to that frame.
chr(number:Number) :
String
Deprecated since Flash Player 5. This function was deprecated in
favor of String.fromCharCode().
Converts ASCII code numbers to characters.
clearInterval(intervalID:N
Cancels an interval created by a call to setInterval().
umber)
duplicateMovieClip(target:
Creates an instance of a movie clip while the SWF file is playing.
Object, newname:String,
depth:Number)
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Modifiers
Signature
Description
escape(expression:Strin
g) : String
Converts the parameter to a string and encodes it in a URLencoded format, where all nonalphanumeric characters are
replaced with % hexadecimal sequences.
eval(expression:Object)
Accesses variables, properties, objects, or movie clips by name.
: Object
fscommand(command:Stri
ng, parameters:String)
Lets a SWF file communicate with the Flash Lite player or the
environment for a mobile device (such as an operating system).
fscommand2(command:Stri Lets the SWF file communicate with the Flash Lite player or a host
ng, parameters:String) application on a mobile device.
getProperty(my_mc:Object
, property:Object) :
Object
Deprecated since Flash Player 5. This function was deprecated in
favor of the dot syntax, which was introduced in Flash Player 5.
Returns the value of the specified property for the movie clip
my_mc.
getTimer() : Number
Returns the number of milliseconds that have elapsed since the
SWF file started playing.
getURL(url:String,
Loads a document from a specific URL into a window or passes
variables to another application at a defined URL.
[window:String],
[method:String])
getVersion() : String
Returns a string containing Flash Player version and platform
information.
gotoAndPlay([scene:Strin Sends the playhead to the specified frame in a scene and plays
g], frame:Object)
from that frame.
gotoAndStop([scene:Stri
Sends the playhead to the specified frame in a scene and stops it.
ng], frame:Object)
ifFrameLoaded([scene:Str
ing], frame:Object,
statement(s):Object)
Deprecated since Flash Player 5. This function has been
deprecated. Adobe recommends that you use the
MovieClip._framesloaded property.
Checks whether the contents of a specific frame are available
locally.
int(value:Number) :
Number
Deprecated since Flash Player 5. This function was deprecated in
favor of Math.round().
Converts a decimal number to an integer value by truncating the
decimal value.
isFinite(expression:Objec
t) : Boolean
isNaN(expression:Object
) : Boolean
length(expression:Strin
g, variable:Object) :
Number
Evaluates expression and returns true if it is a finite number or
false if it is infinity or negative infinity.
Evaluates the parameter and returns true if the value is NaN (not
a number).
Deprecated since Flash Player 5. This function, along with all the
string functions, has been deprecated. Adobe recommends that
you use the methods of the String class and the String.length
property to perform the same operations.
Returns the length of the specified string or variable.
loadMovie(url:String,
target:Object,
[method:String])
Loads a SWF or JPEG file into Flash Player while the original SWF
file plays.
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Modifiers
Signature
Description
loadMovieNum(url:String Loads a SWF or JPEG file into a level in Flash Player while the
, level:Number,
originally loaded SWF file plays.
[method:String])
loadVariables(url:String,
target:Object,
[method:String])
Reads data from an external file, such as a text file or text
generated by ColdFusion, a CGI script, Active Server Pages (ASP),
PHP, or Perl script, and sets the values for variables in a target
movie clip.
loadVariablesNum(url:Stri Reads data from an external file, such as a text file or text
ng, level:Number,
generated by a ColdFusion, CGI script, ASP, PHP, or Perl script, and
[method:String])
sets the values for variables in a Flash Player level.
mbchr(number:Number)
Deprecated since Flash Player 5. This function was deprecated in
favor of the String.fromCharCode() method.
Converts an ASCII code number to a multibyte character.
mblength(string:String)
: Number
Deprecated since Flash Player 5. This function was deprecated in
favor of the String.length property.
Returns the length of the multibyte character string.
mbord(character:String
) : Number
Deprecated since Flash Player 5. This function was deprecated in
favor of String.charCodeAt() method.
Converts the specified character to a multibyte number.
mbsubstring(value:String Deprecated since Flash Player 5. This function was deprecated in
, index:Number,
favor of String.substr() method.
count:Number) : String
Extracts a new multibyte character string from a multibyte
character string.
nextFrame()
Sends the playhead to the next frame.
nextScene()
Sends the playhead to Frame 1 of the next scene.
Number(expression:Obje
Converts the parameter expression to a number.
ct) : Number
Object([value:Object]) :
Object
Creates a new empty object or converts the specified number,
string, or Boolean value to an object.
on(mouseEvent:Object)
Specifies the mouse event or keypress that triggers an action.
onClipEvent(movieEvent:O
Triggers actions defined for a specific instance of a movie clip.
bject)
ord(character:String) :
Number
Deprecated since Flash Player 5. This function was deprecated in
favor of the methods and properties of the String class.
Converts characters to ASCII code numbers.
parseFloat(string:String) Converts a string to a floating-point number.
: Number
parseInt(expression:Stri
Converts a string to an integer.
ng, [radix:Number]) :
Number
play()
Moves the playhead forward in the Timeline.
prevFrame()
Sends the playhead to the previous frame.
prevScene()
Sends the playhead to Frame 1 of the previous scene.
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Modifiers
Signature
Description
random(value:Number) :
Deprecated since Flash Player 5. This function was deprecated in
favor of Math.random().
Number
Returns a random integer between 0 and one less than the
integer specified in the value parameter.
removeMovieClip(target:O
Deletes the specified movie clip.
bject)
setInterval(functionName:O Calls a function or a method or an object at periodic intervals
bject, interval:Number, while a SWF file plays.
[param:Object],
objectName:Object,
methodName:String) :
Number
setProperty(target:Object Changes a property value of a movie clip as the movie clip plays.
, property:Object,
expression:Object)
startDrag(target:Object,
Makes the target movie clip draggable while the movie plays.
[lock:Boolean],
[left,top,right,bottom
:Number])
stop()
Stops the SWF file that is currently playing.
stopAllSounds()
Stops all sounds currently playing in a SWF file without stopping
the playhead.
stopDrag()
Stops the current drag operation.
String(expression:Object
Returns a string representation of the specified parameter.
) : String
substring(string:String,
index:Number,
count:Number) : String
targetPath(targetObject:
Object) : String
tellTarget(target:String,
statement(s):Object)
Deprecated since Flash Player 5. This function was deprecated in
favor of String.substr().
Extracts part of a string.
Returns a string containing the target path of
movieClipObject.
Deprecated since Flash Player 5. Adobe recommends that you
use dot (.) notation and the with statement.
Applies the instructions specified in the statements parameter
to the Timeline specified in the target parameter.
toggleHighQuality()
Deprecated since Flash Player 5. This function was deprecated in
favor of _quality.
Turns anti-aliasing on and off in Flash Player.
trace(expression:Object) Evaluates the expression and outputs the result.
unescape(string:String)
: String
unloadMovie(target)
Evaluates the parameter x as a string, decodes the string from
URL-encoded format (converting all hexadecimal sequences to
ASCII characters), and returns the string.
Removes a movie clip that was loaded by means of
loadMovie() from Flash Player.
unloadMovieNum(level:Nu Removes a SWF or image that was loaded by means of
mber)
loadMovieNum() from Flash Player.
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Array function
Array(): Array Array(numElements:Number): Array Array( [element0:Object [, element1, element2,
...elementN] ]) : Array
Creates a new array of length zero or more, or an array populated by a list of specified elements, possibly of different
data types.
Lets you create one of the following:
• an empty array
• an array with a specific length but whose elements have undefined values
• an array whose elements have specific values.
Using this function is similar to creating an array with the Array constructor (see "Constructor for the Array class").
You can pass a number (numElements) or a list of elements comprising one or more different types (element0,
element1, ..., elementN).
Parameters that can accept more than one data type are listed as in the signature as type Object.
Availability
Flash Lite 2.0
Parameters
numElements [optional] - A positive integer that specifies the number of elements in the array. You can specify either
numElements or the list of elements, not both.
elementN [optional] - one or more parameters, element0, element1, ... , elementN, the values of which can be of any
type. Parameters that can accept more than one data type are listed as type Object. You can specify either
numElements or the list of elements, not both.
Returns
Array - An array.
Example
var myArray:Array = Array();
myArray.push(12);
trace(myArray); //traces 12
myArray[4] = 7;
trace(myArray); //traces 12,undefined,undefined,undefined,7
Usage 2: The following example creates an array of length 4 but with no elements defined:
var myArray:Array = Array(4);
trace(myArray.length); // traces 4
trace(myArray); // traces undefined,undefined,undefined,undefined
Usage 3: The following example creates an array with three defined elements:
var myArray:Array = Array("firstElement", "secondElement", "thirdElement");
trace (myArray); // traces firstElement,secondElement,thirdElement
Note: Unlike the Array class constructor, the Array() function does not use the keyword new.
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See also
Array
Boolean function
Boolean(expression:Object) : Boolean
Converts the parameter expression to a Boolean value and returns a value as described in the following list:
• If expression is a Boolean value, the return value is expression.
• If expression is a number, the return value is true if the number is not zero; otherwise the return value is false.
If expression is a string, the return value is as follows:
• In files published for Flash Player 6 or earlier, the string is first converted to a number; the value is true if the
number is not zero, false otherwise.
• In files published for Flash Player 7 or later, the result is true if the string has a length greater than zero; the value
is false for an empty string.
If expression is a string, the result is true if the string has a length greater than zero; the value is false for an empty
string.
• If expression is undefined or NaN (not a number), the return value is false.
• If expression is a movie clip or an object, the return value is true.
Note: Unlike the Boolean class constructor, the Boolean() function does not use the keyword new. Moreover, the Boolean
class constructor initializes a Boolean object to false if no parameter is specified, while the Boolean() function returns
undefined if no parameter is specified.
Availability
Flash Lite 2.0
Parameters
expression:Object - An expression to convert to a Boolean value.
Returns
Boolean - A Boolean value.
Example
trace(Boolean(-1)); // output: true
trace(Boolean(0)); // output: false
trace(Boolean(1)); // output: true
trace(Boolean(true)); // output: true
trace(Boolean(false)); // output: false
trace(Boolean("true")); // output: true
trace(Boolean("false")); // output: true
trace(Boolean("Craiggers")); // output: true
trace(Boolean("")); // output: false
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If files are published for Flash Player 6 and earlier, the results differ for three of the preceding examples:
trace(Boolean("true")); // output: false
trace(Boolean("false")); // output: false
trace(Boolean("Craiggers")); // output: false
This example shows a significant difference between use of the Boolean() function and the Boolean class. The
Boolean() function creates a Boolean value, and the Boolean class creates a Boolean object. Boolean values are
compared by value, and Boolean objects are compared by reference.
// Variables representing Boolean values are compared by value
var a:Boolean = Boolean("a"); // a is true
var b:Boolean = Boolean(1); // b is true
trace(a==b); // true
// Variables representing Boolean objects are compared by reference
var a:Boolean = new Boolean("a"); // a is true
var b:Boolean = new Boolean(1); // b is true
trace(a == b); // false
See also
Boolean
call function
call(frame)
Deprecated since Flash Player 5. This action was deprecated in favor of the function statement.
Executes the script in the called frame without moving the playhead to that frame. Local variables do not exist after the
script executes.
• If variables are not declared inside a block ({}) but the action list was executed with a call() action, the variables are
local and expire at the end of the current list.
• If variables are not declared inside a block and the current action list was not executed with the call() action, the
variables are interpreted as Timeline variables.
Availability
Flash Lite 1.0
Parameters
frame:Object - The label or number of a frame in the Timeline.
See also
Array function, call (Function.call method)
chr function
chr(number) : String
Deprecated since Flash Player 5. This function was deprecated in favor of String.fromCharCode().
Converts ASCII code numbers to characters.
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Availability
Flash Lite 1.0
Parameters
number:Number - An ASCII code number.
Returns
String - The character value of the specified ASCII code.
Example
The following example converts the number 65 to the letter A and assigns it to the variable myVar: myVar = chr(65);
See also
fromCharCode (String.fromCharCode method)
clearInterval function
clearInterval(intervalID:Number) : Void
Cancels an interval created by a call to setInterval().
Availability
Flash Lite 2.0
Parameters
intervalID:Number - A numeric (integer) identifier returned from a call to setInterval().
Example
The following example first sets and then clears an interval call:
function callback() {
trace("interval called: "+getTimer()+" ms.");
}
var intervalID:Number = setInterval(callback, 1000);
You need to clear the interval when you have finished using the function. Create a button called clearInt_btn and
use the following ActionScript to clear setInterval():
clearInt_btn.onRelease = function(){
clearInterval( intervalID );
trace("cleared interval");
};
See also
setInterval function
duplicateMovieClip function
duplicateMovieClip(target:String, newname:String, depth:Number) : Void
duplicateMovieClip(target:MovieClip, newname:String, depth:Number) : Void
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Creates an instance of a movie clip while the SWF file is playing. The playhead in duplicate movie clips always starts
at Frame 1, regardless of where the playhead is in the original movie clip. Variables in the original movie clip are not
copied into the duplicate movie clip. Use the removeMovieClip() function or method to delete a movie clip instance
created with duplicateMovieClip().
Availability
Flash Lite 2.0
Parameters
target:Object - The target path of the movie clip to duplicate. This parameter can be either a string (e.g. "my_mc")
or a direct reference to the movie clip instance (e.g. my_mc). Parameters that can accept more than one data type are
listed as type Object.
newname:String - A unique identifier for the duplicated movie clip.
depth:Number - A unique depth level for the duplicated movie clip. The depth level is a stacking order for duplicated
movie clips. This stacking order is similar to the stacking order of layers in the Timeline; movie clips with a lower depth
level are hidden under clips with a higher stacking order. You must assign each duplicated movie clip a unique depth
level to prevent it from replacing SWF files on occupied depths.
Example
In the following example, a new movie clip instance is created called img_mc. An image is loaded into the movie clip,
and then the img_mc clip is duplicated. The duplicated clip is called newImg_mc, and this new clip is moved on the Stage
so it does not overlap the original clip, and the same image is loaded into the second clip.
this.createEmptyMovieClip("img_mc", this.getNextHighestDepth());
img_mc.loadMovie("http://www.helpexamples.com/flash/images/image1.jpg");
duplicateMovieClip(img_mc, "newImg_mc", this.getNextHighestDepth());
newImg_mc._x = 200;
newImg_mc.loadMovie("http://www.helpexamples.com/flash/images/image1.jpg");
To remove the duplicate movie clip, you could add this code for a button called myButton_btn.
this.myButton_btn.onRelease = function(){
removeMovieClip(newImg_mc);
};
See also
removeMovieClip function, duplicateMovieClip (MovieClip.duplicateMovieClip method),
removeMovieClip (MovieClip.removeMovieClip method)
escape function
escape(expression:String) : String
Converts the parameter to a string and encodes it in a URL-encoded format, where all nonalphanumeric characters
are replaced with % hexadecimal sequences. When used in a URL-encoded string, the percentage symbol (%) is used
to introduce escape characters, and is not equivalent to the modulo operator (%).
Availability
Flash Lite 2.0
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Parameters
expression:String - The expression to convert into a string and encode in a URL-encoded format.
Returns
String - URL-encoded string.
Example
The following code produces the result someuser%40somedomain%2Ecom:
var email:String = "[email protected]";
trace(escape(email));
In this example, the at symbol (@) was replaced with %40 and the dot symbol (.) was replaced with %2E. This is useful
if you're trying to pass information to a remote server and the data has special characters in it (for example, & or ?), as
shown in the following code:
var redirectUrl = "http://www.somedomain.com?loggedin=true&username=Gus";
getURL("http://www.myothersite.com?returnurl="+ escape(redirectUrl));
See also
unescape function
eval function
eval(expression:Object) : Objecteval(expression:String) : Object
Accesses variables, properties, objects, or movie clips by name. If expression is a variable or a property, the value of the
variable or property is returned. If expression is an object or movie clip, a reference to the object or movie clip is
returned. If the element named in expression cannot be found, undefined is returned.
In Flash 4, eval() was used to simulate arrays; in Flash 5 or later, you should use the Array class to simulate arrays.
In Flash 4, you can also use eval() to dynamically set and retrieve the value of a variable or instance name. However,
you can also do this with the array access operator ([]).
In Flash 5 or later, you cannot use eval() to dynamically set and retrieve the value of a variable or instance name,
because you cannot useeval() on the left side of an equation. For example, replace the code
eval ("var" + i) = "first";
with this:
this["var"+i] = "first"
or this:
set ("var" + i, "first");
Availability
Flash Lite 1.0
Parameters
expression:Object - The name of a variable, property, object, or movie clip to retrieve. This parameter can be either
a string or a direct reference to the object instance (i.e., use of quotation marks (" ") is optional.)
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Returns
Object - A value, reference to an object or movie clip, or undefined.
Example
The following example uses eval() to set properties for dynamically named movie clips. This ActionScript sets the
_rotation property for three movie clips, called square1_mc, square2_mc, and square3_mc.
for (var i = 1; i <= 3; i++) {
setProperty(eval("square"+i+"_mc"), _rotation, 5);
}
You can also use the following ActionScript:
for (var i = 1; i <= 3; i++) {
this["square"+i+"_mc"]._rotation = -5;
}
See also
Array, set variable statement
fscommand function
fscommand(command:String, parameters:String) : Void
The fscommand() function lets a SWF file communicate with the Flash Lite player or the environment for a mobile
device (such as an operating system). The parameters define the name of the application being started and the
parameters to it, separated by commas.
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Command
Parameters
Purpose
launch
application-path,
arg1, arg2,..., argn
This command launches another application on a mobile
device. The name of the application and its parameters are
passed in as a single argument.
Note: This feature is operating-system dependent. Please
use this command carefully as it can call on the host device
to perform an unsupported operation. Using it in this way
could cause the host device to crash.
This command is supported only when the Flash Lite
player is running in stand-alone mode. It is not supported
when the player is running in the context of another
application (for example, as a plug-in to a browser).
activateTextFiel
d
"" (ignored)
This command asynchronously activates the currently
selected text field, making it active for user edits. Because
it behaves asynchronously, this command is processed at
the end of the frame. ActionScript that immediately
follows the call to fscommand() executes first. If no text
field is selected when the command is processed, nothing
happens. This command gives focus to a text field
previously passed to the Selection.setFocus()
method and activates the text field for editing. This
command has an effect only when the handset supports
inline text editing.
This command can be called as part of the
Selection.onSetFocus() event listener callback. This
causes text fields to become active for editing when they
are selected.
Note: Because the fscommand() function is executed
asynchronously, the text field does not immediately
become active; it becomes active at the end of the frame.
Availability
Flash Lite 1.1
Parameters
command:String - A string passed to the host application for any use, or a command passed to the Flash Lite player.
parameters:String - A string passed to the host application for any use, or a value passed to the Flash Lite player.
Example
In the following example, the fscommand() function opens wap.yahoo.com on the services/Web browser on Series 60
phones:
on(keyPress "9") {
status = fscommand("launch", "z:\\system\apps\browser\browser.app,http://wap.yahoo.com");
}
fscommand2 function
fscommand2(command:String, parameter1:String,...parameterN:String) : Void
Lets the SWF file communicate with the Flash Lite player or a host application on a mobile device.
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To use fscommand2() to send a message to the Flash Lite player, you must use predefined commands and parameters.
See the "fscommand2 Commands" section under "ActionScript language elements" for the values you can specify for
the fscommand() function's commands and parameters. These values control SWF files that are playing in the Flash
Lite player.
The fscommand2() function is similar to the fscommand() function, with the following differences:
• The fscommand2()function can take any number of arguments. By contrast, fscommand() can take only one
argument.
• Flash Lite executes fscommand2() immediately (in other words, within the frame), whereas fscommand() is
executed at the end of the frame being processed.
• The fscommand2() function returns a value that can be used to report success, failure, or the result of the
command.
Note: None of the fscommand2() commands are available in Web players.
Availability
Flash Lite 1.1
Deprecated fscommand2() commands
Some fscommand2() commands from Flash Lite 1.1 have been deprecated in Flash Lite 2.0. The following table shows
the deprecated fscommand2() commands:
Command
Deprecated By
Escape
escape global function
GetDateDay
getDate() method of Date object
GetDateMonth
getMonth() method of Date object
GetDateWeekday
getDay() method of Date object
GetDateYear
getYear() method of Date object
GetLanguage
System.capabilities.language property
GetLocaleLongDate
getLocaleLongDate() method of Date object
GetLocaleShortDate
getLocaleShortDate() method of Date object
GetLocaleTime
getLocaleTime() method of Date object
GetTimeHours
getHours() method of Date object
GetTimeMinutes
getMinutes() method of Date object
GetTimeSeconds
getSeconds() method of Date object
GetTimeZoneOffset
getTimeZoneOffset() method of Date object
SetQuality
MovieClip._quality
Unescape
unescape() global function
Parameters
command:String - A string passed to the host application for any use, or a command passed to the Flash Lite player.
parameters:String - A string passed to the host application for any use, or a value passed to the Flash Lite player.
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getProperty function
getProperty(my_mc:Object, property:Object) : Object
Deprecated since Flash Player 5. This function was deprecated in favor of the dot syntax, which was introduced in
Flash Player 5.
Returns the value of the specified property for the movie clip my_mc.
Availability
Flash Lite 1.0
Parameters
my_mc:Object - The instance name of a movie clip for which the property is being retrieved.
property:Object - A property of a movie clip.
Returns
Object - The value of the specified property.
Example
The following example creates a new movie clip someClip_mc and shows the alpha value (_alpha) for the movie clip
someClip_mc in the Output panel:
this.createEmptyMovieClip("someClip_mc", 999);
trace("The alpha of "+getProperty(someClip_mc, _name)+" is: "+getProperty(someClip_mc,
_alpha));
getTimer function
getTimer() : Number
Returns the number of milliseconds that have elapsed since the SWF file started playing.
Availability
Flash Lite 1.0
Returns
Number - The number of milliseconds that have elapsed since the SWF file started playing.
Example
In the following example, the getTimer() and setInterval() functions are used to create a simple timer:
this.createTextField("timer_txt", this.getNextHighestDepth(), 0, 0, 100, 22);
function updateTimer():Void {
timer_txt.text = getTimer();
}
var intervalID:Number = setInterval(updateTimer, 100);
getURL function
getURL(url:String [, window:String [, method:String] ]) : Void
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Loads a document from a specific URL into a window or passes variables to another application at a defined URL. To
test this function, make sure the file to be loaded is at the specified location. To use an absolute URL (for example,
http://www.myserver.com), you need a network connection.
Note: This function is not supported for BREW devices.
Availability
Flash Lite 1.0
Parameters
url:String - The URL from which to obtain the document.
window:String [optional] - Specifies the window or HTML frame into which the document should load. You can
enter the name of a specific window or select from the following reserved target names:
•
_self specifies the current frame in the current window.
•
_blank specifies a new window.
•
_parent specifies the parent of the current frame.
•
_top specifies the top-level frame in the current window.
method:String [optional] - A GET or POST method for sending variables. If there are no variables, omit this
parameter. The GET method appends the variables to the end of the URL, and is used for small numbers of variables.
The POST method sends the variables in a separate HTTP header and is used for sending long strings of variables.
Example
This example loads an image into a movie clip. When the image is clicked, a new URL is loaded in a new browser
window.
var listenerObject:Object = new Object();
listenerObject.onLoadInit = function(target_mc:MovieClip) {
target_mc.onRelease = function() {
getURL("http://www.macromedia.com/software/flash/flashpro/", "_blank");
};
};
var logo:MovieClipLoader = new MovieClipLoader();
logo.addListener(listenerObject);
logo.loadClip("http://www.helpexamples.com/flash/images/image1.jpg",
this.createEmptyMovieClip("macromedia_mc", this.getNextHighestDepth()));
In the following example, getURL() is used to send an e-mail message:
myBtn_btn.onRelease = function(){
getURL("mailto:[email protected]");
};
You can also use GET or POST for sending variables. The following example uses GET to append variables to a URL:
var firstName:String = "Gus";
var lastName:String = "Richardson";
var age:Number = 92;
myBtn_btn.onRelease = function() {
getURL("http://www.macromedia.com", "_blank", "GET");
};
The following ActionScript uses POST to send variables in the HTTP header. Make sure you test your documents in a
browser window, because otherwise your variables are sent using GET:
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var firstName:String = "Gus";
var lastName:String = "Richardson";
var age:Number = 92;
getURL("http://www.macromedia.com", "_blank", "POST");
See also
loadVariables function, send (XML.send method), sendAndLoad (XML.sendAndLoad method)
getVersion function
getVersion() : String
Returns a string containing Flash Player version and platform information. The getVersion function returns
information only for Flash Player 5 or later versions of Flash Player.
Availability
Flash Lite 2.0
Returns
String - A string containing Flash Player version and platform information.
Example
The following examples trace the version number of the Flash Player playing the SWF file:
var flashVersion:String = getVersion();
trace(flashVersion); // output: WIN 8,0,1,0
trace($version); // output: WIN 8,0,1,0
trace(System.capabilities.version); // output: WIN 8,0,1,0
The following string is returned by the getVersion function:
WIN 8,0,1,0
This returned string indicates that the platform is Microsoft Windows, and the version number of Flash Player is major
version 8, minor version 1 (8.1).
See also
os (capabilities.os property), version (capabilities.version property)
gotoAndPlay function
gotoAndPlay( [scene:String,] frame:Object) : Void
Sends the playhead to the specified frame in a scene and plays from that frame. If no scene is specified, the playhead
goes to the specified frame in the current scene. You can use the scene parameter only on the root Timeline, not within
Timelines for movie clips or other objects in the document.
Availability
Flash Lite 1.0
Parameters
scene:String [optional] - A string specifying the name of the scene to which the playhead is sent.
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frame:Object - A number representing the frame number, or a string representing the label of the frame, to which
the playhead is sent.
Example
In the following example, a document has two scenes: sceneOne and sceneTwo. Scene one contains a frame label on
Frame 10 called newFrame and two buttons, myBtn_btn and myOtherBtn_btn. This ActionScript is placed on Frame
1, Scene 1 of the main Timeline.
stop();
myBtn_btn.onRelease = function(){
gotoAndPlay("newFrame");
};
myOtherBtn_btn.onRelease = function(){
gotoAndPlay("sceneTwo", 1);
};
When the user clicks the buttons, the playhead moves to the specified location and continues playing.
See also
gotoAndPlay (MovieClip.gotoAndPlay method), nextFrame function, play function, prevFrame function
gotoAndStop function
gotoAndStop( [scene:String,] frame:Object) : Void
Sends the playhead to the specified frame in a scene and stops it. If no scene is specified, the playhead is sent to the
frame in the current scene.You can use the scene parameter only on the root Timeline, not within Timelines for movie
clips or other objects in the document.
Availability
Flash Lite 1.0
Parameters
scene:String [optional] - A string specifying the name of the scene to which the playhead is sent.
frame:Object - A number representing the frame number, or a string representing the label of the frame, to which
the playhead is sent.
Example
In the following example, a document has two scenes: sceneOne and sceneTwo. Scene one contains a frame label on
Frame 10 called newFrame, and two buttons, myBtn_btn and myOtherBtn_btn. This ActionScript is placed on Frame
1, Scene 1 of the main Timeline:
stop();
myBtn_btn.onRelease = function(){
gotoAndStop("newFrame");
};
myOtherBtn_btn.onRelease = function(){
gotoAndStop("sceneTwo", 1);
};
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When the user clicks the buttons, the playhead moves to the specified location and stops.
See also
gotoAndStop (MovieClip.gotoAndStop method), stop function, play function, gotoAndPlay function
ifFrameLoaded function
ifFrameLoaded( [scene,] frame) { statement(s); }
Deprecated since Flash Player 5. This function has been deprecated. Adobe recommends that you use the
MovieClip._framesloaded property.
Checks whether the contents of a specific frame are available locally. Use ifFrameLoaded to start playing a simple
animation while the rest of the SWF file downloads to the local computer. The difference between using
_framesloaded and ifFrameLoaded is that _framesloaded lets you add custom if or else statements.
Availability
Flash Lite 1.0
Parameters
scene:String [optional] - A string that specifies the name of the scene that must be loaded.
frame:Object - The frame number or frame label that must be loaded before the next statement is executed.
statement(s):Object - The instructions to execute if the specified scene, or scene and frame, are loaded.
See also
addListener (MovieClipLoader.addListener method)
int function
int(value) : Number
Deprecated since Flash Player 5. This function was deprecated in favor of Math.round().
Converts a decimal number to an integer value by truncating the decimal value. This function is equivalent to
Math.floor() if the value parameter is positive and Math.ceil() if the value parameter is negative.
Availability
Flash Lite 1.0
Parameters
value:Number - A number to be rounded to an integer.
Returns
Number - The truncated integer value.
See also
round (Math.round method), floor (Math.floor method), ceil (Math.ceil method)
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isFinite function
isFinite(expression:Object) : Boolean
Evaluates expression and returns true if it is a finite number or false if it is infinity or negative infinity. The presence
of infinity or negative infinity indicates a mathematical error condition such as division by 0.
Availability
Flash Lite 2.0
Parameters
expression:Object - A Boolean value, variable, or other expression to be evaluated.
Returns
Boolean - A Boolean value.
Example
The following example shows return values for isFinite:
isFinite(56)
// returns true
isFinite(Number.POSITIVE_INFINITY)
//returns false
isNaN function
isNaN(expression:Object) : Boolean
Evaluates the parameter and returns true if the value is NaN(not a number). This function is useful for checking
whether a mathematical expression evaluates successfully to a number.
Availability
Flash Lite 2.0
Parameters
expression:Object - A Boolean, variable, or other expression to be evaluated.
Returns
Boolean - A Boolean value.
Example
The following code illustrates return values for the isNaN() function:
trace( isNaN("Tree") );
// returns true
trace( isNaN(56) );
// returns false
trace( isNaN(Number.POSITIVE_INFINITY) )
// returns false
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The following example shows how you can use isNAN() to check whether a mathematical expression contains an
error:
var dividend:Number;
var divisor:Number;
divisor = 1;
trace( isNaN(dividend/divisor) );
// output: true
// The output is true because the variable dividend is undefined.
// Do not use isNAN() to check for division by 0 because it will return false.
// A positive number divided by 0 equals Infinity (Number.POSITIVE_INFINITY).
// A negative number divided by 0 equals -Infinity (Number.NEGATIVE_INFINITY).
See also
NaN constant, NaN (Number.NaN property)
length function
length(expression)length(variable)
Deprecated since Flash Player 5. This function, along with all the string functions, has been deprecated. Adobe
recommends that you use the methods of the String class and the String.length property to perform the same
operations.
Returns the length of the specified string or variable.
Availability
Flash Lite 1.0
Parameters
expression:String - A string.
variable:Object - The name of a variable.
Returns
Number - The length of the specified string or variable.
Example
The following example returns the length of the string "Hello": length("Hello"); The result is 5.
See also
" string delimiter operator, String, length (String.length property)
loadMovie function
loadMovie(url:String, target:Object [, method:String]) : Void
loadMovie(url:String, target:String [, method:String]) : Void
Loads a SWF or JPEG file into Flash Player while the original SWF file plays. JPEG files saved in progressive format
are not supported.
If you want to monitor the progress of the download, use MovieClipLoader.loadClip() instead of this function.
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The loadMovie() function lets you display several SWF files at once and switch among SWF files without loading
another HTML document. Without the loadMovie() function, Flash Player displays a single SWF file.
If you want to load a SWF or JPEG file into a specific level, use loadMovieNum() instead of loadMovie().
When a SWF file is loaded into a target movie clip, you can use the target path of that movie clip to target the loaded
SWF file. A SWF file or image loaded into a target inherits the position, rotation, and scale properties of the targeted
movie clip. The upper left corner of the loaded image or SWF file aligns with the registration point of the targeted
movie clip. Alternatively, if the target is the root Timeline, the upper left corner of the image or SWF file aligns with
the upper left corner of the Stage.
Use unloadMovie() to remove SWF files that were loaded with loadMovie().
Availability
Flash Lite 1.1
Parameters
url:String - The absolute or relative URL of the SWF or JPEG file to be loaded. A relative path must be relative to
the SWF file at level 0. Absolute URLs must include the protocol reference, such as http:// or file:///.
target:Object - A reference to a movie clip object or a string representing the path to a target movie clip. The target
movie clip is replaced by the loaded SWF file or image.
method:String [optional] - Specifies an HTTP method for sending variables. The parameter must be the string GET
or POST. If there are no variables to be sent, omit this parameter. The GET method appends the variables to the end of
the URL and is used for small numbers of variables. The POST method sends the variables in a separate HTTP header
and is used for long strings of variables.
Example
Usage 1: The following example loads the SWF file circle.swf from the same directory and replaces a movie clip called
mySquare that already exists on the Stage:
loadMovie("circle.swf", mySquare);
// equivalent statement (Usage 1): loadMovie("circle.swf", _level0.mySquare);
// equivalent statement (Usage 2): loadMovie("circle.swf", "mySquare");
The following example loads the SWF file circle.swf from the same directory, but replaces the main movie clip instead
of the mySquare movie clip:
loadMovie("circle.swf", this);
// Note that using "this" as a string for the target parameter will not work
// equivalent statement (Usage 2): loadMovie("circle.swf", "_level0");
The following loadMovie() statement loads the SWF file sub.swf from the same directory into a new movie clip called
logo_mc that's created using createEmptyMovieClip():
this.createEmptyMovieClip("logo_mc", 999);
loadMovie("sub.swf", logo_mc);
You could add the following code to load a JPEG image called image1.jpg from the same directory as the SWF file
loading sub.swf. The JPEG is loaded when you click a button called myBtn_btn. This code loads the JPEG into
logo_mc. Therefore, it will replace sub.swf with the JPEG image.
myBtn_btn.onRelease = function(){
loadMovie("image1.jpg", logo_mc);
};
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Usage 2: The following example loads the SWF file circle.swf from the same directory and replaces a movie clip called
mySquare that already exists on the Stage:
loadMovie("circle.swf", "mySquare");
See also
_level property, loadMovieNum function, loadMovie (MovieClip.loadMovie method), loadClip
(MovieClipLoader.loadClip method)unloadMovie function
loadMovieNum function
loadMovieNum(url:String, level:Number [, method:String]) : Void
Loads a SWF or JPEG file into a level in Flash Player while the originally loaded SWF file plays.
If you want to monitor the progress of the download, use MovieClipLoader.loadClip() instead of this function.
Normally, Flash Player displays a single SWF file and then closes. The loadMovieNum() action lets you display several
SWF files at once and switch among SWF files without loading another HTML document.
If you want to specify a target instead of a level, use loadMovie() instead of loadMovieNum().
Flash Player has a stacking order of levels starting with level 0. These levels are like layers of acetate; they are
transparent except for the objects on each level. When you use loadMovieNum(), you must specify a level in Flash
Player into which the SWF file will load. When a SWF file is loaded into a level, you can use the syntax, _levelN, where
N is the level number, to target the SWF file.
When you load a SWF file, you can specify any level number and you can load SWF files into a level that already has
a SWF file loaded into it. If you do, the new SWF file will replace the existing SWF file. If you load a SWF file into level
0, every level in Flash Player is unloaded, and level 0 is replaced with the new file. The SWF file in level 0 sets the frame
rate, background color, and frame size for all other loaded SWF files.
The loadMovieNum() action also lets you load JPEG files into a SWF file while it plays. For images and SWF files, the
upper left corner of the image aligns with the upper left corner of the Stage when the file loads. Also in both cases, the
loaded file inherits rotation and scaling, and the original content is overwritten in the specified level.
Note: JPEG files saved in progressive format are not supported.
Use unloadMovieNum() to remove SWF files or images that were loaded with loadMovieNum().
Availability
Flash Lite 1.1
Parameters
url:String - The absolute or relative URL of the SWF or JPEG file to be loaded. A relative path must be relative to
the SWF file at level 0. For use in the stand-alone Flash Player or for testing in test mode in the Flash authoring
application, all SWF files must be stored in the same folder and the filenames cannot include folder or disk drive
specifications.
level:Number - An integer specifying the level in Flash Player into which the SWF file will load.
method:String [optional] - Specifies an HTTP method for sending variables. The parameter must be the string GET
or POST. If there are no variables to be sent, omit this parameter. The GET method appends the variables to the end of
the URL and is used for small numbers of variables. The POST method sends the variables in a separate HTTP header
and is used for long strings of variables.
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Example
The following example loads the JPEG image tim.jpg into level 2 of Flash Player:
loadMovieNum("http://www.helpexamples.com/flash/images/image1.jpg", 2);
See also
unloadMovieNum function, loadMovie function, loadClip (MovieClipLoader.loadClip method), _level
property
loadVariables function
loadVariables(url:String, target:Object [, method:String]) : Void
Reads data from an external file, such as a text file or text generated by ColdFusion, a CGI script, Active Server Pages
(ASP), PHP, or Perl script, and sets the values for variables in a target movie clip. This action can also be used to update
variables in the active SWF file with new values.
The text at the specified URL must be in the standard MIME format application/x-www-form-urlencoded (a standard
format used by CGI scripts). Any number of variables can be specified. For example, the following phrase defines
several variables:
company=Macromedia&address=600+Townsend&city=San+Francisco&zip=94103
In SWF files running in a version earlier than Flash Player 7, url must be in the same superdomain as the SWF file that
is issuing this call. A superdomain is derived by removing the leftmost component of a file's URL. For example, a SWF
file at www.someDomain.com can load data from a source at store.someDomain.com because both files are in the
same superdomain of someDomain.com.
In SWF files of any version running in Flash Player 7 or later, url must be in exactly the same domain as the SWF file
that is issuing this call (see "Flash Player security features" in Using ActionScript in Flash). For example, a SWF file at
www.someDomain.com can load data only from sources that are also at www.someDomain.com. If you want to load
data from a different domain, you can place a cross-domain policy file on the server hosting the SWF file that is being
accessed. For more information, see "About allowing cross-domain data loading" in Using ActionScript in Flash.
If you want to load variables into a specific level, use loadVariablesNum() instead of loadVariables().
Availability
Flash Lite 1.1
Parameters
url:String - An absolute or relative URL where the variables are located. If the SWF file issuing this call is running
in a web browser, url must be in the same domain as the SWF file; for details, see the Description section.
target:Object - The target path to a movie clip that receives the loaded variables.
method:String [optional] - Specifies an HTTP method for sending variables. The parameter must be the string GET
or POST. If there are no variables to be sent, omit this parameter. The GET method appends the variables to the end of
the URL and is used for small numbers of variables. The POST method sends the variables in a separate HTTP header
and is used for long strings of variables.
Example
The following example loads information from a text file called params.txt into the target_mc movie clip that is
created using createEmptyMovieClip(). The setInterval() function is used to check the loading progress. The
script checks for a variable in the params.txt file named done.
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this.createEmptyMovieClip("target_mc", this.getNextHighestDepth());
loadVariables("params.txt", target_mc);
function checkParamsLoaded() {
if (target_mc.done == undefined) {
trace("not yet.");
} else {
trace("finished loading. killing interval.");
trace("-------------");
for (i in target_mc) {
trace(i+": "+target_mc[i]);
}
trace("-------------");
clearInterval(param_interval);
}
}
var param_interval = setInterval(checkParamsLoaded, 100);
The external file, params.txt, includes the following text:
var1="hello"&var2="goodbye"&done="done"
See also
loadVariablesNum function, loadMovie function, loadMovieNum function, getURL function, loadMovie
(MovieClip.loadMovie method)loadVariables (MovieClip.loadVariables method), load
(LoadVars.load method)
loadVariablesNum function
loadVariablesNum(url:String, level:Number [, method:String]) : Void
Reads data from an external file, such as a text file or text generated by ColdFusion, a CGI script, ASP, PHP, or a Perl
script, and sets the values for variables in a Flash Player level. You can also use this function to update variables in the
active SWF file with new values.
The text at the specified URL must be in the standard MIME format application/x-www-form-urlencoded (a standard
format used by CGI scripts). Any number of variables can be specified. For example, the following phrase defines
several variables:
company=Macromedia&address=601+Townsend&city=San+Francisco&zip=94103
In SWF files running in a version of the player earlier than Flash Player 7, url must be in the same superdomain as the
SWF file that is issuing this call. A superdomain is derived by removing the leftmost component of a file's URL. For
example, a SWF file at www.someDomain.com can load data from a source at store.someDomain.com, because both
files are in the same superdomain of someDomain.com.
In SWF files of any version running in Flash Player 7 or later, url must be in exactly the same domain as the SWF file
that is issuing this call (see "Flash Player security features" in Using ActionScript in Flash). For example, a SWF file at
www.someDomain.com can load data only from sources that are also at www.someDomain.com. If you want to load
data from a different domain, you can place a cross-domain policy file on the server hosting the SWF file. For more
information, see "About allowing cross-domain data loading" in Using ActionScript in Flash.
If you want to load variables into a target MovieClip, use loadVariables() instead of loadVariablesNum().
Availability
Flash Lite 1.1
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Parameters
url:String - An absolute or relative URL where the variables are located. If the SWF file issuing this call is running
in a web browser, url must be in the same domain as the SWF file; for details, see the Description section.
level:Number - An integer specifying the level in Flash Player to receive the variables.
method:String [optional] - Specifies an HTTP method for sending variables. The parameter must be the string GET
or POST. If there are no variables to be sent, omit this parameter. The GET method appends the variables to the end of
the URL and is used for small numbers of variables. The POST method sends the variables in a separate HTTP header
and is used for long strings of variables.
Example
The following example loads information from a text file called params.txt into the main Timeline of the SWF at level
2 in Flash Player. The variable names of the text fields must match the variable names in the params.txt file. The
setInterval() function is used to check the progress of the data being loaded into the SWF. The script checks for a
variable in the params.txt file named done.
loadVariablesNum("params.txt", 2);
function checkParamsLoaded() {
if (_level2.done == undefined) {
trace("not yet.");
} else {
trace("finished loading. killing interval.");
trace("-------------");
for (i in _level2) {
trace(i+": "+_level2[i]);
}
trace("-------------");
clearInterval(param_interval);
}
}
var param_interval = setInterval(checkParamsLoaded, 100);
// Params.txt includes the following text
var1="hello"&var2="goodbye"&done="done"
See also
getURL function, loadMovie function, loadMovieNum function, loadVariables function, loadMovie
(MovieClip.loadMovie method)loadVariables (MovieClip.loadVariables method), load
(LoadVars.load method)
mbchr function
mbchr(number)
Deprecated since Flash Player 5. This function was deprecated in favor of the String.fromCharCode() method.
Converts an ASCII code number to a multibyte character.
Availability
Flash Lite 1.0
Parameters
number:Number - The number to convert to a multibyte character.
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See also
fromCharCode (String.fromCharCode method)
mblength function
mblength(string) : Number
Deprecated since Flash Player 5. This function was deprecated in favor of the String.length property.
Returns the length of the multibyte character string.
Availability
Flash Lite 1.0
Parameters
string:String - The string to measure.
Returns
Number - The length of the multibyte character string.
See also
String, length (String.length property)
mbord function
mbord(character) : Number
Deprecated since Flash Player 5. This function was deprecated in favor of String.charCodeAt() method.
Converts the specified character to a multibyte number.
Availability
Flash Lite 1.0
Parameters
character:String - The character to convert to a multibyte number.
Returns
Number - The converted character.
See also
charCodeAt (String.charCodeAt method)
mbsubstring function
mbsubstring(value, index, count) : String
Deprecated since Flash Player 5. This function was deprecated in favor of String.substr() method.
Extracts a new multibyte character string from a multibyte character string.
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Availability
Flash Lite 1.0
Parameters
value:String - The multibyte string from which to extract a new multibyte string.
index:Number - The number of the first character to extract.
count:Number - The number of characters to include in the extracted string, not including the index character.
Returns
String - The string extracted from the multibyte character string.
See also
substr (String.substr method)
nextFrame function
nextFrame() : Void
Sends the playhead to the next frame.
Availability
Flash Lite 1.0
Example
In the following example, when the user presses the Right or Down Arrow key, the playhead goes to the next frame
and stops. If the user presses the Left or Up Arrow key, the playhead goes to the previous frame and stops. The listener
is initialized to wait for the arrow key to be pressed, and the init variable is used to prevent the listener from being
redefined if the playhead returns to Frame 1.
stop();
if (init == undefined) {
someListener = new Object();
someListener.onKeyDown = function() {
if (Key.isDown(Key.LEFT) || Key.isDown(Key.UP)) {
_level0.prevFrame();
} else if (Key.isDown(Key.RIGHT) || Key.isDown(Key.DOWN)) {
_level0.nextFrame();
}
};
Key.addListener(someListener);
init = 1;
}
See also
prevFrame function
nextScene function
nextScene() : Void
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Sends the playhead to Frame 1 of the next scene.
Availability
Flash Lite 1.0
Example
In the following example, when a user clicks the button that is created at runtime, the playhead is sent to Frame 1 of
the next scene. Create two scenes, and enter the following ActionScript on Frame 1 of Scene 1.
stop();
if (init == undefined) {
this.createEmptyMovieClip("nextscene_mc", this.getNextHighestDepth());
nextscene_mc.createTextField("nextscene_txt", this.getNextHighestDepth(), 200, 0, 100,
22);
nextscene_mc.nextscene_txt.autoSize = true;
nextscene_mc.nextscene_txt.border = true;
nextscene_mc.nextscene_txt.text = "Next Scene";
this.createEmptyMovieClip("prevscene_mc", this.getNextHighestDepth());
prevscene_mc.createTextField("prevscene_txt", this.getNextHighestDepth(), 00, 0, 100, 22);
prevscene_mc.prevscene_txt.autoSize = true;
prevscene_mc.prevscene_txt.border = true;
prevscene_mc.prevscene_txt.text = "Prev Scene";
nextscene_mc.onRelease = function() {
nextScene();
};
prevscene_mc.onRelease = function() {
prevScene();
};
init = true;
}
Make sure you place a stop() action on Frame 1 of Scene 2.
See also
prevScene function
Number function
Number(expression) : Number
Converts the parameter expression to a number and returns a value as described in the following list:
• If expression is a number, the return value is expression.
• If expression is a Boolean value, the return value is 1 if expression is true, 0 if expression is false.
• If expression is a string, the function attempts to parse expression as a decimal number with an optional trailing
exponent (that is, 1.57505e-3).
• If expression is NaN, the return value is NaN.
• If expression is undefined, the return value is as follows:
• - In files published for Flash Player 6 or earlier, the result is 0.
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• - In files published for Flash Player 7 or later, the result is NaN.
Availability
Flash Lite 2.0
Parameters
expression:Object - An expression to convert to a number. Numbers or strings that begin with 0x are interpreted
as hexadecimal values. Numbers or strings that begin with 0 are interpreted as octal values.
Returns
Number - A number or NaN (not a number).
Example
In the following example, a text field is created on the Stage at runtime:
this.createTextField("counter_txt", this.getNextHighestDepth(), 0, 0, 100, 22);
counter_txt.autoSize = true;
counter_txt.text = 0;
function incrementInterval():Void {
var counter:Number = counter_txt.text;
// Without the Number() function, Flash would concatenate the value instead
// of adding values. You could also use "counter_txt.text++;"
counter_txt.text = Number(counter) + 1;
}
var intervalID:Number = setInterval(incrementInterval, 1000);
See also
NaN constant, Number, parseInt function, parseFloat function
Object function
Object( [value] ) : Object
Creates a new empty object or converts the specified number, string, or Boolean value to an object. This command is
equivalent to creating an object using the Object constructor (see "Constructor for the Object class").
Availability
Flash Lite 2.0
Parameters
value:Object [optional] - A number, string, or Boolean value.
Returns
Object - An object.
Example
In the following example, a new empty object is created, and then the object is populated with values:
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var company:Object = new Object();
company.name = "Macromedia, Inc.";
company.address = "600 Townsend Street";
company.city = "San Francisco";
company.state = "CA";
company.postal = "94103";
for (var i in company) {
trace("company."+i+" = "+company[i]);
}
See also
Object
on handler
on(mouseEvent:Object) { // your statements here }
Specifies the mouse event or keypress that triggers an action.
Availability
Flash Lite 2.0
Parameters
mouseEvent:Object - A mouseEvent is a trigger called an event. When the event occurs, the statements following it
within curly braces ({ }) execute. Any of the following values can be specified for the mouseEvent parameter:
•
press The mouse button is pressed while the pointer is over the button.
•
release The mouse button is released while the pointer is over the button.
•
releaseOutside While the pointer is over the button, the mouse button is pressed, rolled outside the button area,
and released. Both the press and the dragOut events always precede a releaseOutside event. (This event is
supported in Flash Lite only if System.capabilities.hasMouse is true or System.capabilities.hasStylus
is true.)
•
rollOut The pointer rolls outside the button area. (This event is supported in Flash Lite only if
System.capabilities.hasMouse is true or System.capabilities.hasStylus is true.)
•
rollOver The mouse pointer rolls over the button.
•
dragOut While the pointer is over the button, the mouse button is pressed and then rolls outside the button area.
•
dragOver While the pointer is over the button, the mouse button has been pressed, then rolled outside the button,
and then rolled back over the button.
•
keyPress "<key> " The specified keyboard key is pressed. For the key portion of the parameter, specify a key
constant, as shown in the code hinting in the Actions panel. You can use this parameter to intercept a key press,
that is, to override any built-in behavior for the specified key. The button can be anywhere in your application, on
or off the Stage. One limitation of this technique is that you can't apply the on() handler at runtime; you must do
it at authoring time. Make sure that you select Control > Disable Keyboard Shortcuts, or certain keys with built-in
behavior won't be overridden when you test the application using Control > Test Movie.
For a list of key constants, see the Key class.
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Example
In the following script, the startDrag() function executes when the mouse is pressed, and the conditional script is
executed when the mouse is released and the object is dropped:
on (press) {
startDrag(this);
}
on (release) {
trace("X:"+this._x);
trace("Y:"+this._y);
stopDrag();
}
See also
onClipEvent handler, Key
onClipEvent handler
onClipEvent(movieEvent:Object) { // your statements here }
Triggers actions defined for a specific instance of a movie clip.
Availability
Flash Lite 2.0
Parameters
movieEvent:Object - The movieEvent is a trigger called an event. When the event occurs, the statements following it
within curly braces ({}) are executed. Any of the following values can be specified for the movieEvent parameter:
•
load The action is initiated as soon as the movie clip is instantiated and appears in the Timeline.
•
unload The action is initiated in the first frame after the movie clip is removed from the Timeline. The actions
associated with the Unload movie clip event are processed before any actions are attached to the affected frame.
•
enterFrame The action is triggered continually at the frame rate of the movie clip. The actions associated with the
enterFrame clip event are processed before any frame actions that are attached to the affected frames.
•
mouseMove The action is initiated every time the mouse is moved. Use the _xmouse and _ymouse properties to
determine the current mouse position. (This event is supported in Flash Lite only if
System.capabilities.hasMouse is true.)
•
mouseDown The action is initiated when the left mouse button is pressed. (This event is supported in Flash Lite only
if System.capabilities.hasMouse is true or System.capabilities.hasStylus is true.)
•
mouseUp The action is initiated when the left mouse button is released. (This event is supported in Flash Lite only
if System.capabilities.hasMouse is true or System.capabilities.hasStylus is true.)
•
keyDown The action is initiated when a key is pressed. Use Key.getCode() to retrieve information about the last
key pressed.
•
keyUp The action is initiated when a key is released. Use the Key.getCode() method to retrieve information about
the last key pressed.
•
data The action is initiated when data is received in a loadVariables() or loadMovie() action. When specified
with a loadVariables() action, the data event occurs only once, when the last variable is loaded. When specified
with a loadMovie() action, the data event occurs repeatedly, as each section of data is retrieved.
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Example
The following example uses onClipEvent() with the keyDown movie event and is designed to be attached to a movie
clip or button. The keyDown movie event is usually used with one or more methods and properties of the Key object.
The following script uses Key.getCode() to find out which key the user has pressed; if the pressed key matches the
Key.RIGHT property, the playhead is sent to the next frame; if the pressed key matches the Key.LEFT property, the
playhead is sent to the previous frame.
onClipEvent (keyDown) {
if (Key.getCode() == Key.RIGHT) {
this._parent.nextFrame();
} else if (Key.getCode() == Key.LEFT) {
this._parent.prevFrame();
}
}
The following example uses onClipEvent() with the load and mouseMove movie events. The _xmouse and _ymouse
properties track the position of the mouse each time the mouse moves, which appears in the text field that's created at
runtime.
onClipEvent (load) {
this.createTextField("coords_txt", this.getNextHighestDepth(), 0, 0, 100, 22);
coords_txt.autoSize = true;
coords_txt.selectable = false;
}
onClipEvent (mouseMove) {
coords_txt.text = "X:"+_root._xmouse+",Y:"+_root._ymouse;
}
See also
Key, _xmouse (MovieClip._xmouse property), _ymouse (MovieClip._ymouse property), Constants
ord function
ord(character) : Number
Deprecated since Flash Player 5. This function was deprecated in favor of the methods and properties of the String
class.
Converts characters to ASCII code numbers.
Availability
Flash Lite 1.0
Parameters
character:String - The character to convert to an ASCII code number.
Returns
Number - The ASCII code number of the specified character.
See also
String, charCodeAt (String.charCodeAt method)
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parseFloat function
parseFloat(string:String) : Number
Converts a string to a floating-point number. The function reads, or parses, and returns the numbers in a string until
it reaches a character that is not a part of the initial number. If the string does not begin with a number that can be
parsed, parseFloat() returns NaN. White space preceding valid integers is ignored, as are trailing nonnumeric
characters.
Availability
Flash Lite 2.0
Parameters
string:String - The string to read and convert to a floating-point number.
Returns
Number - A number or NaN (not a number).
Example
The following examples use the parseFloat() function to evaluate various types of numbers:
trace(parseFloat("-2")); // output: -2
trace(parseFloat("2.5")); // output: 2.5
trace(parseFloat(" 2.5")); // output: 2.5
trace(parseFloat("3.5e6")); // output: 3500000
trace(parseFloat("foobar")); // output: NaN
trace(parseFloat("3.75math")); // output: 3.75
trace(parseFloat("0garbage")); // output: 0
See also
NaN constant, parseInt function
parseInt function
parseInt(expression:String [, radix:Number]) : Number
Converts a string to an integer. If the specified string in the parameters cannot be converted to a number, the function
returns NaN. Strings beginning with 0x are interpreted as hexadecimal numbers. Integers beginning with 0 or
specifying a radix of 8 are interpreted as octal numbers. White space preceding valid integers is ignored, as are trailing
nonnumeric characters.
Availability
Flash Lite 2.0
Parameters
expression:String - A string to convert to an integer.
radix:Number [optional] - An integer representing the radix (base) of the number to parse. Legal values are from 2 to 36.
Returns
Number - A number or NaN (not a number).
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Example
The examples in this section use the parseInt() function to evaluate various types of numbers.
The following example returns 3:
parseInt("3.5")
The following example returns NaN:
parseInt("bar")
The following example returns 4:
parseInt("4foo")
The following example shows a hexadecimal conversion that returns 1016:
parseInt("0x3F8")
The following example shows a hexadecimal conversion using the optional radix parameter that returns 1000:
parseInt("3E8", 16)
The following example shows a binary conversion and returns 10, which is the decimal representation of the binary 1010:
parseInt("1010", 2)
The following examples show octal number parsing and return 511, which is the decimal representation of the octal 777:
parseInt("0777")
parseInt("777", 8)
See also
NaN constant, parseFloat function
play function
play() : Void
Moves the playhead forward in the Timeline.
Availability
Flash Lite 1.0
Example
In the following example, there are two movie clip instances on the Stage with the instance names stop_mc and
play_mc. The ActionScript stops the SWF file's playback when the stop_mc movie clip instance is clicked. Playback
resumes when the play_mc instance is clicked.
this.stop_mc.onRelease = function() {
stop();
};
this.play_mc.onRelease = function() {
play();
};
trace("frame 1");
See also
gotoAndPlay function, gotoAndPlay (MovieClip.gotoAndPlay method)
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prevFrame function
prevFrame() : Void
Sends the playhead to the previous frame. If the current frame is Frame 1, the playhead does not move.
Availability
Flash Lite 1.0
Example
When the user clicks a button called myBtn_btn and the following ActionScript is placed on a frame in the Timeline
for that button, the playhead is sent to the previous frame:
stop();
this.myBtn_btn.onRelease = function(){
prevFrame();
};
See also
nextFrame function, prevFrame (MovieClip.prevFrame method)
prevScene function
prevScene() : Void
Sends the playhead to Frame 1 of the previous scene.
Availability
Flash Lite 1.0
See also
nextScene function
random function
random(value) : Number
Deprecated since Flash Player 5. This function was deprecated in favor of Math.random().
Returns a random integer between 0 and one less than the integer specified in the value parameter.
Availability
Flash Lite 1.1
Parameters
value:Number - An integer.
Returns
Number - A random integer.
Example
The following use of random() returns a value of 0, 1, 2, 3, or 4: random(5);
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See also
random (Math.random method)
removeMovieClip function
removeMovieClip(target:Object)
Deletes the specified movie clip.
Availability
Flash Lite 1.0
Parameters
target:Object - The target path of a movie clip instance created with duplicateMovieClip() or the instance name
of a movie clip created with MovieClip.attachMovie(), MovieClip.duplicateMovieClip(), or
MovieClip.createEmptyMovieClip().
Example
The following example creates a new movie clip called myClip_mc and duplicates the movie clip. The second movie
clip is called newClip_mc. Images are loaded into both movie clips. When a button, button_mc, is clicked, the
duplicated movie clip is removed from the Stage.
this.createEmptyMovieClip("myClip_mc", this.getNextHighestDepth());
myClip_mc.loadMovie("http://www.helpexamples.com/flash/images/image1.jpg");
duplicateMovieClip(this.myClip_mc, "newClip_mc", this.getNextHighestDepth());
newClip_mc.loadMovie("http://www.helpexamples.com/flash/images/image1.jpg");
newClip_mc._x = 200;
this.button_mc.onRelease = function() {
removeMovieClip(this._parent.newClip_mc);
};
See also
duplicateMovieClip function, duplicateMovieClip (MovieClip.duplicateMovieClip method),
attachMovie (MovieClip.attachMovie method), removeMovieClip (MovieClip.removeMovieClip
method)createEmptyMovieClip (MovieClip.createEmptyMovieClip method)
setInterval function
setInterval(functionName:Object, interval:Number [, param1:Object, param2, ..., paramN]) :
Number
setInterval(objectName:Object, methodName:String, interval:Number [, param1:Object, param2,
..., paramN]) : Number
Calls a function or a method or an object at periodic intervals while a SWF file plays. You can use an interval function
to update variables from a database or to update a time display.
If interval is greater than the SWF file's frame rate, the interval function is only called each time the playhead enters a
frame; this minimizes the impact each time the screen is refreshed.
Note: In Flash Lite 2.0, the interval passed into this method is ignored if it is less than the SWF file's frame rate and the
interval function is called on the SWF file's frame rate interval only. If the interval is greater than the SWF file's frame
rate, the event is called on the next frame after the interval has elapsed.
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Availability
Flash Lite 2.0
Parameters
functionName:Object - A function name or a reference to an anonymous function.
interval:Number - The time in milliseconds between calls to the functionName or methodName parameter.
param:Object [optional] - Parameters passed to the functionName or methodName parameter. Multiple parameters
should be separated by commas: param1,param2, ...,paramN.
objectName:Object - An object containing the method methodName.
methodName:String - A method of objectName.
Returns
Number - An identifying integer that you can pass to clearInterval() to cancel the interval.
Example
Usage 1: The following example calls an anonymous function every 1000 milliseconds (1 second).
setInterval( function(){ trace("interval called"); }, 1000 );
Usage 2: The following example defines two event handlers and calls each of them. The first call to setInterval()
calls the callback1() function, which contains a trace() statement. The second call to setInterval() passes the
"interval called" string to the function callback2() as a parameter.
function callback1() {
trace("interval called");
}
function callback2(arg) {
trace(arg);
}
setInterval( callback1, 1000 );
setInterval( callback2, 1000, "interval called" );
Usage 3: This example uses a method of an object. You must use this syntax when you want to call a method that is
defined for an object.
obj = new Object();
obj.interval = function() {
trace("interval function called");
}
setInterval( obj, "interval", 1000 );
obj2 = new Object();
obj2.interval = function(s) {
trace(s);
}
setInterval( obj2, "interval", 1000, "interval function called" );
You must use the second form of the setInterval() syntax to call a method of an object, as shown in the following
example:
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setInterval( obj2, "interval", 1000, "interval function called" );
When working with this function, you need to be careful about the memory you use in a SWF file. For example, when
you remove a movie clip from the SWF file, it will not remove any setInterval() function running within it. Always
remove the setInterval() function by using clearInterval() when you have finished using it, as shown in the
following example:
// create an event listener object for our MovieClipLoader instance
var listenerObjectbject = new Object();
listenerObject.onLoadInit = function(target_mc:MovieClip) {
trace("start interval");
/* after the target movie clip loaded, create a callback which executes
about every 1000 ms (1 second) and calls the intervalFunc function. */
target_mc.myInterval = setInterval(intervalFunc, 1000, target_mc);
};
function intervalFunc(target_mc) {
// display a trivial message which displays the instance name and arbitrary text.
trace(target_mc+" has been loaded for "+getTimer()/1000+" seconds.");
/* when the target movie clip is clicked (and released) you clear the interval
and remove the movie clip. If you don't clear the interval before deleting
the movie clip, the function still calls itself every second even though the
movie clip instance is no longer present. */
target_mc.onRelease = function() {
trace("clear interval");
clearInterval(this.myInterval);
// delete the target movie clip
removeMovieClip(this);
};
}
var jpeg_mcl:MovieClipLoader = new MovieClipLoader();
jpeg_mcl.addListener(listenerObject);
jpeg_mcl.loadClip("http://www.helpexamples.com/flash/images/image1.jpg",
this.createEmptyMovieClip("jpeg_mc", this.getNextHighestDepth()));
If you work with setInterval() within classes, you need to be sure to use the this keyword when you call the
function. The setInterval()function does not have access to class members if you do not use the keyword. This is
illustrated in the following example. For a FLA file with a button called deleteUser_btn, add the following
ActionScript to Frame 1:
var me:User = new User("Gary");
this.deleteUser_btn.onRelease = function() {
trace("Goodbye, "+me.username);
clearInterval(me.intervalID);
delete me;
};
Then create a file called User.as in the same directory as your FLA file. Enter the following ActionScript:
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class User {
var intervalID:Number;
var username:String;
function User(param_username:String) {
trace("Welcome, "+param_username);
this.username = param_username;
this.intervalID = setInterval(this, "traceUsername", 1000, this.username);
}
function traceUsername(str:String) {
trace(this.username+" is "+getTimer()/1000+" seconds old, happy birthday.");
}
}
See also
clearInterval function
setProperty function
setProperty(target:Object, property:Object, expression:Object) : Void
Changes a property value of a movie clip as the movie clip plays.
Availability
Flash Lite 1.0
Parameters
target:Object - The path to the instance name of the movie clip whose property is to be set.
property:Object - The property to be set.
expression:Object - Either the new literal value of the property, or an equation that evaluates to the new value of
the property.
Example
The following ActionScript creates a new movie clip and loads an image into it. The _xand _y coordinates are set for
the clip using setProperty(). When you click the button called right_btn, the _x coordinate of a movie clip named
params_mc is incremented by 20 pixels.
this.createEmptyMovieClip("params_mc", 999);
params_mc.loadMovie("http://www.helpexamples.com/flash/images/image1.jpg");
setProperty(this.params_mc, _y, 20);
setProperty(this.params_mc, _x, 20);
this.right_btn.onRelease = function() {
setProperty(params_mc, _x, getProperty(params_mc, _x)+20);
};
See also
getProperty function
startDrag function
startDrag(target:Object [, lock:Boolean, left:Number, top:Number, right:Number,
bottom:Number]) : Void
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Makes the target movie clip draggable while the movie plays. Only one movie clip can be dragged at a time. After a
startDrag() operation is executed, the movie clip remains draggable until it is explicitly stopped by stopDrag() or
until a startDrag() action for another movie clip is called.
Note: This method is supported in Flash Lite only if System.capabilities.hasMouse is true or
System.capabilities.hasStylus is true.
Availability
Flash Lite 2.0
Parameters
target:Object - The target path of the movie clip to drag.
lock:Boolean [optional] - A Boolean value specifying whether the draggable movie clip is locked to the center of the
mouse position (true ) or locked to the point where the user first clicked the movie clip (false ).
left,top,right,bottom:Number [optional] - Values relative to the coordinates of the movie clip's parent that
specify a constraint rectangle for the movie clip.
Example
The following example creates a movie clip, pic_mc, at runtime that users can drag to any location by attaching the
startDrag() and stopDrag() actions to the movie clip. An image is loaded into pic_mc using the MovieClipLoader
class.
var pic_mcl:MovieClipLoader = new MovieClipLoader();
pic_mcl.loadClip("http://www.helpexamples.com/flash/images/image1.jpg",
this.createEmptyMovieClip("pic_mc", this.getNextHighestDepth()));
var listenerObject:Object = new Object();
listenerObject.onLoadInit = function(target_mc) {
target_mc.onPress = function() {
startDrag(this);
};
target_mc.onRelease = function() {
stopDrag();
};
};
pic_mcl.addListener(listenerObject);
See also
stopDrag function, _droptarget (MovieClip._droptarget property), startDrag (MovieClip.startDrag
method)
stop function
stop() : Void
Stops the SWF file that is currently playing. The most common use of this action is to control movie clips with buttons.
Availability
Flash Lite 1.0
See also
gotoAndStop function, gotoAndStop (MovieClip.gotoAndStop method)
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stopAllSounds function
stopAllSounds() : Void
Stops all sounds currently playing in a SWF file without stopping the playhead. Sounds set to stream will resume
playing as the playhead moves over the frames in which they are located.
Availability
Flash Lite 1.0
Example
The following code creates a text field, in which the song's ID3 information appears. A new Sound object instance is
created, and your MP3 is loaded into the SWF file. ID3 information is extracted from the sound file. When the user
clicks stop_mc, the sound is paused. When the user clicks play_mc, the song resumes from its paused position.
this.createTextField("songinfo_txt", this.getNextHighestDepth, 0, 0, Stage.width, 22);
var bg_sound:Sound = new Sound();
bg_sound.loadSound("yourSong.mp3", true);
bg_sound.onID3 = function() {
songinfo_txt.text = "(" + this.id3.artist + ") " + this.id3.album + " - " + this.id3.track
+ " - "
+ this.id3.songname;
for (prop in this.id3) {
trace(prop+" = "+this.id3[prop]);
}
trace("ID3 loaded.");
};
this.play_mc.onRelease = function() {
/* get the current offset. if you stop all sounds and click the play button, the MP3
continues from
where it was stopped, instead of restarting from the beginning. */
var numSecondsOffset:Number = (bg_sound.position/1000);
bg_sound.start(numSecondsOffset);
};
this.stop_mc.onRelease = function() {
stopAllSounds();
};
See also
Sound
stopDrag function
stopDrag() : Void
Stops the current drag operation.
Note: This method is supported in Flash Lite only if System.capabilities.hasMouse is true or
System.capabilities.hasStylus is true.
Availability
Flash Lite 2.0
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Example
The following code, placed in the main Timeline, stops the drag action on the movie clip instance my_mc when the user
releases the mouse button:
my_mc.onPress = function () {
startDrag(this);
}
my_mc.onRelease = function() {
stopDrag();
}
See also
startDrag function, _droptarget (MovieClip._droptarget property), startDrag
(MovieClip.startDrag method)stopDrag (MovieClip.stopDrag method)
String function
String(expression:Object) : String
Returns a string representation of the specified parameter, as described in the following list:
• If expression is a number, the return string is a text representation of the number.
• If expression is a string, the return string is expression.
• If expression is an object, the return value is a string representation of the object generated by calling the string
property for the object or by calling Object.toString() if no such property exists.
• If expression is a Boolean value, the return string is "true" or "false".
• If expression is a movie clip, the return value is the target path of the movie clip in slash (/) notation.
If expression is undefined, the return values are as follows:
• In files published for Flash Player 6 or earlier, the result is an empty string ("").
• In files published for Flash Player 7 or later, the result is undefined.
Note: Slash notation is not supported by ActionScript 2.0.
Availability
Flash Lite 1.0
Parameters
expression:Object - An expression to convert to a string.
Returns
String - A string.
Example
In the following example, you use ActionScript to convert specified expressions to a string:
var string1:String = String("3");
var string2:String = String("9");
trace(string1+string2); // output: 39
Because both parameters are strings, the values are concatenated rather than added.
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See also
toString (Number.toString method), toString (Object.toString method), String, " string delimiter
operator
substring function
substring("string", index, count) : String
Deprecated since Flash Player 5. This function was deprecated in favor of String.substr().
Extracts part of a string. This function is one-based, whereas the String object methods are zero-based.
Availability
Flash Lite 1.0
Parameters
string:String - The string from which to extract the new string.
index:Number - The number of the first character to extract.
count:Number - The number of characters to include in the extracted string, not including the index character.
Returns
String - The extracted substring.
See also
substr (String.substr method)
targetPath function
targetpath(targetObject:Object) : String
Returns a string containing the target path of a MovieClip, Button, or TextField object. The target path is returned in
dot (.) notation. To retrieve the target path in slash (/) notation, use the _target property.
Availability
Flash Lite 2.0
Parameters
targetObject:Object - Reference (for example, _root or _parent) to the object for which the target path is being
retrieved. This can be a MovieClip, Button, or TextField object.
Returns
String - A string containing the target path of the specified object.
Example
The following example traces the target path of a movie clip as soon as it loads:
this.createEmptyMovieClip("myClip_mc", this.getNextHighestDepth());
trace(targetPath(myClip_mc)); // _level0.myClip_mc
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See also
eval function
tellTarget function
tellTarget("target") { statement(s); }
Deprecated since Flash Player 5. Adobe recommends that you use dot (.) notation and the with statement.
Applies the instructions specified in the statements parameter to the Timeline specified in the target parameter. The
tellTarget action is useful for navigation controls. Assign tellTarget to buttons that stop or start movie clips
elsewhere on the Stage. You can also make movie clips go to a particular frame in that clip. For example, you might
assign tellTarget to buttons that stop or start movie clips on the Stage or prompt movie clips to jump to a particular
frame.
In Flash 5 or later, you can use dot (.) notation instead of the tellTarget action. You can use the with action to issue
multiple actions to the same Timeline. You can use the with action to target any object, whereas the tellTarget
action can target only movie clips.
Availability
Flash Lite 1.0
Parameters
target:String - A string that specifies the target path of the Timeline to be controlled.
statement(s):Object - The instructions to execute if the condition is true.
Example
This tellTarget statement controls the movie clip instance ball on the main Timeline. Frame 1 of the ball instance is
blank and has a stop() action so it isn't visible on the Stage. When you click the button with the following action,
tellTarget tells the playhead in ball to go to Frame 2, where the animation starts:
on(release) {
tellTarget("_parent.ball") {
gotoAndPlay(2);
}
}
The following example uses dot (.) notation to achieve the same results:
on(release) {
_parent.ball.gotoAndPlay(2);
}
If you need to issue multiple commands to the ball instance, you can use the with action, as shown in the following
statement:
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on(release) {
with(_parent.ball) {
gotoAndPlay(2);
_alpha = 15;
_xscale = 50;
_yscale = 50;
}
}
See also
with statement
toggleHighQuality function
toggleHighQuality()
Deprecated since Flash Player 5. This function was deprecated in favor of _quality.
Turns anti-aliasing on and off in Flash Player. Anti-aliasing smooths the edges of objects and slows down SWF
playback. This action affects all SWF files in Flash Player.
Availability
Flash Lite 1.0
Example
The following code could be applied to a button that, when clicked, would toggle anti-aliasing on and off:
on(release) {
toggleHighQuality();
}
See also
_highquality property, _quality property
trace function
trace(expression:Object)
You can use Flash Debug Player to capture output from the trace() function and write that output to the log file.
Statement; evaluates the expression and displays the result in the Output panel in test mode.
Use this statement to record programming notes or to display messages in the Output panel while testing a SWF file.
Use the expression parameter to check whether a condition exists, or to display values in the Output panel. The
trace() statement is similar to the alert function in JavaScript.
You can use the Omit Trace Actions command in the Publish Settings dialog box to remove trace()actions from the
exported SWF file.
Availability
Flash Lite 1.0
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Parameters
expression:Object - An expression to evaluate. When a SWF file is opened in the Flash authoring tool (using the
Test Movie command), the value of the expression parameter is displayed in the Output panel.
Example
The following example uses a trace() statement to display in the Output panel the methods and properties of the
dynamically created text field called error_txt:
this.createTextField("error_txt", this.getNextHighestDepth(), 0, 0, 100, 22);
for (var i in error_txt) {
trace("error_txt."+i+" = "+error_txt[i]);
}
/* output:
error_txt.styleSheet = undefined
error_txt.mouseWheelEnabled = true
error_txt.condenseWhite = false
...
error_txt.maxscroll = 1
error_txt.scroll = 1
*/
unescape function
unescape(x:String) : String
Evaluates the parameter x as a string, decodes the string from URL-encoded format (converting all hexadecimal
sequences to ASCII characters), and returns the string.
Availability
Flash Lite 1.1
Parameters
string:String - A string with hexadecimal sequences to escape.
Returns
String - A string decoded from a URL-encoded parameter.
Example
The following example shows the escape-to-unescape conversion process:
var email:String = "[email protected]";
trace(email);
var escapedEmail:String = escape(email);
trace(escapedEmail);
var unescapedEmail:String = unescape(escapedEmail);
trace(unescapedEmail);
The following result is displayed in the Output panel.
[email protected]
user%40somedomain%2Ecom
[email protected]
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unloadMovie function
unloadMovie(target:MovieClip) : Void
unloadMovie(target:String) : Void
Removes a movie clip that was loaded by means of loadMovie() from Flash Player. To unload a movie clip that was
loaded by means of loadMovieNum(), use unloadMovieNum() instead of unloadMovie().
Availability
Flash Lite 1.1
Parameters
target - The target path of a movie clip. This parameter can be either a string (e.g. "my_mc") or a direct reference to
the movie clip instance (e.g. my_mc). Parameters that can accept more than one data type are listed as type Object.
Example
The following example creates a new movie clip called pic_mc and loads an image into that clip. It is loaded using the
MovieClipLoader class. When you click the image, the movie clip unloads from the SWF file:
var pic_mcl:MovieClipLoader = new MovieClipLoader();
pic_mcl.loadClip("http://www.helpexamples.com/flash/images/image1.jpg",
this.createEmptyMovieClip("pic_mc", this.getNextHighestDepth()));
var listenerObject:Object = new Object();
listenerObject.onLoadInit = function(target_mc) {
target_mc.onRelease = function() {
unloadMovie(pic_mc);
/* or you could use the following, which refers to the movie clip referenced by 'target_mc'.
*/
//unloadMovie(this);
};
};
pic_mcl.addListener(listenerObject);
See also
loadMovie (MovieClip.loadMovie method), unloadClip (MovieClipLoader.unloadClip method)
unloadMovieNum function
unloadMovieNum(level:Number) : Void
Removes a SWF or image that was loaded by means of loadMovieNum() from Flash Player. To unload a SWF or image
that was loaded with MovieClip.loadMovie(), use unloadMovie() instead of unloadMovieNum().
Availability
Flash Lite 1.1
Parameters
level:Number - The level (_level N) of a loaded movie.
Example
The following example loads an image into a SWF file. When you click unload_btn, the loaded content is removed.
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loadMovieNum("yourimage.jpg", 1);
unload_btn.onRelease = function() {
unloadMovieNum(1);
}
See also
loadMovieNum function, unloadMovie function, loadMovie (MovieClip.loadMovie method)
Global properties
Global properties are available in every script, and are visible to every Timeline and scope in your document. For
example, global properties allow access to the timelines of other loaded movie clips, both relative (_parent) and
absolute (_root). They also let you restrict (this) or expand (super) scope. And, you can use global properties to
adjust runtime settings like screen reader accessibility, playback quality, and sound buffer size.
Global properties summary
Modifiers
Property
Description
$version
Deprecated since Flash Lite Player 2.0. This action was
deprecated in favor of the System.capabilities.version
property.
Contains the version number of Flash Lite.
_cap4WayKeyAS
Deprecated since Flash Lite Player 2.0. This action was
deprecated in favor of the
System.capabilities.has4WayKeyAS property.
Indicates whether Flash Lite executes ActionScript expressions
attached to key event handlers associated with the Right, Left,
Up, and Down Arrow keys.
_capCompoundSound
Deprecated since Flash Lite Player 2.0. This action was
deprecated in favor of the
System.capabilities.hasCompoundSound property.
Indicates whether Flash Lite can process compound sound
data.
_capEmail
Deprecated since Flash Lite Player 2.0. This action was
deprecated in favor of the
System.capabilities.hasEmail property.
Indicates whether the Flash Lite client can send e-mail
messages by using the GetURL() ActionScript command.
_capLoadData
Deprecated since Flash Lite Player 2.0. This action was
deprecated in favor of the
System.capabilities.hasDataLoading property.
Indicates whether the host application can dynamically load
additional data through calls to the loadMovie(),
loadMovieNum(), loadVariables(), and
loadVariablesNum() functions.
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Modifiers
Property
Description
_capMFi
Deprecated since Flash Lite Player 2.0. This action was
deprecated in favor of the System.capabilities.hasMFi
property.
Indicates whether the device can play sound data in the Melody
Format for i-mode (MFi) audio format.
_capMIDI
Deprecated since Flash Lite Player 2.0. This action was
deprecated in favor of the System.capabilities.hasMIDI
property.
Indicates whether the device can play sound data in the Musical
Instrument Digital Interface (MIDI) audio format.
_capMMS
Deprecated since Flash Lite Player 2.0. This action was
deprecated in favor of the System.capabilities.hasMMS
property.
Indicates whether Flash Lite can send Multimedia Messaging
Service (MMS) messages by using the GetURL() ActionScript
command. If so, this variable is defined and has a value of 1; if
not, this variable is undefined.
_capSMAF
Deprecated since Flash Lite Player 2.0. This action was
deprecated in favor of the System.capabilities.hasSMAF
property.
Indicates whether the device can play multimedia files in the
Synthetic music Mobile Application Format (SMAF). If so, this
variable is defined and has a value of 1; if not, this variable is
undefined.
_capSMS
Deprecated since Flash Lite Player 2.0. This action was
deprecated in favor of the System.capabilities.hasSMS
property.
Indicates whether Flash Lite can send Short Message Service
(SMS) messages by using the GetURL() ActionScript
command.
_capStreamSound
Deprecated since Flash Lite Player 2.0. This action was
deprecated in favor of the
System.capabilities.hasStreamingAudio property.
Indicates whether the device can play streaming (synchronized)
sound.
_focusrect
Property (global); specifies whether a yellow rectangle appears
around the button or movie clip that has keyboard focus.
_forceframerate
Tells the Flash Lite player to render at the specified frame rate.
_global
A reference to the global object that holds the core ActionScript
classes, such as String, Object, Math, and Array.
_highquality
Deprecated since Flash Player 5. This property was deprecated
in favor of _quality.
Specifies the level of anti-aliasing applied to the current SWF
file.
_level
A reference to the root Timeline of _levelN.
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Modifiers
Property
Description
maxscroll
Deprecated since Flash Player 5. This property was deprecated
in favor of TextField.maxscroll.
Indicates the line number of the top line of visible text in a text
field when the bottom line in the field is also visible.
_parent
Specifies or returns a reference to the movie clip or object that
contains the current movie clip or object.
_quality
Sets or retrieves the rendering quality used for a movie clip.
_root
Specifies or returns a reference to the root movie clip Timeline.
scroll
Deprecated since Flash Player 5. This property was deprecated
in favor of TextField.scroll.
Controls the display of information in a text field associated
with a variable.
_soundbuftime
Establishes the number of seconds of streaming sound to
buffer.
this
References an object or movie clip instance.
$version property
$version
Deprecated since Flash Lite Player 2.0. This action was deprecated in favor of the System.capabilities.version
property.
String variable; contains the version number of Flash Lite. It contains a major number, minor number, build number,
and an internal build number, which is generally 0 in all released versions. The major number reported for all Flash
Lite 1.x products is 5. Flash Lite 1.0 has a minor number of 1; Flash Lite 1.1 has a minor number of 2.
Availability
Flash Lite 1.1
Example
In the Flash Lite 1.1 player, the following code sets the value of myVersion to "5, 2, 12, 0":
myVersion = $version;
See also
version (capabilities.version property)
_cap4WayKeyAS property
_cap4WayKeyAS
Deprecated since Flash Lite Player 2.0. This action was deprecated in favor of the
System.capabilities.has4WayKeyAS property.
Numeric variable; indicates whether Flash Lite executes ActionScript expressions attached to key event handlers
associated with the Right, Left, Up, and Down Arrow keys. This variable is defined and has a value of 1 only when the
host application uses four-way key navigation mode to move between Flash controls (buttons and input text fields).
Otherwise, this variable is undefined.
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When one of the four-way keys is pressed, if the value of the _cap4WayKeyAS variable is 1, Flash Lite first looks for a
handler for that key. If it finds none, Flash control navigation occurs. However, if an event handler is found, no
navigation action occurs for that key. For example, if a key press handler for the Down Arrow key is found, the user
cannot navigate.
Availability
Flash Lite 1.1
Example
The following example sets canUse4Way to 1 in Flash Lite 1.1, but leaves it undefined in Flash Lite 1.0 (however, not
all Flash Lite 1.1 phones support four-way keys, so this code is still dependent on the phone):
canUse4Way = _cap4WayKeyAS;
if (canUse4Way == 1) {
msg = "Use your directional joypad to navigate this application";
} else {
msg = "Please use the 2 key to scroll up, the 6 key to scroll right,
the 8 key to scroll down, and the 4 key to scroll left.";
}
See also
capabilities (System.capabilities)
_capCompoundSound property
_capCompoundSound
Deprecated since Flash Lite Player 2.0. This action was deprecated in favor of the
System.capabilities.hasCompoundSound property.
Numeric variable; indicates whether Flash Lite can process compound sound data. If so, this variable is defined and
has a value of 1; if not, this variable is undefined. For example, a single Flash file can contain the same sound
represented in both MIDI and MFi formats. The player will then play back data in the appropriate format based on the
format supported by the device. This variable defines whether the Flash Lite player supports this ability on the current
handset.
Availability
Flash Lite 1.1
Example
In the following example, useCompoundSound is set to 1 in Flash Lite 1.1, but is undefined in Flash Lite 1.0:
useCompoundSound = _capCompoundSound;
if (useCompoundSound == 1) {
gotoAndPlay("withSound");
} else {
gotoAndPlay("withoutSound");
See also
capabilities (System.capabilities)
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_capEmail property
_capEmail
Deprecated since Flash Lite Player 2.0. This action was deprecated in favor of the System.capabilities.hasEmail
property.
Numeric variable; indicates whether the Flash Lite client can send e-mail messages by using the GetURL()
ActionScript command. If so, this variable is defined and has a value of 1; if not, this variable is undefined.
Availability
Flash Lite 1.1
Example
If the host application can send e-mail messages by using the GetURL() ActionScript command, the following example
sets canEmail() to 1:
canEmail = _capEmail;
if (canEmail == 1) {
getURL("mailto:[email protected]?subject=foo&body=bar");
}
See also
capabilities (System.capabilities)
_capLoadData property
_capLoadData
Deprecated since Flash Lite Player 2.0. This action was deprecated in favor of the
System.capabilities.hasDataLoading property.
Numeric variable; indicates whether the host application can dynamically load additional data through calls to the
loadMovie(), loadMovieNum(), loadVariables(), and loadVariablesNum() functions. If so, this variable is
defined and has a value of 1; if not, this variable is undefined.
Availability
Flash Lite 1.1
Example
If the host application can perform dynamic loading of movies and variables, the following example sets CanLoad to 1:
canLoad = _capLoadData;
if (canLoad == 1) {
loadVariables("http://www.somewhere.com/myVars.php", GET);
} else {
trace ("client does not support loading dynamic data");
}
See also
capabilities (System.capabilities)
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_capMFi property
_capMFi
Deprecated since Flash Lite Player 2.0. This action was deprecated in favor of the System.capabilities.hasMFi
property.
Numeric variable; indicates whether the device can play sound data in the Melody Format for i-mode (MFi) audio
format. If so, this variable is defined and has a value of 1; if not, this variable is undefined.
Availability
Flash Lite 1.1
Example
If the device can play MFi sound data, the following example sets canMFi to 1:
canMFi = _capMFi;
if (canMFi == 1) {
// send movieclip buttons to frame with buttons that trigger events
sounds
tellTarget("buttons") {
gotoAndPlay(2);
}
}
See also
hasMFI (capabilities.hasMFI property)
_capMIDI property
_capMIDI
Deprecated since Flash Lite Player 2.0. This action was deprecated in favor of the System.capabilities.hasMIDI
property.
Numeric variable; indicates whether the device can play sound data in the Musical Instrument Digital Interface (MIDI)
audio format. If so, this variable is defined and has a value of 1; if not, this variable is undefined.
Availability
Flash Lite 1.1
Example
If the device can play MIDI sound data, the following example sets _capMIDI to 1:
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canMIDI = _capMIDI;
if (canMIDI == 1) {
// send movieclip buttons to frame with buttons that trigger events
sounds
tellTarget("buttons") {
gotoAndPlay(2);
}
}
See also
capabilities (System.capabilities)
_capMMS property
_capMMS
Deprecated since Flash Lite Player 2.0. This action was deprecated in favor of the System.capabilities.hasMMS
property.
Numeric variable; indicates whether Flash Lite can send Multimedia Messaging Service (MMS) messages by using the
GetURL() ActionScript command. If so, this variable is defined and has a value of 1; if not, this variable is undefined.
Availability
Flash Lite 1.1
Example
The following example sets canMMS to 1 in Flash Lite 1.1, but leaves it undefined in Flash Lite 1.0 (however, not all Flash
Lite 1.1 phones can send MMS messages, so this code is still dependent on the phone):
on(release) {
canMMS = _capMMS;
if (canMMS == 1) {
// send an MMS
myMessage = "mms:4156095555?body=sample mms message";
} else {
// send an SMS
myMessage = "sms:4156095555?body=sample sms message";
}
getURL(myMessage);
}
See also
capabilities (System.capabilities)
_capSMAF property
_capSMAF
Deprecated since Flash Lite Player 2.0. This action was deprecated in favor of the System.capabilities.hasSMAF
property.
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Numeric variable; indicates whether the device can play multimedia files in the Synthetic music Mobile Application
Format (SMAF). If so, this variable is defined and has a value of 1; if not, this variable is undefined.
Availability
Flash Lite 1.1
Example
The following example sets canSMAF to 1 in Flash Lite 1.1, but leaves it undefined in Flash Lite 1.0 (however, not all
Flash Lite 1.1 phones can send SMAF messages, so this code is still dependent on the phone):
canSMAF = _capSMAF;
if (canSMAF) {
// send movieclip buttons to frame with buttons that trigger events
sounds
tellTarget("buttons") {
gotoAndPlay(2);
}
}
See also
capabilities (System.capabilities)
_capSMS property
_capSMS
Deprecated since Flash Lite Player 2.0. This action was deprecated in favor of the System.capabilities.hasSMS
property.
Numeric variable; indicates whether Flash Lite can send Short Message Service (SMS) messages by using the GetURL()
ActionScript command. If so, this variable is defined and has a value of 1; if not, this variable is undefined.
Availability
Flash Lite 1.1
Example
The following example sets canSMS to 1 in Flash Lite 1.1, but leaves it undefined in Flash Lite 1.0 (however, not all Flash
Lite 1.1 phones can send SMS messages, so this code is still dependent on the phone):
on(release) {
canSMS = _capSMS;
if (canSMS) {
// send an SMS
myMessage = "sms:4156095555?body=sample sms message";
getURL(myMessage);
}
}
See also
capabilities (System.capabilities)
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_capStreamSound property
_capStreamSound
Deprecated since Flash Lite Player 2.0. This action was deprecated in favor of the
System.capabilities.hasStreamingAudio property.
Numeric variable; indicates whether the device can play streaming (synchronized) sound. If so, this variable is defined
and has a value of 1; if not, this variable is undefined.
Availability
Flash Lite 1.1
Example
The following example plays streaming sound if canStreamSound is enabled:
on(press) {
canStreamSound = _capStreamSound;
if (canStreamSound) {
// play a streaming sound in a movieclip with this button
tellTarget("music") {
gotoAndPlay(2);
}
}
}
See also
capabilities (System.capabilities)
_focusrect property
_focusrect = Boolean;
Specifies whether a yellow rectangle appears around the button or movie clip that has keyboard focus. If _focusrect
is set to its default value of true, a yellow rectangle appears around the currently focused button or movie clip as the
user presses the Tab key to navigate through objects in a SWF file. Specify false if you do not want to show the yellow
rectangle. This is a property that can be overridden for specific instances.
If the global _focusrect property is set to false, the default behavior for all buttons and movie clips is that keyboard
navigation is limited to the Tab key. All other keys, including the Enter and arrow keys, are ignored. To restore full
keyboard navigation, you must set _focusrect to true. To restore full keyboard functionality for a specific button or
movie clip, you can override this global property by using either Button._focusrect or MovieClip._focusrect.
Note: If you use a component, FocusManager overrides Flash Player's focus handling, including use of this global
property.
Note: For the Flash Lite 2.0 player, when the _focusrect property is disabled (such as Button.focusRect = false
or MovieClip.focusRect = false ), the button or movie clip still receives all events. This behavior is different from
the Flash player, for when the _focusrect property is disabled, the button or movie clip will receive the rollOver
and rollOut events but will not receive the press and release events.
Also for Flash Lite 2.0, you can change the color of the focus rectangle by using the fscommand2 SetFocusRectColor
command. This behavior is different from Flash Player, where the color of the focus rectangle is restricted to yellow.
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Availability
Flash Lite 1.0
Example
The following example demonstrates how to hide the yellow rectangle around any instances in a SWF file when they
have focus in a browser window. Create some buttons or movie clips and add the following ActionScript in Frame 1
of the Timeline:
_focusrect = false;
See also
_focusrect (Button._focusrect property), _focusrect (MovieClip._focusrect property)
_forceframerate property
_forceframerate
If set to true, this property tells the Flash Lite player to render at the specified frame rate. You can use this property
for pseudo-synchronized sound when the content contains device sound. It is set to false by default, which causes
Flash Lite to render normally. When set to true, the Flash Lite player might skip rendering certain frames to maintain
the frame rate.
Availability
Flash Lite 2.0
_global property
_global.identifier
A reference to the global object that holds the core ActionScript classes, such as String, Object, Math, and Array. For
example, you could create a library that is exposed as a global ActionScript object, similar to the Math or Date object.
Unlike Timeline-declared or locally declared variables and functions, global variables and functions are visible to every
timeline and scope in the SWF file, provided they are not obscured by identifiers with the same names in inner scopes.
Note: When setting the value of a global variable, you must use the fully qualified name of the variable, for instance,
_global.variableName. Failure to do so creates a local variable of the same name that obscures the global variable you
are attempting to set.
Availability
Flash Lite 2.0
Returns
A reference to the global object that holds the core ActionScript classes, such as String, Object, Math, and Array.
Example
The following example creates a top-level function, factorial(), that is available to every timeline and scope in a
SWF file:
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_global.factorial = function(n:Number) {
if (n&lt;=1) {
return 1;
} else {
return n*factorial(n-1);
}
}
// Note: factorial 4 == 4*3*2*1 == 24
trace(factorial(4)); // output: 24
The following example shows how the failure to use the fully qualified variable name when setting the value of a global
variable leads to unexpected results:
_global.myVar = "global";
trace("_global.myVar: " + _global.myVar); // _global.myVar: global
trace("myVar: " + myVar); // myVar: global
myVar = "local";
trace("_global.myVar: " + _global.myVar); // _global.myVar: global
trace("myVar: " + myVar); // myVar: local
See also
set variable statement
_highquality property
_highquality
Deprecated since Flash Player 5. This property was deprecated in favor of _quality.
Specifies the level of anti-aliasing applied to the current SWF file. Specify 2 (best quality) to apply the best quality.
Specify 1 (high quality) to apply anti-aliasing. Specify 0 (low quality) to prevent anti-aliasing.
Availability
Flash Lite 1.0
Example
The following ActionScript is placed on the main timeline, and sets the global quality property to apply anti-aliasing.
_highquality = 1;
See also
_quality property
_level property
_levelN
A reference to the root Timeline of _levelN. You must use loadMovieNum() to load SWF files into the Flash Player
before you use the _level property to target them. You can also use _levelN to target a loaded SWF file at the level
assigned by N.
The initial SWF file loaded into an instance of the Flash Player is automatically loaded into _level0. The SWF file in
_level0 sets the frame rate, background color, and frame size for all subsequently loaded SWF files. SWF files are then
stacked in higher-numbered levels above the SWF file in _level0.
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You must assign a level to each SWF file that you load into the Flash Player using loadMovieNum(). You can assign
levels in any order. If you assign a level that already contains a SWF file (including _level0), the SWF file at that level
is unloaded and replaced by the new SWF file.
Availability
Flash Lite 1.0
Example
The following example stops the playhead in the main timeline of the SWF file sub.swf that is loaded into _level9.
The sub.swf file contains animation and is in the same directory as the document that contains the following
ActionScript:
loadMovieNum("sub.swf", 9);
myBtn_btn.onRelease = function() {
_level9.stop();
};
You could replace _level9.stop() in the previous example with the following code:
_level9.gotoAndStop(5);
This action sends the playhead in the main Timeline of the SWF file in _level9 to Frame 5 instead of stopping the
playhead.
See also
loadMovie function, swapDepths (MovieClip.swapDepths method)
maxscroll property
variable_name.maxscroll
Deprecated since Flash Player 5. This property was deprecated in favor of TextField.maxscroll.
Indicates the line number of the top line of visible text in a text field when the bottom line in the field is also visible.
The maxscroll property works with the scroll property to control how information appears in a text field. This
property can be retrieved, but not modified.
Availability
Flash Lite 1.1
See also
maxscroll (TextField.maxscroll property), scroll (TextField.scroll property)
_parent property
_parent.property
_parent._parent.property
Specifies or returns a reference to the movie clip or object that contains the current movie clip or object. The current
object is the object containing the ActionScript code that references _parent. Use _parent to specify a relative path
to movie clips or objects that are above the current movie clip or object.
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Availability
Flash Lite 2.0
Example
In the following example, there is a movie clip on the Stage with the instance name square_mc. Within that movie clip
is another movie clip with an instance name circle_mc. The following ActionScript lets you modify the circle_mc
parent instance (which is square_mc) when the circle is clicked. When you are working with relative addressing (using
_parent instead of _root), it might be easier to use the Insert Target Path button in the Actions panel at first.
this.square_mc.circle_mc.onRelease = function() {
this._parent._alpha -= 5;
};
See also
_root property, targetPath function
_quality property
_quality:String
Sets or retrieves the rendering quality used for a movie clip. Device fonts are always aliased and therefore are unaffected
by the _quality property.
The _quality property can be set to the following values:
Value
Description
Graphic Anti-Aliasing
Bitmap Smoothing
"LOW"
Low rendering quality.
Graphics are not anti-aliased.
Bitmaps are not smoothed.
"MEDIUM"
Medium rendering quality. This Graphics are anti-aliased using a 2 Bitmaps are not smoothed.
setting is suitable for movies that x 2 pixel grid.
do not contain text.
"HIGH"
High rendering quality. This
setting is the default rendering
quality setting that Flash uses.
Graphics are anti-aliased using a 4 Bitmaps are not smoothed.
x 4 pixel grid.
Availability
Flash Lite 2.0
Example
The following example sets the rendering quality to LOW:
_quality = "LOW";
_root property
_root.movieClip
_root.action
_root.property
Specifies or returns a reference to the root movie clip Timeline. If a movie clip has multiple levels, the root movie clip
Timeline is on the level containing the currently executing script. For example, if a script in level 1 evaluates _root,
_level1 is returned.
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Specifying _root is the same as using the deprecated slash notation (/) to specify an absolute path within the current
level.
Note: If a movie clip that contains _root is loaded into another movie clip, _root refers to the Timeline of the loading
movie clip, not the Timeline that contains _root. If you want to ensure that _root refers to the Timeline of the loaded
movie clip even if it is loaded into another movie clip, use MovieClip._lockroot.
Availability
Flash Lite 2.0
Parameters
movieClip:String - The instance name of a movie clip.
action:String - An action or field.
property:String - A property of the MovieClip object.
Example
The following example stops the Timeline of the level containing the currently executing script:
_root.stop();
The following example traces variables and instances in the scope of _root:
for (prop in _root) {
trace("_root."+prop+" = "+_root[prop]);
}
See also
_lockroot (MovieClip._lockroot property), _parent property, targetPath function
scroll property
textFieldVariableName.scroll = x
Deprecated since Flash Player 5. This property was deprecated in favor of TextField.scroll.
Controls the display of information in a text field associated with a variable. The scroll property defines where the
text field begins displaying content; after you set it, Flash Player updates it as the user scrolls through the text field. The
scroll property is useful for directing users to a specific paragraph in a long passage or creating scrolling text fields.
This property can be retrieved and modified.
Availability
Flash Lite 1.1
Example
The following code is attached to an Up button that scrolls the text field named myText:
on (release) {
myText.scroll = myText.scroll + 1;
}
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See also
maxscroll (TextField.maxscroll property), scroll (TextField.scroll property)
_soundbuftime property
_soundbuftime:Number = integer
Establishes the number of seconds of streaming sound to buffer. The default value is 5 seconds.
Availability
Flash Lite 2.0
Parameters
integer:Number - The number of seconds before the SWF file starts to stream.
Example
The following example streams an MP3 file and buffers the sound before it plays for the user. Two text fields are created
at runtime to hold a timer and debugging information. The _soundbuftime property is set to buffer the MP3 for 10
seconds. A new Sound object instance is created for the MP3.
// create text fields to hold debug information.
this.createTextField("counter_txt", this.getNextHighestDepth(), 0, 0, 100, 22);
this.createTextField("debug_txt", this.getNextHighestDepth(), 0, 20, 100, 22);
// set the sound buffer to 10 seconds.
_soundbuftime = 10;
// create the new sound object instance.
var bg_sound:Sound = new Sound();
// load the MP3 sound file and set streaming to true.
bg_sound.loadSound("yourSound.mp3", true);
// function is triggered when the song finishes loading.
bg_sound.onLoad = function() {
debug_txt.text = "sound loaded";
};
debug_txt.text = "sound init";
function updateCounter() {
counter_txt.text++;
}
counter_txt.text = 0;
setInterval(updateCounter, 1000);
this property
this
References an object or movie clip instance. When a script executes, this references the movie clip instance that
contains the script. When a field is called, this contains a reference to the object that contains the called field.
Inside an on() event handler attached to a button, this refers to the Timeline that contains the button. Inside an
onClipEvent() event handler attached to a movie clip, this refers to the Timeline of the movie clip itself.
Because this is evaluated in the context of the script that contains it, you can't use this in a script to refer to a variable
defined in a class file. Create ApplyThis.as, and enter the following code:
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class ApplyThis {
var str:String = "Defined in ApplyThis.as";
function conctStr(x:String):String {
return x+x;
}
function addStr():String {
return str;
}
}
Then, in a FLA or AS file, add the following ActionScript:
var obj:ApplyThis = new ApplyThis();
var abj:ApplyThis = new ApplyThis();
abj.str = "defined in FLA or AS";
trace(obj.addStr.call(abj, null)); //output: defined in FLA or AS
trace(obj.addStr.call(this, null)); //output: undefined
trace(obj.addStr.call(obj, null)); //output: Defined in applyThis.as
Similarly, to call a function defined in a dynamic class, you must use this to invoke the function in the proper scope:
// incorrect version of Simple.as
/*
dynamic class Simple {
function callfunc() {
trace(func());
}
}
*/
// correct version of Simple.as
dynamic class simple {
function callfunc() {
trace(this.func());
}
}
Inside the FLA or AS file, add the following ActionScript:
var obj:Simple = new Simple();
obj.num = 0;
obj.func = function() {
return true;
};
obj.callfunc();
// output: true
You get a syntax error when you use the incorrect version of Simple.as.
Availability
Flash Lite 2.0
Example
In the following example, the keyword this references the Circle object:
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function Circle(radius:Number):Void {
this.radius = radius;
this.area = Math.PI*Math.pow(radius, 2);
}
var myCircle = new Circle(4);
trace(myCircle.area);
In the following statement assigned to a frame inside a movie clip, the keyword this references the current movie clip.
// sets the alpha property of the current movie clip to 20
this._alpha = 20;
In the following statement inside a MovieClip.onPress handler, the keyword this references the current movie clip:
this.square_mc.onPress = function() {
startDrag(this);
};
this.square_mc.onRelease = function() {
stopDrag();
};
See also
Constants, onClipEvent handler
Operators
Symbolic operators are characters that specify how to combine, compare, or modify the values of an expression.
Operators summary
Operator
Description
+ (addition)
Adds numeric expressions or concatenates (combines) strings.
+= (addition
assignment)
Assigns expression1 the value of expression1 + expression2.
[] (array access)
Initializes a new array or multidimensional array with the specified elements (a0, and
so on), or accesses elements in an array.
= (assignment)
Assigns the value of expression2 (the parameter on the right) to the variable, array
element, or property in expression1.
& (bitwise AND)
Converts expression1 and expression2 to 32-bit unsigned integers, and
performs a Boolean AND operation on each bit of the integer parameters.
&= (bitwise AND
assignment)
Assigns expression1 the value of expression1& expression2.
<< (bitwise left shift)
Converts expression1 and expression2 to 32-bit integers, and shifts all the bits in
expression1 to the left by the number of places specified by the integer resulting
from the conversion of expression2.
<<= (bitwise left shift and
assignment)
This operator performs a bitwise left shift (<<) operation and stores the contents as a
result in expression1.
~ (bitwise NOT)
Also known as the one's complement operator or the bitwise complement operator.
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Operator
Description
| (bitwise OR)
Converts expression1 and expression2 to 32-bit unsigned integers, and returns
a 1 in each bit position where the corresponding bits of either expression1 or
expression2 are 1.
|= (bitwise OR
assignment)
Assigns expression1 the value of expression1 | expression2.
>> (bitwise right shift)
Converts expression1 and expression2 to 32-bit integers, and shifts all the bits in
expression1 to the right by the number of places specified by the integer that results
from the conversion of expression2.
>>= (bitwise right shift
and assignment)
This operator performs a bitwise right-shift operation and stores the contents as a
result in expression1.
>>> (bitwise unsigned
right shift)
The same as the bitwise right shift (>> ) operator except that it does not preserve the
sign of the original expression because the bits on the left are always filled with 0.
Floating-point numbers are converted to integers by discarding any digits after the
decimal point.
>>>= (bitwise unsigned
Performs an unsigned bitwise right-shift operation and stores the contents as a result
in expression1.
right shift and
assignment)
^ (bitwise XOR)
Converts expression1 and expression2 to 32-bit unsigned integers, and returns a 1 in
each bit position where the corresponding bits in expression1 or expression2, but not
both, are 1.
^= (bitwise XOR
assignment)
Assigns expression1 the value of expression1 ^ expression2.
/* (block comment
delimiter)
Indicates one or more lines of script comments.
, (comma)
Evaluates expression1, then expression2, and so on.
add (concatenation
(strings))
Deprecated since Flash Player 5. Adobe recommends you use the addition (+)
operator when creating content for Flash Player 5 or later.
Note: Flash Lite 2.0 also deprecates the add operator in favor of the addition (+)
operator.
Concatenates two or more strings.
?: (conditional)
Instructs Flash to evaluate expression1, and if the value of expression1 is true, it returns
the value of expression2; otherwise it returns the value of expression3.
-- (decrement)
A pre-decrement and post-decrement unary operator that subtracts 1 from the
expression.
/ (division)
Divides expression1 by expression2.
/= (division assignment) Assigns expression1 the value of expression1 / expression2.
. (dot)
Used to navigate movie clip hierarchies to access nested (child) movie clips, variables,
or properties.
== (equality)
Tests two expressions for equality.
eq (equality (strings))
Deprecated since Flash Player 5. This operator was deprecated in favor of the ==
(equality) operator.
Returns true if the string representation of expression1 is equal to the string
representation of expression2, false otherwise.
> (greater than)
Compares two expressions and determines whether expression1 is greater than
expression2; if it is, the operator returns true.
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Operator
Description
gt (greater than
(strings))
Deprecated since Flash Player 5. This operator was deprecated in favor of the >
(greater than) operator.
Compares the string representation of expression1 with the string representation of
expression2 and returns true if expression1 is greater than expression2, false
otherwise.
>= (greater than or equal
to)
Compares two expressions and determines whether expression1 is greater than or
equal to expression2 (true) or expression1 is less than expression2 (false).
ge (greater than or equal
to (strings))
Deprecated since Flash Player 5. This operator was deprecated in favor of the >=
(greater than or equal to) operator.
Returns true if expression1 is greater than or equal to expression2, false otherwise.
++ (increment)
A pre-increment and post-increment unary operator that adds 1 to expression .
!= (inequality)
Tests for the exact opposite of the equality (== ) operator.
<> (inequality)
Deprecated since Flash Player 5. This operator has been deprecated. Adobe
recommends that you use the != (inequality) operator.
Tests for the exact opposite of the equality (==) operator.
instanceof
Tests whether object is an instance of classConstructor or a subclass of
classConstructor.
< (less than)
Compares two expressions and determines whether expression1 is less than
expression2; if so, the operator returns true.
lt (less than (strings))
Deprecated since Flash Player 5. This operator was deprecated in favor of the < (less
than) operator.
Returns true if expression1 is less than expression2, false otherwise.
<= (less than or equal to) Compares two expressions and determines whether expression1 is less than or equal
to expression2; if it is, the operator returns true.
le (less than or equal to
(strings))
Deprecated since Flash Player 5. This operator was deprecated in Flash 5 in favor of
the <= (less than or equal to) operator.
Returns true if expression1 is less than or equal to expression2, false otherwise.
// (line comment
delimiter)
Indicates the beginning of a script comment.
&& (logical AND)
Performs a Boolean operation on the values of one or both of the expressions.
and (logical AND)
Deprecated since Flash Player 5. Adobe recommends that you use the logical AND
(&&) operator.
Performs a logical AND (&&) operation in Flash Player 4.
! (logical NOT)
Inverts the Boolean value of a variable or expression.
not (logical NOT)
Deprecated since Flash Player 5. This operator was deprecated in favor of the !
(logical NOT) operator.
Performs a logical NOT (!) operation in Flash Player 4.
|| (logical OR)
Evaluates expression1 (the expression on the left side of the operator) and returns
true if the expression evaluates to true.
or (logical OR)
Deprecated since Flash Player 5. This operator was deprecated in favor of the ||
(logical OR) operator.
Evaluates condition1 and condition2, and if either expression is true, the whole
expression is true.
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Operator
Description
% (modulo)
Calculates the remainder of expression1 divided by expression2.
%= (modulo assignment) Assigns expression1 the value of expression1 % expression2.
* (multiplication)
Multiplies two numerical expressions.
*= (multiplication
assignment)
Assigns expression1 the value of expression1 * expression2.
new
Creates a new, initially anonymous, object and calls the function identified by the
constructor parameter.
ne (not equal (strings))
Deprecated since Flash Player 5. This operator was deprecated in favor of the !=
(inequality) operator.
Returns true if expression1 is not equal to expression2; false otherwise.
{} (object initializer)
Creates a new object and initializes it with the specified name and value property pairs.
() (parentheses)
Performs a grouping operation on one or more parameters, performs sequential
evaluation of expressions, or surrounds one or more parameters and passes them as
parameters to a function outside the parentheses.
=== (strict equality)
Tests two expressions for equality; the strict equality (===) operator performs in the
same way as the equality (==) operator, except that data types are not converted.
!== (strict inequality)
Tests for the exact opposite of the strict equality (===) operator.
" (string delimiter)
When used before and after characters, quotation marks (") indicate that the
characters have a literal value and are considered a string, not a variable, numerical
value, or other ActionScript element.
- (subtraction)
Used for negating or subtracting.
-= (subtraction
assignment)
Assigns expression1 the value of expression1 - expression2.
: (type)
Used for strict data typing; this operator specifies the variable type, function return
type, or function parameter type.
typeof
The typeof operator evaluate the expression and returns a string specifying
whether the expression is a String, MovieClip, Object, Function,
Number, or Boolean value.
void
The void operator evaluates an expression and then discards its value, returning
undefined.
+ addition operator
expression1 + expression2
Adds numeric expressions or concatenates (combines) strings. If one expression is a string, all other expressions are
converted to strings and concatenated. If both expressions are integers, the sum is an integer; if either or both
expressions are floating-point numbers, the sum is a floating-point number.
Note: Flash Lite 2.0 supports the addition (+) operator for adding numeric expressions and concatenating strings.
Flash Lite 1.x only supports the addition (+) operator for adding numeric expressions (such as var1 = 1 + 2 //
output: 3). For Flash Lite 1.x, you must use the add operator to concatenate strings.
Availability
Flash Lite 2.0
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Operands
expression1 - A number or string.
expression2 - A number or string.
Returns
Object - A string, integer, or floating-point number.
Example
Usage 1: The following example concatenates two strings and displays the result in the Output panel.
var name:String = "Cola";
var instrument:String = "Drums";
trace(name + " plays " + instrument); // output: Cola plays Drums
Note: Flash Lite 1.x does not support the addition (+) operator for concatenating strings. For Flash Lite 1.x, you must
use the add operator to concatenate strings.
Usage 2: This statement adds the integers 2 and 3 and displays the resulting integer, 5, in the Output panel:
trace(2 + 3); // output: 5
This statement adds the floating-point numbers 2.5 and 3.25 and displays the resulting floating-point number, 5.75,
in the Output panel
trace(2.5 + 3.25); // output: 5.75
Usage 3: Variables associated with dynamic and input text fields have the data type String. In the following example,
the variable deposit is an input text field on the Stage. After a user enters a deposit amount, the script attempts to add
deposit to oldBalance. However, because deposit is a String data type, the script concatenates (combines to form
one string) the variable values rather than summing them.
var oldBalance:Number = 1345.23;
var currentBalance = deposit_txt.text + oldBalance;
trace(currentBalance);
For example, if a user enters 475 in the deposit text field, the trace() function sends the value 4751345.23 to the
Output panel. To correct this, use the Number() function to convert the string to a number, as in the following:
var oldBalance:Number = 1345.23;
var currentBalance:Number = Number(deposit_txt.text) + oldBalance;
trace(currentBalance);
The following example shows how numeric sums to the right of a string expression are not calculated:
var a:String
trace(a); //
var b:String
trace(b); //
= 3 + 10 + "asdf";
13asdf
= "asdf" + 3 + 10;
asdf310
+= addition assignment operator
expression1 += expression2
Assigns expression1 the value of expression1+ expression2. For example, the following two statements have the same
result:
x += y;
x = x + y;
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This operator also performs string concatenation. All the rules of the addition (+) operator apply to the addition
assignment (+=) operator.
Availability
Flash Lite 1.0
Operands
expression1 : Number - A number or string.
expression2 : Number - A number or string.
Returns
Number - The result of the addition.
Example
Usage 1: This example uses the += operator with a string expression and sends "My name is Gilbert" to the Output
panel.
var x1:String = "My name is ";
x1 += "Gilbert";
trace(x1); // output: My name is Gilbert
Usage 2: The following example shows a numeric use of the addition assignment (+=) operator:
var x:Number = 5;
var y:Number = 10;
x += y;
trace(x); // output: 15
See also
+ addition operator
[] array access operator
myArray = [ a0, a1,...aN ]
myArray[ i ] = value
myObject [ propertyName ]
Initializes a new array or multidimensional array with the specified elements (a0, and so on), or accesses elements in
an array. The array access operator lets you dynamically set and retrieve instance, variable, and object names. It also
lets you access object properties.
Usage 1: An array is an object whose properties are called elements, which are each identified by a number called an
index. When you create an array, you surround the elements with the array access ([]) operator (or brackets). An array
can contain elements of various types. For example, the following array, called employee, has three elements; the first
is a number and the second two are strings (inside quotation marks):
var employee:Array = [15, "Barbara", "Jay"];
You can nest brackets to simulate multidimensional arrays. You can nest arrays up to 256 levels deep. The following
code creates an array called ticTacToe with three elements; each element is also an array with three elements:
var ticTacToe:Array = [[1, 2, 3], [4, 5, 6], [7, 8, 9]]; // Select Debug > List Variables in
test mode
// to see a list of the array elements.
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Usage 2: Surround the index of each element with brackets ([]) to access it directly; you can add a new element to an
array, or you can change or retrieve the value of an existing element. The first index in an array is always 0, as shown
in the following example:
var my_array:Array = new Array();
my_array[0] = 15;
my_array[1] = "Hello";
my_array[2] = true;
You can use brackets ([]) to add a fourth element, as shown in the following example:
my_array[3] = "George";
You can use brackets ([]) to access an element in a multidimensional array. The first set of brackets identifies the
element in the original array, and the second set identifies the element in the nested array. The following lines of code
send the number 6 to the Output panel.
var ticTacToe:Array = [[1, 2, 3], [4, 5, 6], [7, 8, 9]];
trace(ticTacToe[1][2]);// output: 6
Usage 3: You can use the array access ([]) operator instead of the eval() function to dynamically set and retrieve
values for movie clip names or any property of an object. The following line of code sets the name of the movie clip
determined by concatenating the string “mc” with the value of the i variable to “left_corner”.
name["mc" + i] = "left_corner";
Availability
Flash Lite 2.0
Operands
myArray : Object - The name of an array.
a0, a1,...aN : Object - Elements in an array; any native type or object instance, including nested arrays.
i : Number - An integer index greater than or equal to 0.
myObject : Object - The name of an object.
propertyName : String - A string that names a property of the object.
Returns
Object Usage 1: A reference to an array.
Usage 2: A value from the array; either a native type or an object instance (including an array instance).
Usage 3: A property from the object; either a native type or an object instance (including an array instance).
Example
The following example shows two ways to create a new empty Array object; the first line uses brackets ([]):
var my_array:Array = [];
var my_array:Array = new Array();
The following example creates an array called employee_array and uses the trace() statement to send the elements to
the Output panel. In the fourth line, an element in the array is changed, and the fifth line sends the newly modified
array to the Output panel:
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var employee_array = ["Barbara", "George", "Mary"];
trace(employee_array); // output: Barbara,George,Mary
employee_array[2] = "Sam";
trace(employee_array); // output: Barbara,George,Sam
In the following example, the expression inside the brackets ("piece" + i) is evaluated and the result is used as the
name of the variable to be retrieved from the my_mc movie clip. In this example, the variable i must live on the same
Timeline as the button. If the variable i is equal to 5, for example, the value of the variable piece5 in the my_mc movie
clip is displayed in the Output panel:
myBtn_btn.onRelease = function() {
x = my_mc["piece"+i];
trace(x);
};
In the following example, the expression inside the brackets is evaluated, and the result is used as the name of the
variable to be retrieved from movie clip name_mc:
name_mc["A" + i];
If you are familiar with the Flash 4 ActionScript slash syntax, you can use the eval() function to accomplish the same
result:
eval("name_mc.A" & i);
You can use the following ActionScript to loop over all objects in the _root scope, which is useful for debugging:
for (i in _root) {
trace(i+": "+_root[i]);
}
You can also use the array access ([]) operator on the left side of an assignment statement to dynamically set instance,
variable, and object names:
employee_array[2] = "Sam";
See also
Array, Object, eval function
= assignment operator
expression1 = expression2
Assigns the value of expression2 (the parameter on the right) to the variable, array element, or property in expression1.
Assignment can be either by value or by reference. Assignment by value copies the actual value of expression2 and
stores it in expression1. Assignment by value is used when a variable is assigned a number or string literal. Assignment
by reference stores a reference to expression2 in expression1. Assignment by reference is commonly used with the new
operator. Use of the new operator creates an object in memory and a reference to that location in memory is assigned
to a variable.
Availability
Flash Lite 1.0
Operands
expression1 : Object - A variable, element of an array, or property of an object.
expression2 : Object - A value of any type.
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Returns
Object - The assigned value, expression2.
Example
The following example uses assignment by value to assign the value of 5 to the variable x.
var x:Number = 5;
The following example uses assignment by value to assign the value "hello" to the variable x:
var x:String;x = " hello ";
The following example uses assignment by reference to create the moonsOfJupiter variable, which contains a reference
to a newly created Array object. Assignment by value is then used to copy the value "Callisto" to the first element of the
array referenced by the variable moonsOfJupiter:
var moonsOfJupiter:Array = new Array();moonsOfJupiter[0] = "Callisto";
The following example uses assignment by reference to create a new object, and assign a reference to that object to the
variable mercury. Assignment by value is then used to assign the value of 3030 to the diameter property of the
mercury object:
var mercury:Object = new Object(); mercury.diameter = 3030; // in miles trace
(mercury.diameter); // output: 3030
The following example builds upon the previous example by creating a variable named merkur (the German word for
mercury) and assigning it the value of mercury. This creates two variables that reference the same object in memory,
which means you can use either variable to access the object's properties. We can then change the diameter property
to use kilometers instead of miles:
var merkur:Object = mercury; merkur.diameter = 4878; // in kilometers trace (mercury.diameter);
// output: 4878
See also
== equality operator
& bitwise AND operator
expression1 & expression2
Converts expression1 and expression2 to 32-bit unsigned integers, and performs a Boolean AND operation on each bit
of the integer parameters. Floating-point numbers are converted to integers by discarding any digits after the decimal
point. The result is a new 32-bit integer.
Positive integers are converted to an unsigned hex value with a maximum value of 4294967295 or 0xFFFFFFFF; values
larger than the maximum have their most significant digits discarded when they are converted so the value is still 32bit. Negative numbers are converted to an unsigned hex value using the two's complement notation, with the
minimum being -2147483648 or 0x800000000; numbers less than the minimum are converted to two's complement
with greater precision and then have the most significant digits discarded as well.
The return value is interpreted as a signed two's complement number, so the return is an integer in the range 2147483648 to 2147483647.
Availability
Flash Lite 2.0
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Operands
expression1 : Number - A number.
expression2 : Number - A number.
Returns
Number - The result of the bitwise operation.
Example
The following example compares the bit representation of the numbers and returns 1 only if both bits at the same
position are 1. In the following ActionScript code, you add 13 (binary 1101) and 11 (binary 1011) and return 1 only in
the position where both numbers have a 1.
var insert:Number = 13;
var update:Number = 11;
trace(insert & update); // output : 9 (or 1001 binary)
In the numbers 13 and 11 the result is 9 because only the first and last positions in both numbers have the number 1.
The following example shows the behavior of the return value conversion:
trace(0xFFFFFFFF);
trace(0xFFFFFFFF &
trace(0xFFFFFFFF &
trace(4294967295 &
trace(4294967295 &
// 4294967295
0xFFFFFFFF); // -1
-1); // -1
-1); // -1
4294967295); // -1
See also
&= bitwise AND assignment operator, ^ bitwise XOR operator, ^= bitwise XOR assignment operator,
| bitwise OR operator, |= bitwise OR assignment operator, ~ bitwise NOT operator
&= bitwise AND assignment operator
expression1 &= expression2
Assigns expression1 the value of expression1 & expression2. For example, the following two expressions are equivalent:
x &= y;
x = x & y;
Availability
Flash Lite 2.0
Operands
expression1 : Number - A number.
expression2 : Number - A number.
Returns
Number - The value of expression1 & expression2.
Example
The following example assigns the value 9 to x:
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var x:Number = 15;
var y:Number = 9;
trace(x &= y); // output: 9
See also
& bitwise AND operator, ^ bitwise XOR operator, ^= bitwise XOR assignment operator, | bitwise OR
operator|= bitwise OR assignment operator, ~ bitwise NOT operator
<< bitwise left shift operator
expression1 << expression2
Converts expression1 and expression2 to 32-bit integers, and shifts all the bits in expression1 to the left by the number
of places specified by the integer resulting from the conversion of expression2. The bit positions that are emptied as a
result of this operation are filled in with 0 and bits shifted off the left end are discarded. Shifting a value left by one
position is the equivalent of multiplying it by 2.
Floating-point numbers are converted to integers by discarding any digits after the decimal point. Positive integers are
converted to an unsigned hex value with a maximum value of 4294967295 or 0xFFFFFFFF; values larger than the
maximum have their most significant digits discarded when they are converted so the value is still 32-bit. Negative
numbers are converted to an unsigned hex value via the two's complement notation, with the minimum being 2147483648 or 0x800000000; numbers less than the minimum are converted to two's complement with greater
precision and also have the most significant digits discarded.
The return value is interpreted as a two's complement number with sign, so the return value will be an integer in the
range -2147483648 to 2147483647.
Availability
Flash Lite 2.0
Operands
expression1 : Number - A number or expression to be shifted left.
expression2 : Number - A number or expression that converts to an integer from 0 to 31.
Returns
Number - The result of the bitwise operation.
Example
In the following example, the integer 1 is shifted 10 bits to the left: x = 1 << 10 The result of this operation is x =
1024. This is because 1 decimal equals 1 binary, 1 binary shifted left by 10 is 10000000000 binary, and 10000000000
binary is 1024 decimal. In the following example, the integer 7 is shifted 8 bits to the left: x = 7 << 8 The result of
this operation is x = 1792. This is because 7 decimal equals 111 binary, 111 binary shifted left by 8 bits is 11100000000
binary, and 11100000000 binary is 1792 decimal. If you trace the following example, you see that the bits have been
pushed two spaces to the left:
// 2 binary == 0010
// 8 binary == 1000
trace(2 << 2); // output: 8
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See also
>>= bitwise right shift and assignment operator, >> bitwise right shift operator, <<= bitwise
left shift and assignment operator>>> bitwise unsigned right shift operator, >>>= bitwise
unsigned right shift and assignment operator
<<= bitwise left shift and assignment operator
expression1 <<= expression2
This operator performs a bitwise left shift (<<) operation and stores the contents as a result in expression1. The
following two expressions are equivalent:
A <<= BA = (A << B)
Availability
Flash Lite 2.0
Operands
expression1 : Number - A number or expression to be shifted left.
expression2 : Number - A number or expression that converts to an integer from 0 to 31.
Returns
Number - The result of the bitwise operation.
Example
In the following example, you use the bitwise left shift and assignment (<<=) operator to shift all bits one space to the
left:
var x:Number = 4;
// shift all bits one slot to the left.
x <<= 1;
trace(x); // output: 8
// 4 decimal = 0100 binary
// 8 decimal = 1000 binary
See also
<< bitwise left shift operator, >>= bitwise right shift and assignment operator, >> bitwise right
shift operator
~ bitwise NOT operator
~expression
Also known as the one's complement operator or the bitwise complement operator. Converts the expression to a 32bit signed integer, and then applies a bitwise one's complement. That is, every bit that is a 0 is set to 1 in the result, and
every bit that is a 1 is set to 0 in the result. The result is a signed 32-bit integer.
For example, the hex value 0x7777 is represented as this binary number: 0111011101110111
The bitwise negation of that hex value, ~0x7777, is this binary number: 1000100010001000
In hexadecimal, this is 0x8888. Therefore, ~0x7777 is 0x8888.
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The most common use of bitwise operators is for representing flag bits (Boolean values packed into 1 bit each).
Floating-point numbers are converted to integers by discarding any digits after the decimal point. Positive integers are
converted to an unsigned hex value with a maximum value of 4294967295 or 0xFFFFFFFF; values larger than the
maximum have their most significant digits discarded when they are converted so the value is still 32-bit. Negative
numbers are converted to an unsigned hex value via the two's complement notation, with the minimum being 2147483648 or 0x800000000; numbers less than the minimum are converted to two's complement with greater
precision and also have the most significant digits discarded.
The return value is interpreted as a two's complement number with sign, so the return value is an integer in the range
-2147483648 to 2147483647.
Availability
Flash Lite 2.0
Operands
expression : Number - A number.
Returns
Number - The result of the bitwise operation.
Example
The following example demonstrates a use of the bitwise NOT (~) operator with flag bits:
var ReadOnlyFlag:Number = 0x0001; // defines bit 0 as the read-only flag
var flags:Number = 0;
trace(flags);
/* To set the read-only flag in the flags variable,
the following code uses the bitwise OR:
*/
flags |= ReadOnlyFlag;
trace(flags);
/* To clear the read-only flag in the flags variable,
first construct a mask by using bitwise NOT on ReadOnlyFlag.
In the mask, every bit is a 1 except for the read-only flag.
Then, use bitwise AND with the mask to clear the read-only flag.
The following code constructs the mask and performs the bitwise AND:
*/
flags &= ~ReadOnlyFlag;
trace(flags);
// output: 0 1 0
See also
& bitwise AND operator, &= bitwise AND assignment operator, ^ bitwise XOR operator, ^= bitwise
XOR assignment operator| bitwise OR operator, |= bitwise OR assignment operator
| bitwise OR operator
expression1 | expression2
Converts expression1 and expression2 to 32-bit unsigned integers, and returns a 1 in each bit position where the
corresponding bits of either expression1 or expression2 are 1. Floating-point numbers are converted to integers by
discarding any digits after the decimal point. The result is a new 32-bit integer.
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Positive integers are converted to an unsigned hex value with a maximum value of 4294967295 or 0xFFFFFFFF; values
larger than the maximum have their most significant digits discarded when they are converted so the value is still 32bit. Negative numbers are converted to an unsigned hex value via the two's complement notation, with the minimum
being -2147483648 or 0x800000000; numbers less than the minimum are converted to two's complement with greater
precision and also have the most significant digits discarded.
The return value is interpreted as a two's complement number with sign, so the return value will be an integer in the
range -2147483648 to 2147483647.
Availability
Flash Lite 2.0
Operands
expression1 : Number - A number.
expression2 : Number - A number.
Returns
Number - The result of the bitwise operation.
Example
The following is an example of a bitwise OR (|) operation:
// 15 decimal = 1111 binary
var x:Number = 15;
// 9 decimal = 1001 binary
var y:Number = 9;
// 1111 | 1001 = 1111
trace(x | y); // returns 15 decimal (1111 binary)
Don't confuse the single | (bitwise OR) with || (logical OR).
See also
& bitwise AND operator, &= bitwise AND assignment operator, ^ bitwise XOR operator, ^= bitwise
XOR assignment operator|= bitwise OR assignment operator, ~ bitwise NOT operator
|= bitwise OR assignment operator
expression1 |= expression2
Assigns expression1 the value of expression1 | expression2. For example, the following two statements are equivalent:
x |= y; and x = x | y;
Availability
Flash Lite 2.0
Operands
expression1 : Number - A number or variable.
expression2 : Number - A number or variable.
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Returns
Number - The result of the bitwise operation.
Example
The following example uses the bitwise OR assignment (|=) operator:
// 15 decimal = 1111 binary
var x:Number = 15;
// 9 decimal = 1001 binary
var y:Number = 9;
// 1111 |= 1001 = 1111
trace(x |= y); // returns 15 decimal (1111 binary)
See also
& bitwise AND operator, &= bitwise AND assignment operator, ^ bitwise XOR operator, ^= bitwise
XOR assignment operator| bitwise OR operator, ~ bitwise NOT operator
>> bitwise right shift operator
expression1 >> expression2
Converts expression1 and expression2 to 32-bit integers, and shifts all the bits in expression1 to the right by the number
of places specified by the integer that results from the conversion of expression2. Bits that are shifted off the right end
are discarded. To preserve the sign of the original expression, the bits on the left are filled in with 0 if the most
significant bit (the bit farthest to the left) of expression1 is 0, and filled in with 1 if the most significant bit is 1. Shifting
a value right by one position is the equivalent of dividing by 2 and discarding the remainder.
Floating-point numbers are converted to integers by discarding any digits after the decimal point. Positive integers are
converted to an unsigned hex value with a maximum value of 4294967295 or 0xFFFFFFFF; values larger than the
maximum have their most significant digits discarded when they are converted so the value is still 32-bit. Negative
numbers are converted to an unsigned hex value via the two's complement notation, with the minimum being 2147483648 or 0x800000000; numbers less than the minimum are converted to two's complement with greater
precision and also have the most significant digits discarded.
The return value is interpreted as a two's complement number with sign, so the return value will be an integer in the
range -2147483648 to 2147483647.
Availability
Flash Lite 2.0
Operands
expression1 : Number - A number or expression to be shifted right.
expression2 : Number - A number or expression that converts to an integer from 0 to 31.
Returns
Number - The result of the bitwise operation.
Example
The following example converts 65535 to a 32-bit integer and shifts it 8 bits to the right:
var x:Number = 65535 >> 8;
trace(x); // outputs 255
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The following example shows the result of the previous example:
var x:Number = 255;
This is because 65535 decimal equals 1111111111111111 binary (sixteen 1s), 1111111111111111 binary shifted right
by 8 bits is 11111111 binary, and 11111111 binary is 255 decimal. The most significant bit is 0 because the integers are
32-bit, so the fill bit is 0.
The following example converts -1 to a 32-bit integer and shifts it 1 bit to the right:
var x:Number = -1 >> 1;
trace(x); // outputs -1
The following example shows the result of the previous example:
var x:Number = -1;
This is because -1 decimal equals 11111111111111111111111111111111 binary (thirty-two 1s), shifting right by one
bit causes the least significant (bit farthest to the right) to be discarded and the most significant bit to be filled in with
1. The result is 11111111111111111111111111111111 (thirty-two 1s) binary, which represents the 32-bit integer -1.
See also
>>= bitwise right shift and assignment operator
>>= bitwise right shift and assignment operator
expression1 >>= expression2
This operator performs a bitwise right shift operation and stores the contents as a result in expression1.
The following two statements are equivalent:
A >>= B; and A = (A >> B);
Availability
Flash Lite 2.0
Operands
expression1 : Number - A number or expression to be shifted right.
expression2 : Number - A number or expression that converts to an integer from 0 to 31.
Returns
Number - The result of the bitwise operation.
Example
The following commented code uses the bitwise right shift and assignment (>>=) operator.
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function convertToBinary(numberToConvert:Number):String {
var result:String = "";
for (var i = 0; i<32; i++) {
// Extract least significant bit using bitwise AND
var lsb:Number = numberToConvert & 1;
// Add this bit to the result
string result = (lsb ? "1" : "0")+result;
// Shift numberToConvert right by one bit, to see next bit
numberToConvert >>= 1;
}
return result;
}
trace(convertToBinary(479));
// Returns the string 00000000000000000000000111011111
// This string is the binary representation of the decimal
// number 479
See also
>> bitwise right shift operator
>>> bitwise unsigned right shift operator
expression1 >>> expression2
The same as the bitwise right shift (>>) operator except that it does not preserve the sign of the original expression
because the bits on the left are always filled with 0.
Floating-point numbers are converted to integers by discarding any digits after the decimal point. Positive integers are
converted to an unsigned hex value with a maximum value of 4294967295 or 0xFFFFFFFF; values larger than the
maximum have their most significant digits discarded when they are converted so the value is still 32-bit. Negative
numbers are converted to an unsigned hex value via the two's complement notation, with the minimum being 2147483648 or 0x800000000; numbers less than the minimum are converted to two's complement with greater
precision and also have the most significant digits discarded.
Availability
Flash Lite 2.0
Operands
expression1 : Number - A number or expression to be shifted right.
expression2 : Number - A number or expression that converts to an integer between 0 and 31.
Returns
Number - The result of the bitwise operation.
Example
The following example converts -1 to a 32-bit integer and shifts it 1 bit to the right:
var x:Number = -1 >>> 1;
trace(x); // output: 2147483647
This is because -1 decimal is 11111111111111111111111111111111 binary (thirty-two 1s), and when you shift right
(unsigned) by 1 bit, the least significant (rightmost) bit is discarded, and the most significant (leftmost) bit is filled with
a 0. The result is 01111111111111111111111111111111 binary, which represents the 32-bit integer 2147483647.
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See also
>>= bitwise right shift and assignment operator
>>>= bitwise unsigned right shift and assignment operator
expression1 >>>= expression2
Performs an unsigned bitwise right-shift operation and stores the contents as a result in expression1. The following two
statements are equivalent:
A >>>= B; and A = (A >>> B);
Availability
Flash Lite 2.0
Operands
expression1 : Number - A number or expression to be shifted right.
expression2 : Number - A number or expression that converts to an integer from 0 to 31.
Returns
Number - The result of the bitwise operation.
See also
>>> bitwise unsigned right shift operator, >>= bitwise right shift and assignment operator
^ bitwise XOR operator
expression1 ^ expression2
Converts expression1 and expression2 to 32-bit unsigned integers, and returns a 1 in each bit position where the
corresponding bits in expression1 or expression2, but not both, are 1. Floating-point numbers are converted to integers
by discarding any digits after the decimal point. The result is a new 32-bit integer.
Positive integers are converted to an unsigned hex value with a maximum value of 4294967295 or 0xFFFFFFFF; values
larger than the maximum have their most significant digits discarded when they are converted so the value is still 32bit. Negative numbers are converted to an unsigned hex value via the two's complement notation, with the minimum
being -2147483648 or 0x800000000; numbers less than the minimum are converted to two's complement with greater
precision and also have the most significant digits discarded.
The return value is interpreted as a two's complement number with sign, so the return value will be an integer in the
range -2147483648 to 2147483647.
Availability
Flash Lite 2.0
Operands
expression1 : Number - A number.
expression2 : Number - A number.
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Returns
Number - The result of the bitwise operation.
Example
The following example uses the bitwise XOR operator on the decimals 15 and 9, and assigns the result to the variable x:
// 15 decimal = 1111 binary
// 9 decimal = 1001 binary
var x:Number = 15 ^ 9;
trace(x);
// 1111 ^ 1001 = 0110
// returns 6 decimal (0110 binary)
See also
& bitwise AND operator, &= bitwise AND assignment operator, ^= bitwise XOR assignment operator,
| bitwise OR operator, |= bitwise OR assignment operator, ~ bitwise NOT operator
^= bitwise XOR assignment operator
expression1 ^= expression2
Assigns expression1 the value of expression1 ^ expression2. For example, the following two statements are equivalent:
x ^= y x = x ^ y
Availability
Flash Lite 2.0
Operands
expression1 : Number - Integers and variables.
expression2 : Number - Integers and variables.
Returns
Number - The result of the bitwise operation.
Example
The following example shows a bitwise XOR assignment (^=) operation:
// 15 decimal = 1111 binary
var x:Number = 15;
// 9 decimal = 1001 binary
var y:Number = 9;
trace(x ^= y); // returns 6 decimal (0110 binary)
See also
& bitwise AND operator, &= bitwise AND assignment operator, ^ bitwise XOR operator, | bitwise OR
operator|= bitwise OR assignment operator, ~ bitwise NOT operator
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/* block comment delimiter operator
/* comment */
/* comment
comment */
Indicates one or more lines of script comments. Any characters that appear between the opening comment tag (/*)
and the closing comment tag (*/) are interpreted as a comment and ignored by the ActionScript interpreter. Use the
// (comment delimiter) to identify single-line comments. Use the /* comment delimiter to identify comments on
multiple successive lines. Leaving off the closing tag (*/) when using this form of comment delimiter returns an error
message. Attempting to nest comments also returns an error message. After an opening comment tag (/*) is used, the
first closing comment tag (*/) will end the comment, regardless of the number of opening comment tags (/*) placed
between them.
Availability
Flash Lite 1.0
Operands
comment - Any characters.
Example
The following script uses comment delimiters at the beginning of the script:
/* records the X and Y positions of
the ball and bat movie clips */
var ballX:Number = ball_mc._x;
var ballY:Number = ball_mc._y;
var batX:Number = bat_mc._x;
var batY:Number = bat_mc._y;
The following attempt to nest comments will result in an error message:
/* this is an attempt to nest comments.
/* But the first closing tag will be paired
with the first opening tag */
and this text will not be interpreted as a comment */
See also
// line comment delimiter operator
, comma operator
(expression1 , expression2 [, expressionN... ])
Evaluates expression1, then expression2, and so on. This operator is primarily used with the for loop statement and is
often used with the parentheses () operator.
Availability
Flash Lite 1.0
Operands
expression1 : Number - An expression to be evaluated.
expression2 : Number - An expression to be evaluated.
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expressionN : Number - Any number of additional expressions to be evaluated.
Returns
Object - The value of expression1, expression2, and so on.
Example
The following example uses the comma (,) operator in a for loop:
for (i = 0, j = 0; i < 3 && j < 3; i++, j+=2) {
trace("i = " + i + ", j = " + j);
}
// Output:
// i = 0, j = 0
// i = 1, j = 2
The following example uses the comma (,) operator without the parentheses () operator and illustrates that the comma
operator returns only the value of the first expression without the parentheses () operator:
var v:Number = 0;
v = 4, 5, 6;
trace(v); // output: 4
The following example uses the comma (,) operator with the parentheses () operator and illustrates that the comma
operator returns the value of the last expression when used with the parentheses () operator:
var v:Number = 0;
v = (4, 5, 6);
trace(v); // output: 6
The following example uses the comma (,) operator without the parentheses () operator and illustrates that the comma
operator sequentially evaluates all of the expressions but returns the value of the first expression. The second
expression, z++, is evaluated and z is incremented by one.
var v:Number = 0;
var z:Number = 0;
v = v + 4 , z++, v + 6;
trace(v); // output: 4
trace(z); // output: 1
The following example is identical to the previous example except for the addition of the parentheses () operator and
illustrates once again that, when used with the parentheses () operator, the comma (,) operator returns the value of the
last expression in the series:
var v:Number = 0;
var z:Number = 0;
v = (v + 4, z++, v + 6);
trace(v); // output: 6
trace(z); // output: 1
See also
() parentheses operator
add concatenation (strings) operator
string1 add string2
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Deprecated since Flash Player 5. Adobe recommends you use the addition (+) operator when creating content for
Flash Player 5 or later.
Note: Flash Lite 2.0 also deprecates the add operator in favor of the addition (+) operator.
Concatenates two or more strings. The add (+) operator replaces the Flash 4 & operator; Flash Player 4 files that use
the & operator are automatically converted to use the add (+) operator for string concatenation when brought into the
Flash 5 or later authoring environment. You must use the add (+) operator to concatenate strings if you are creating
content for Flash Player 4 or earlier versions of the Flash Player.
Availability
Flash Lite 1.0
Operands
string1 : String - A string.
string2 : String - A string.
Returns
String - The concatenated string.
See also
+ addition operator
?: conditional operator
expression1 ? expression2 : expression3
Instructs Flash to evaluate expression1, and if the value of expression1 is true, it returns the value of expression2;
otherwise it returns the value of expression3.
Availability
Flash Lite 1.0
Operands
expression1 : Object - An expression that evaluates to a Boolean value; usually a comparison expression, such as
x < 5.
expression2 : Object - Values of any type.
expression3 : Object - Values of any type.
Returns
Object - The value of expression2 or expression3.
Example
The following statement assigns the value of variable x to variable z because expression1 evaluates to true:
var x:Number = 5;
var y:Number = 10;
var z = (x < 6) ? x: y;
trace (z); // returns 5
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The following example shows a conditional statement written in shorthand:
var timecode:String = (new Date().getHours() < 11) ? "AM" : "PM";
trace(timecode);
The same conditional statement could also be written in longhand, as shown in the following example:
if (new Date().getHours() < 11) {
var timecode:String = "AM";
} else {
var timecode:String = "PM";
} trace(timecode);
-- decrement operator
--expression
expression--
A pre-decrement and post-decrement unary operator that subtracts 1 from the expression. The expression can be a
variable, element in an array, or property of an object. The pre-decrement form of the operator (--expression) subtracts
1 from expression and returns the result. The post-decrement form of the operator (expression--) subtracts 1 from the
expression and returns the initial value of expression (the value prior to the subtraction).
Availability
Flash Lite 1.0
Operands
expression : Number - A number or a variable that evaluates to a number.
Returns
Number - The result of the decremented value.
Example
The pre-decrement form of the operator decrements x to 2 ( x - 1 = 2) and returns the result as y:
var x:Number = 3;
var y:Number = --x; //y is equal to 2
The post-decrement form of the operator decrements x to 2 (x - 1 = 2 ) and returns the original value of x as the result y:
var x:Number = 3;
var y:Number = x--; //y is equal to 3
The following example loops from 10 to 1, and each iteration of the loop decreases the counter variable i by 1.
for (var i = 10; i>0; i--) {
trace(i);
}
/ division operator
expression1 / expression2
Divides expression1 by expression2. The result of the division operation is a double-precision floating-point number.
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Availability
Flash Lite 1.0
Operands
expression : Number - A number or a variable that evaluates to a number.
Returns
Number - The floating-point result of the operation.
Example
The following statement divides the current width and height of the Stage, and then displays the result in the Output
panel.
trace(Stage.width/2);
trace(Stage.height/2);
For a default Stage width and height of 550 x 400, the output is 275 and 150.
See also
% modulo operator
/= division assignment operator
expression1 /= expression2
Assigns expression1 the value of expression1 / expression2. For example, the following two statements are equivalent:
x /= y; and x = x / y;
Availability
Flash Lite 1.0
Operands
expression1 : Number - A number or a variable that evaluates to a number.
expression2 : Number - A number or a variable that evaluates to a number.
Returns
Number - A number.
Example
The following code illustrates using the division assignment (/=) operator with variables and numbers:
var x:Number = 10;
var y:Number = 2;
x /= y; trace(x); // output: 5
See also
/ division operator
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. dot operator
object.property_or_method
instancename.variable
instancename.childinstance
instancename.childinstance.variable
Used to navigate movie clip hierarchies to access nested (child) movie clips, variables, or properties. The dot operator
is also used to test or set the properties of an object or top-level class, execute a method of an object or top-level class,
or create a data structure.
Availability
Flash Lite 1.0
Operands
object : Object - An instance of a class. The object can be an instance of any of the built-in ActionScript classes or
a custom class. This parameter is always to the left of the dot (.) operator.
property_or_method - The name of a property or method associated with an object. All the valid methods and
properties for the built-in classes are listed in the method and property summary tables for that class. This parameter
is always to the right of the dot (.) operator.
instancename : MovieClip - The instance name of a movie clip.
variable — The instance name to the left of the dot (.) operator can also represent a variable on the Timeline of the
movie clip.
childinstance : MovieClip - A movie clip instance that is a child of, or nested in, another movie clip.
Returns
Object - The method, property, or movie clip named on the right side of the dot.
Example
The following example identifies the current value of the variable hairColor in the movie clip person_mc:
person_mc.hairColor
The Flash 4 authoring environment did not support dot syntax, but Flash MX 2004 files published for Flash Player 4
can use the dot operator. The preceding example is equivalent to the following (deprecated) Flash 4 syntax:
/person_mc:hairColor
The following example creates a new movie clip within the _root scope. Then a text field is created inside the movie
clip called container_mc. The text field's autoSize property is set to true and then populated with the current date.
this.createEmptyMovieClip("container_mc", this.getNextHighestDepth());
this.container_mc.createTextField("date_txt", this.getNextHighestDepth(), 0, 0, 100, 22);
this.container_mc.date_txt.autoSize = true;
this.container_mc.date_txt.text = new Date();
The dot (.) operator is used when targeting instances within the SWF file and when you need to set properties and
values for those instances.
== equality operator
expression1 == expression2
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Tests two expressions for equality. The result is true if the expressions are equal.
The definition of equal depends on the data type of the parameter:
• Numbers and Boolean values are compared by value and are considered equal if they have the same value.
• String expressions are equal if they have the same number of characters and the characters are identical.
• Variables representing objects, arrays, and functions are compared by reference. Two such variables are equal if
they refer to the same object, array, or function. Two separate arrays are never considered equal, even if they have
the same number of elements.
When comparing by value, if expression1 and expression2 are different data types, ActionScript will attempt to convert
the data type of expression2 to match that of expression1.
Availability
Flash Lite 1.0
Operands
expression1 : Object - A number, string, Boolean value, variable, object, array, or function.
expression2 : Object - A number, string, Boolean value, variable, object, array, or function.
Returns
Boolean - The Boolean result of the comparison.
Example
The following example uses the equality (==) operator with an if statement:
var a:String = "David", b:String = "David";
if (a == b) {
trace("David is David");
}
The following examples show the results of operations that compare mixed types:
var x:Number = 5;
var y:String = "5";
trace(x == y); // output: true
var x:String = "5";
var y:String = "66";
trace(x == y); // output: false
var x:String = "chris";
var y:String = "steve";
trace(x == y); // output: false
The following examples show comparison by reference. The first example compares two arrays with identical length
and elements. The equality operator will return false for these two arrays. Although the arrays appear equal,
comparison by reference requires that they both refer to the same array. The second example creates the thirdArray
variable, which points to the same array as the variable firstArray. The equality operator will return true for these two
arrays because the two variables refer to the same array.
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var firstArray:Array = new Array("one", "two", "three");
var secondArray:Array = new Array("one", "two", "three");
trace(firstArray == secondArray);
// will output false
// Arrays are only considered equal
// if the variables refer to the same array.
var thirdArray:Array = firstArray;
trace(firstArray == thirdArray); // will output true
See also
! logical NOT operator, != inequality operator, !== strict inequality operator, && logical AND
operator|| logical OR operator, === strict equality operator
eq equality (strings) operator
expression1 eq expression2
Deprecated since Flash Player 5. This operator was deprecated in favor of the == (equality) operator.
Compares two expressions for equality and returns a value of true if the string representation of expression1 is equal
to the string representation of expression2, false otherwise.
Availability
Flash Lite 1.0
Operands
expression1 : Object - Numbers, strings, or variables.
expression2 : Object - Numbers, strings, or variables.
Returns
Boolean - The result of the comparison.
See also
== equality operator
> greater than operator
expression1 > expression2
Compares two expressions and determines whether expression1 is greater than expression2; if it is, the operator returns
true. If expression1 is less than or equal to expression2, the operator returns false. String expressions are evaluated
using alphabetical order; all capital letters come before lowercase letters.
Availability
Flash Lite 1.0
Operands
expression1 : Object - A number or string.
expression2 : Object - A number or string.
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Returns
Boolean - The Boolean result of the comparison.
Example
In the following example, the greater than (>) operator is used to determine whether the value of the text field
score_txt is greater than 90:
if (score_txt.text>90) {
trace("Congratulations, you win!");
} else {
trace("sorry, try again");
}
gt greater than (strings) operator
expression1 gt expression2
Deprecated since Flash Player 5. This operator was deprecated in favor of the > (greater than) operator.
Compares the string representation of expression1 with the string representation of expression2 and returns true if
expression1 is greater than expression2, false otherwise.
Availability
Flash Lite 1.0
Operands
expression1 : Object - Numbers, strings, or variables.
expression2 : Object - Numbers, strings, or variables.
Returns
Boolean - The Boolean result of the comparison.
See also
> greater than operator
>= greater than or equal to operator
expression1 >= expression2
Compares two expressions and determines whether expression1 is greater than or equal to expression2 (true) or
expression1 is less than expression2 (false).
Availability
Flash Lite 1.0
Operands
expression1 : Object - A string, integer, or floating-point number.
expression2 : Object - A string, integer, or floating-point number.
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Returns
Boolean - The Boolean result of the comparison.
Example
In the following example, the greater than or equal to (>=) operator is used to determine whether the current hour is
greater than or equal to 12:
if (new Date().getHours() >= 12) {
trace("good afternoon");
} else {
trace("good morning");
}
ge greater than or equal to (strings) operator
expression1 ge expression2
Deprecated since Flash Player 5. This operator was deprecated in favor of the >= (greater than or equal to) operator.
Compares the string representation of expression1 with the string representation of expression2 and returns true if
expression1 is greater than or equal to expression2, false otherwise.
Availability
Flash Lite 1.0
Operands
expression1 : Object - Numbers, strings, or variables.
expression2 : Object - Numbers, strings, or variables.
Returns
Boolean - The result of the comparison.
See also
>= greater than or equal to operator
++ increment operator
++expression
expression++
A pre-increment and post-increment unary operator that adds 1 to expression. The expression can be a variable,
element in an array, or property of an object. The pre-increment form of the operator (++expression) adds 1 to
expression and returns the result. The post-increment form of the operator (expression++) adds 1 to expression and
returns the initial value of expression (the value prior to the addition).
The pre-increment form of the operator increments x to 2 (x + 1 = 2) and returns the result as y:
var x:Number =
var y:Number =
trace("x:"+x);
trace("y:"+y);
1;
++x;
//traces x:2
//traces y:2
The post-increment form of the operator increments x to 2 (x + 1 = 2) and returns the original value of x as the result y:
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var x:Number =
var y:Number =
trace("x:"+x);
trace("y:"+y);
1;
x++;
//traces x:2
//traces y:1
Availability
Flash Lite 1.0
Operands
expression : Number - A number or a variable that evaluates to a number.
Returns
Number - The result of the increment.
Example
The following example uses ++ as a post-increment operator to make a while loop run five times:
var i:Number = 0;
while (i++ < 5) {
trace("this is execution " + i);
}
/* output:
this is execution 1
this is execution 2
this is execution 3
this is execution 4
this is execution 5
*/
The following example uses ++ as a pre-increment operator:
var a:Array = new Array();
var i:Number = 0;
while (i < 10) {
a.push(++i);
}
trace(a.toString()); //traces: 1,2,3,4,5,6,7,8,9,10
This example also uses ++ as a pre-increment operator.
var a:Array = [];
for (var i = 1; i <= 10; ++i) {
a.push(i);
}
trace(a.toString()); //traces: 1,2,3,4,5,6,7,8,9,10
This script shows the following result in the Output panel: 1,2,3,4,5,6,7,8,9,10
The following example uses ++ as a post-increment operator in a while loop:
// using a while loop
var a:Array = new Array();
var i:Number = 0;
while (i < 10) {
a.push(i++);
}
trace(a.toString()); //traces 0,1,2,3,4,5,6,7,8,9
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The following example uses ++ as a post-increment operator in a for loop:
// using a for loop
var a:Array = new Array();
for (var i = 0; i < 10; i++) {
a.push(i);
}
trace(a.toString()); //traces 0,1,2,3,4,5,6,7,8,9
This script displays the following result in the Output panel:
0,1,2,3,4,5,6,7,8,9
!= inequality operator
expression1 != expression2
Tests for the exact opposite of the equality (==) operator. If expression1 is equal to expression2 , the result is false. As
with the equality (==) operator, the definition of equal depends on the data types being compared, as illustrated in the
following list:
• Numbers, strings, and Boolean values are compared by value.
• Objects, arrays, and functions are compared by reference.
• A variable is compared by value or by reference, depending on its type.
Comparison by value means what most people would expect equals to mean –that two expressions have the same
value. For example, the expression (2 + 3) is equal to the expression (1 + 4) when compared by value.
Comparison by reference means that two expressions are equal only if they both refer to the same object, array, or
function. Values inside the object, array, or function are not compared.
When comparing by value, if expression1 and expression2 are different data types, ActionScript will attempt to convert
the data type of expression2 to match that of expression1.
Availability
Flash Lite 2.0
Operands
expression1 : Object - A number, string, Boolean value, variable, object, array, or function.
expression2 : Object - A number, string, Boolean value, variable, object, array, or function.
Returns
Boolean - The Boolean result of the comparison.
Example
The following example illustrates the result of the inequality (!=) operator:
trace(5 != 8); // returns true
trace(5 != 5); //returns false
The following example illustrates the use of the inequality (!=) operator in an if statement:
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var a:String = "David";
var b:String = "Fool";
if (a != b) {
trace("David is not a fool");
}
The following example illustrates comparison by reference with two functions:
var a:Function = function() { trace("foo"); };
var b:Function = function() { trace("foo"); };
a(); // foo
b(); // foo
trace(a != b); // true
a = b;
a(); // foo
b(); // foo
trace(a != b); // false
// trace statement output: foo foo true foo foo false
The following example illustrates comparison by reference with two arrays:
var a:Array = [ 1, 2, 3 ];
var b:Array = [ 1, 2, 3 ];
trace(a); // 1, 2, 3
trace(b); // 1, 2, 3
trace(a!=b); // true
a = b;
trace(a); // 1, 2, 3
trace(b); // 1, 2, 3
trace(a != b); // false
// trace statement output: 1,2,3 1,2,3 true 1,2,3 1,2,3 false
See also
! logical NOT operator, !== strict inequality operator, && logical AND operator, || logical OR
operator== equality operator, === strict equality operator
<> inequality operator
expression1 <> expression2
Deprecated since Flash Player 5. This operator has been deprecated. Adobe recommends that you use the !=
(inequality) operator.
Tests for the exact opposite of the equality (==) operator. If expression1 is equal to expression2, the result is false. As
with the equality (==) operator, the definition of equal depends on the data types being compared:
• Numbers, strings, and Boolean values are compared by value.
• Objects, arrays, and functions are compared by reference.
• Variables are compared by value or by reference depending on their type.
Availability
Flash Lite 1.0
Operands
expression1 : Object - A number, string, Boolean value, variable, object, array, or function.
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expression2 : Object - A number, string, Boolean value, variable, object, array, or function.
Returns
Boolean - The Boolean result of the comparison.
See also
!= inequality operator
instanceof operator
object instanceof classConstructor
Tests whether object is an instance of classConstructor or a subclass of classConstructor. The instanceof
operator does not convert primitive types to wrapper objects. For example, the following code returns true:
new String("Hello") instanceof String;
Whereas the following code returns false:
"Hello" instanceof String;
Availability
Flash Lite 2.0
Operands
object : Object - An ActionScript object.
classConstructor : Function - A reference to an ActionScript constructor function, such as String or Date.
Returns
Boolean - If object is an instance of or a subclass of classConstructor, instanceof returns true, otherwise it
returns false. Also, _global instanceof Object returns false.
See also
typeof operator
< less than operator
expression1 < expression2
Compares two expressions and determines whether expression1 is less than expression2; if so, the operator returns
true. If expression1 is greater than or equal to expression2, the operator returns false. String expressions are evaluated
using alphabetical order; all capital letters come before lowercase letters.
Availability
Flash Lite 1.0
Operands
expression1 : Number - A number or string.
expression2 : Number - A number or string.
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Returns
Boolean - The Boolean result of the comparison.
Example
The following examples show true and false returns for both numeric and string comparisons:
trace(3 < 10); // true
trace(10 < 3); // false
trace("Allen" < "Jack"); // true
trace("Jack" < "Allen"); //false
trace("11" < "3"); // true
trace("11" < 3); // false (numeric comparison)
trace("C" < "abc"); // true
trace("A" < "a"); // true
lt less than (strings) operator
expression1 lt expression2
Deprecated since Flash Player 5. This operator was deprecated in favor of the < (less than) operator.
Compares expression1 to expression2 and returns true if expression1 is less than expression2, false otherwise.
Availability
Flash Lite 1.0
Operands
expression1 : Object - Numbers, strings, or variables.
expression2 : Object - Numbers, strings, or variables.
Returns
Boolean - The result of the comparison.
See also
< less than operator
<= less than or equal to operator
expression1 <= expression2
Compares two expressions and determines whether expression1 is less than or equal to expression2; if it is, the operator
returns true. If expression1 is greater than expression2, the operator returns false. String expressions are evaluated
using alphabetical order; all capital letters come before lowercase letters.
Availability
Flash Lite 1.0
Operands
expression1 : Object - A number or string.
expression2 : Object - A number or string.
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Returns
Boolean - The Boolean result of the comparison.
Example
The following examples show true and false results for both numeric and string comparisons:
trace(5 <= 10); // true
trace(2 <= 2); // true
trace(10 <= 3); // false
trace("Allen" <= "Jack"); // true
trace("Jack" <= "Allen"); // false
trace("11" <= "3"); // true
trace("11" <= 3); // false (numeric comparison)
trace("C" <= "abc"); // true
trace("A" <= a); // true
le less than or equal to (strings) operator
expression1 le expression2
Deprecated since Flash Player 5. This operator was deprecated in Flash 5 in favor of the <= (less than or equal to)
operator.
Compares expression1 to expression2 and returns a value of true if expression1 is less than or equal to expression2,
false otherwise.
Availability
Flash Lite 1.0
Operands
expression1 : Object - Numbers, strings, or variables.
expression2 : Object - Numbers, strings, or variables.
Returns
Boolean - The result of the comparison.
See also
<= less than or equal to operator
// line comment delimiter operator
// comment
Indicates the beginning of a script comment. Any characters that appear between the comment delimiter (//) and the
end-of-line character are interpreted as a comment and ignored by the ActionScript interpreter.
Availability
Flash Lite 1.0
Operands
comment - Any characters.
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Example
The following script uses comment delimiters to identify the first, third, fifth, and seventh lines as comments:
// record the X position of the
var ballX:Number = ball_mc._x;
// record the Y position of the
var ballY:Number = ball_mc._y;
// record the X position of the
var batX:Number = bat_mc._x;
// record the Y position of the
var batY:Number = bat_mc._y;
ball movie clip
ball movie clip
bat movie clip
ball movie clip
See also
/* block comment delimiter operator
&& logical AND operator
expression1 && expression2
Performs a Boolean operation on the values of one or both of the expressions. Evaluates expression1 (the expression
on the left side of the operator) and returns false if the expression evaluates to false. If expression1 evaluates to true,
expression2 (the expression on the right side of the operator) is evaluated. If expression2 evaluates to true, the final
result is true; otherwise, it is false. The expression true&&true evaluates to true, true&&false evaluates to false,
false&&false evaluates to false, and false&&true evaluates to false
Availability
Flash Lite 1.0
Operands
expression1 : Number - A Boolean value or an expression that converts to a Boolean value.
expression2 : Number - A Boolean value or an expression that converts to a Boolean value.
Returns
Boolean - A Boolean result of the logical operation.
Example
The following example uses the logical AND (&&) operator to perform a test to determine if a player has won the game.
The turns variable and the score variable are updated when a player takes a turn or scores points during the game.
The script shows "You Win the Game!" in the Output panel when the player's score reaches 75 or higher in 3 turns or
less.
var turns:Number = 2;
var score:Number = 77;
if ((turns <= 3) && (score >= 75)) {
trace("You Win the Game!");
} else {
trace("Try Again!");
}
// output: You Win the Game!
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See also
! logical NOT operator, != inequality operator, !== strict inequality operator, || logical OR
operator== equality operator, === strict equality operator
and logical AND operator
condition1 and condition2
Deprecated since Flash Player 5. Adobe recommends that you use the logical AND (&&) operator.
Performs a logical AND (&&)operation in Flash Player 4. If both expressions evaluate to true, the entire expression is
true.
Availability
Flash Lite 1.0
Operands
condition1 : Boolean - A condition or expression that evaluates to true or false.
condition2 : Boolean - A condition or expression that evaluates to true or false.
Returns
Boolean - A Boolean result of the logical operation.
See also
&& logical AND operator
! logical NOT operator
! expression
Inverts the Boolean value of a variable or expression. If expression is a variable with the absolute or converted value
true, the value of !expression is false. If the expression x && y evaluates to false, the expression !(x && y)
evaluates to true. Therefore, !true returns false, and !false returns true.
Availability
Flash Lite 1.0
Operands
expression : Boolean - An expression or a variable that evaluates to a Boolean value.
Returns
Boolean - The Boolean result of the logical operation.
Example
In the following example, the variable happy is set to false. The if condition evaluates the condition !happy, and if
the condition is true, the trace() statement sends a string to the Output panel.
var happy:Boolean = false;
if (!happy) {
trace("don't worry, be happy"); //traces don't worry, be happy
}
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The statement traces because !false equals true.
See also
!= inequality operator, !== strict inequality operator, && logical AND operator, || logical OR
operator== equality operator, === strict equality operator
not logical NOT operator
not expression
Deprecated since Flash Player 5. This operator was deprecated in favor of the! (logical NOT) operator.
Performs a logical NOT (!) operation in Flash Player 4.
Availability
Flash Lite 1.0
Operands
expression : Object - A variable or other expression that converts to a Boolean value.
Returns
Boolean - The result of the logical operation.
See also
! logical NOT operator
|| logical OR operator
expression1 || expression2
Evaluates expression1 (the expression on the left side of the operator) and returns true if the expression evaluates to
true. If expression1 evaluates to false, expression2 (the expression on the right side of the operator) is evaluated. If
expression2 evaluates to false, the final result is false; otherwise, it is true.
If you use a function call as expression2, the function will not be executed by that call if expression1 evaluates to true.
The result is true if either or both expressions evaluate to true; the result is false only if both expressions evaluate
to false. You can use the logical OR operator with any number of operands; if any operand evaluates to true, the
result is true.
Availability
Flash Lite 1.0
Operands
expression1 : Number - A Boolean value or an expression that converts to a Boolean value.
expression2 : Number - A Boolean value or an expression that converts to a Boolean value.
Returns
Boolean - The result of the logical operation.
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Example
The following example uses the logical OR (||) operator in an if statement. The second expression evaluates to true,
so the final result is true:
var x:Number = 10;
var y:Number = 250;
var start:Boolean = false;
if ((x > 25) || (y > 200) || (start)) {
trace("the logical OR test passed"); // output: the logical OR test passed
}
The message the logical OR test passed appears because one of the conditions in the if statement is true (y>200).
Although the other two expressions evaluate to false, the if block is executed because one condition evaluates to
true.
The following example demonstrates how using a function call as expression2 can lead to unexpected results. If the
expression on the left of the operator evaluates to true, that result is returned without evaluating the expression on
the right (the function fx2() is not called).
function fx1():Boolean {
trace("fx1 called");
return true;
}
function fx2():Boolean {
trace("fx2 called");
return true;
}
if (fx1() || fx2()) {
trace("IF statement entered");
}
/* The following is sent to the Output panel: /* The following is sent to the log file: fx1
called IF statement entered */
See also
! logical NOT operator, != inequality operator, !== strict inequality operator, && logical AND
operator== equality operator, === strict equality operator
or logical OR operator
condition1 or condition2
Deprecated since Flash Player 5. This operator was deprecated in favor of the || (logical OR) operator.
Evaluates condition1 and condition2, and if either expression is true, the whole expression is true.
Availability
Flash Lite 1.0
Operands
condition1 : Boolean - An expression that evaluates to true or false.
condition2 : Boolean - An expression that evaluates to true or false.
Returns
Boolean - The result of the logical operation.
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See also
|| logical OR operator, | bitwise OR operator
% modulo operator
expression1 % expression2
Calculates the remainder of expression1 divided by expression2. If either of the expression parameters are nonnumeric, the modulo (%) operator attempts to convert them to numbers. The expression can be a number or string that
converts to a numeric value.
The sign of the result of modulo operation matches the sign of the dividend (the first number). For example, -4 % 3
and -4 % -3 both evaluate to -1.
Availability
Flash Lite 1.0
Operands
expression1 : Number - A number or expression that evaluates to a number.
expression2 : Number - A number or expression that evaluates to a number.
Returns
Number - The result of the arithmetic operation.
Example
The following numeric example uses the modulo (%) operator:
trace(12%5); // traces 2
trace(4.3%2.1); // traces 0.0999999999999996
trace(4%4); // traces 0
The first trace returns 2, rather than 12/5 or 2.4, because the modulo (% ) operator returns only the remainder. The
second trace returns 0.0999999999999996 instead of the expected 0.1 because of the limitations of floating-point
accuracy in binary computing.
See also
/ division operator, round (Math.round method)
%= modulo assignment operator
expression1 %= expression2
Assigns expression1 the value of expression1 % expression2. The following two statements are equivalent:
x %= y; and x = x % y;
Availability
Flash Lite 1.0
Operands
expression1 : Number - A number or expression that evaluates to a number.
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expression2 : Number - A number or expression that evaluates to a number.
Returns
Number - The result of the arithmetic operation.
Example
The following example assigns the value 4 to the variable x:
var x:Number = 14;
var y:Number = 5;
trace(x %= y); // output: 4
See also
% modulo operator
* multiplication operator
expression1 * expression2
Multiplies two numerical expressions. If both expressions are integers, the product is an integer. If either or both
expressions are floating-point numbers, the product is a floating-point number.
Availability
Flash Lite 1.0
Operands
expression1 : Number - A number or expression that evaluates to a number.
expression2 : Number - A number or expression that evaluates to a number.
Returns
Number - An integer or floating-point number.
Example
Usage 1: The following statement multiplies the integers 2 and 3:
trace(2*3); // output: 6
The result, 6, is an integer. Usage 2: This statement multiplies the floating-point numbers 2.0 and 3.1416:
trace(2.0 * 3.1416); // output: 6.2832
The result, 6.2832, is a floating-point number.
*= multiplication assignment operator
expression1 *= expression2
Assigns expression1 the value of expression1 * expression2. For example, the following two expressions are equivalent:
x *= y x = x * y
Availability
Flash Lite 1.0
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Operands
expression1 : Number - A number or expression that evaluates to a number.
expression2 : Number - A number or expression that evaluates to a number.
Returns
Number - The value of expression1 * expression2. If an expression cannot be converted to a numeric value, it returns
NaN (not a number).
Example
Usage 1: The following example assigns the value 50 to the variable x:
var x:Number = 5;
var y:Number = 10;
trace(x *= y); // output: 50
Usage 2: The second and third lines of the following example calculate the expressions on the right side of the equal
sign and assign the results to x and y:
var i:Number =
var x:Number =
var y:Number =
trace(x *= y);
5;
4 - 6;
i + 2;
// output: -14
See also
* multiplication operator
new operator
new constructor()
Creates a new, initially anonymous, object and calls the function identified by the constructor parameter. The new
operator passes to the function any optional parameters in parentheses, as well as the newly created object, which is
referenced using the keyword this. The constructor function can then use this to set the variables of the object.
Availability
Flash Lite 2.0
Operands
constructor : Object - A function followed by any optional parameters in parentheses. The function is usually the
name of the object type (for example, Array, Number, or Object) to be constructed.
Example
The following example creates the Book() function and then uses the new operator to create the objects book1 and
book2.
function Book(name, price){
this.name = name;
this.price = price;
}
book1 = new Book("Confederacy of Dunces", 19.95);
book2 = new Book("The Floating Opera", 10.95);
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The following example uses the new operator to create an Array object with 18 elements:
golfCourse_array = new Array(18);
See also
[] array access operator, {} object initializer operator
ne not equal (strings) operator
expression1 ne expression2
Deprecated since Flash Player 5. This operator was deprecated in favor of the != (inequality) operator.
Compares expression1 to expression2 and returns true if expression1 is not equal to expression2; false otherwise.
Availability
Flash Lite 1.0
Operands
expression1 : Object - Numbers, strings, or variables.
expression2 : Object - Numbers, strings, or variables.
Returns
Boolean - Returns true if expression1 is not equal to expression2; false otherwise.
See also
!= inequality operator
{} object initializer operator
object = { name1 : value1 , name2 : value2 ,... nameN : valueN }
{expression1; [...expressionN]}
Creates a new object and initializes it with the specified name and value property pairs. Using this operator is the same
as using the new Object syntax and populating the property pairs using the assignment operator. The prototype of
the newly created object is generically named the Object object.
This operator is also used to mark blocks of contiguous code associated with flow control statements (for, while, if,
else, switch) and functions.
Availability
Flash Lite 2.0
Operands
object : Object - The object to create. name1,2,...N The names of the properties. value1,2,...N The corresponding
values for each name property.
Returns
Object Usage 1: An Object object.
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Usage 2: Nothing, except when a function has an explicit return statement, in which case the return type is specified
in the function implementation.
Example
The first line of the following code creates an empty object using the object initializer ({}) operator; the second line
creates a new object using a constructor function:
var object:Object = {};
var object:Object = new Object();
The following example creates an object account and initializes the properties name, address, city, state, zip, and
balance with accompanying values:
var account:Object = {name:"Macromedia, Inc.", address:"600 Townsend Street", city:"San
Francisco", state:"California", zip:"94103", balance:"1000"};
for (i in account) {
trace("account." + i + " = " + account[i]);
}
The following example shows how array and object initializers can be nested within each other:
var person:Object = {name:"Gina Vechio", children:["Ruby", "Chickie", "Puppa"]};
The following example uses the information in the previous example and produces the same result using constructor
functions:
var person:Object = new Object();
person.name = "Gina Vechio";
person.children = new Array();
person.children[0] = "Ruby";
person.children[1] = "Chickie";
person.children[2] = "Puppa";
The previous ActionScript example can also be written in the following format:
var person:Object = new Object();
person.name = "Gina Vechio";
person.children = new Array("Ruby", "Chickie", "Puppa");
See also
Object
() parentheses operator
(expression1 [, expression2])
( expression1, expression2 )
function ( parameter1,..., parameterN )
Performs a grouping operation on one or more parameters, performs sequential evaluation of expressions, or
surrounds one or more parameters and passes them as parameters to a function outside the parentheses.
Usage 1: Controls the order in which the operators execute in the expression. Parentheses override the normal
precedence order and cause the expressions within the parentheses to be evaluated first. When parentheses are nested,
the contents of the innermost parentheses are evaluated before the contents of the outer ones.
Usage 2: Evaluates a series of expressions, separated by commas, in sequence, and returns the result of the final
expression.
Usage 3: Surrounds one or more parameters and passes them as parameters to the function outside the parentheses.
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Availability
Flash Lite 1.0
Operands
expression1 : Object - Numbers, strings, variables, or text.
expression2 : Object - Numbers, strings, variables, or text.
function : Function - The function to be performed on the contents of the parentheses.
parameter1...parameterN : Object - A series of parameters to execute before the results are passed as parameters
to the function outside the parentheses.
Example
Usage 1: The following statements show the use of parentheses to control the order in which expressions are executed
(the value of each expression appears in the Output panel):
trace((2 + 3)*(4 + 5)); // displays 45
trace((2 + 3) * (4 + 5)); // writes 45
trace(2 + (3 * (4 + 5))); // displays 29
trace(2 + (3 * (4 + 5))); // writes 29
trace(2+(3*4)+5); // displays 19
trace(2 + (3 * 4) + 5); // writes19
Usage 2: The following example evaluates the function foo(), and then the function bar(), and returns the result of
the expression a + b:
var a:Number = 1;
var b:Number = 2;
function foo() { a += b; }
function bar() { b *= 10; }
trace((foo(), bar(), a + b)); // outputs 23
Usage 3: The following example shows the use of parentheses with functions:
var today:Date = new Date();
trace(today.getFullYear()); // traces current year
function traceParameter(param):Void { trace(param); }
traceParameter(2 * 2); //traces 4
See also
with statement
=== strict equality operator
expression1 === expression2
Tests two expressions for equality; the strict equality (===) operator performs in the same way as the equality (==)
operator, except that data types are not converted. The result is true if both expressions, including their data types,
are equal.
The definition of equal depends on the data type of the parameter:
• Numbers and Boolean values are compared by value and are considered equal if they have the same value.
• String expressions are equal if they have the same number of characters and the characters are identical.
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• Variables representing objects, arrays, and functions are compared by reference. Two such variables are equal if
they refer to the same object, array, or function. Two separate arrays are never considered equal, even if they have
the same number of elements.
Availability
Flash Lite 2.0
Operands
expression1 : Object - A number, string, Boolean value, variable, object, array, or function.
expression2 : Object - A number, string, Boolean value, variable, object, array, or function.
Returns
Boolean - The Boolean result of the comparison.
Example
The comments in the following code show the returned value of operations that use the equality and strict equality
operators:
// Both return true because no conversion is done
var string1:String = "5";
var string2:String = "5";
trace(string1 == string2); // true
trace(string1 === string2); // true
// Automatic data typing in this example converts 5 to "5"
var string1:String = "5";
var num:Number = 5;
trace(string1 == num); // true
trace(string1 === num); // false
// Automatic data typing in this example converts true to "1"
var string1:String = "1";
var bool1:Boolean = true;
trace(string1 == bool1); // true
trace(string1 === bool1); // false
// Automatic data typing in this example converts false to "0"
var string1:String = "0";
var bool2:Boolean = false;
trace(string1 == bool2); // true
trace(string1 === bool2); // false
The following examples show how strict equality treats variables that are references differently than it treats variables
that contain literal values. This is one reason to consistently use String literals and to avoid the use of the new operator
with the String class.
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// Create a string variable using a literal value
var str:String = "asdf";
// Create a variable that is a reference
var stringRef:String = new String("asdf");
// The equality operator does not distinguish among literals, variables,
// and references
trace(stringRef == "asdf"); // true
trace(stringRef == str); // true
trace("asdf" == str); // true
// The strict equality operator considers variables that are references
// distinct from literals and variables
trace(stringRef === "asdf"); // false
trace(stringRef === str); // false
See also
! logical NOT operator, != inequality operator, !== strict inequality operator, && logical AND
operator|| logical OR operator, == equality operator
!== strict inequality operator
expression1 !== expression2
Tests for the exact opposite of the strict equality (===) operator. The strict inequality operator performs the same as
the inequality operator except that data types are not converted.
If expression1 is equal to expression2, and their data types are equal, the result is false. As with the strict equality (===)
operator, the definition of equal depends on the data types being compared, as illustrated in the following list:
• Numbers, strings, and Boolean values are compared by value.
• Objects, arrays, and functions are compared by reference.
• A variable is compared by value or by reference, depending on its type.
Availability
Flash Lite 2.0
Operands
expression1 : Object - A number, string, Boolean value, variable, object, array, or function.
expression2 : Object - A number, string, Boolean value, variable, object, array, or function.
Returns
Boolean - The Boolean result of the comparison.
Example
The comments in the following code show the returned value of operations that use the equality (==), strict equality
(===), and strict inequality (!==) operators:
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var s1:String = "5";
var s2:String = "5";
var s3:String = "Hello";
var n:Number = 5;
var b:Boolean = true;
trace(s1 == s2); // true
trace(s1 == s3); // false
trace(s1 == n); // true
trace(s1 == b); // false
trace(s1 === s2); // true
trace(s1 === s3); // false
trace(s1 === n); // false
trace(s1 === b); // false
trace(s1 !== s2); // false
trace(s1 !== s3); // true
trace(s1 !== n); // true
trace(s1 !== b); // true
See also
! logical NOT operator, != inequality operator, && logical AND operator, || logical OR operator,
== equality operator, === strict equality operator
" string delimiter operator
"text"
When used before and after characters, quotation marks (") indicate that the characters have a literal value and are
considered a string, not a variable, numerical value, or other ActionScript element.
Availability
Flash Lite 1.0
Operands
text : String - A sequence of zero or more characters.
Example
The following example uses quotation marks (") to indicate that the value of the variable yourGuess is the literal string
"Prince Edward Island" and not the name of a variable. The value of province is a variable, not a literal; to
determine the value of province, the value of yourGuess must be located.
var yourGuess:String = "Prince Edward Island";
submit_btn.onRelease = function() { trace(yourGuess); };
// displays Prince Edward Island in the Output panel
// writes Prince Edward Island to the log file
See also
String, String function
- subtraction operator
(Negation) -expression
(Subtraction) expression1 - expression2
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Used for negating or subtracting.
Usage 1: When used for negating, it reverses the sign of the numerical expression.
Usage 2: When used for subtracting, it performs an arithmetic subtraction on two numerical expressions, subtracting
expression2 from expression1. When both expressions are integers, the difference is an integer. When either or both
expressions are floating-point numbers, the difference is a floating-point number.
Availability
Flash Lite 1.0
Operands
expression1 : Number - A number or expression that evaluates to a number.
expression2 : Number - A number or expression that evaluates to a number.
Returns
Number - An integer or floating-point number.
Example
Usage 1: The following statement reverses the sign of the expression 2 + 3:
trace(-(2+3)); // output: -5
Usage 2: The following statement subtracts the integer 2 from the integer 5:
trace(5-2); // output: 3
The result, 3, is an integer.
The following statement subtracts the floating-point number 1.5 from the floating-point number 3.25:
trace(3.25-1.5); // output: 1.75
The result, 1.75, is a floating-point number.
-= subtraction assignment operator
expression1 -= expression2
Assigns expression1 the value of expression1 - expression2. For example, the following two statements are equivalent:
x -= y ; x = x - y;
String expressions must be converted to numbers; otherwise, NaN (not a number) is returned.
Availability
Flash Lite 1.0
Operands
expression1 : Number - A number or expression that evaluates to a number.
expression2 : Number - A number or expression that evaluates to a number.
Returns
Number - The result of the arithmetic operation.
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Example
The following example uses the subtraction assignment (-=) operator to subtract 10 from 5 and assign the result to
the variable x:
var x:Number = 5;
var y:Number = 10;
x -= y; trace(x); // output: -5
The following example shows how strings are converted to numbers:
var x:String = "5";
var y:String = "10";
x -= y; trace(x); // output: -5
See also
- subtraction operator
: type operator
[ modifiers ] var variableName : type
function functionName () : type { ... }
function functionName ( parameter1:type , ... , parameterN:type ) [ :type ]{ ... }
Used for strict data typing; this operator specifies the variable type, function return type, or function parameter type.
When used in a variable declaration or assignment, this operator specifies the variable's type; when used in a function
declaration or definition, this operator specifies the function's return type; when used with a function parameter in a
function definition, this operator specifies the variable type expected for that parameter.
Types are a compile-time-only feature. All types are checked at compile time, and errors are generated when there is
a mismatch. Mismatches can occur during assignment operations, function calls, and class member dereferencing
using the dot (.) operator. To avoid type mismatch errors, use strict data typing.
Types that you can use include all native object types, classes and interfaces that you define, and Function and Void.
The recognized native types are Boolean, Number, and String. All built-in classes are also supported as native types.
Availability
Flash Lite 2.0
Operands
variableName : Object - An identifier for a variable.
type : A native data type, class name that you have defined, or interface name.
functionName : An identifier for a function.
parameter : An identifier for a function parameter.
Example
Usage 1: The following example declares a public variable named userName whose type is String and assigns an empty
string to it:
var userName:String = "";
Usage 2: The following example shows how to specify a function's parameter type by defining a function named
randomInt() that takes a parameter named integer of type Number:
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function randomInt(integer:Number):Number {
return Math.round(Math.random()*integer);
}
trace(randomInt(8));
Usage 3: The following example defines a function named squareRoot() that takes a parameter named val of the
Number type and returns the square root of val, also a Number type:
function squareRoot(val:Number):Number {
return Math.sqrt(val);
}
trace(squareRoot(121));
See also
set variable statement, Array function
typeof operator
typeof(expression)
The typeof operator evaluates the expression and returns a string specifying whether the expression is a String,
MovieClip, Object, Function, Number, or Boolean value.
Availability
Flash Lite 2.0
Operands
expression : Object - A string, movie clip, button, object, or function.
Returns
String - A String representation of the type of expression. The following table shows the results of the typeof
operator on each type of expression.
Expression Type
Result
String
string
Movie clip
movieclip
Button
object
Text field
object
Number
number
Boolean
boolean
Object
object
Function
function
See also
instanceof operator
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void operator
void expression
The void operator evaluates an expression and then discards its value, returning undefined. The void operator is
often used in comparisons using the == operator to test for undefined values.
Availability
Flash Lite 2.0
Operands
expression : Object - An expression to be evaluated.
Statements
Statements are language elements that perform or specify an action. For example, the return statement returns a
result as a value of the function in which it executes. The if statement evaluates a condition to determine the next
action that should be taken. The switch statement creates a branching structure for ActionScript statements.
Statements summary
Statement
Description
break
Appears within a loop (for, for..in, do..while, or while) or within a block of
statements associated with a particular case within a switch statement.
case
Defines a condition for the switch statement.
class
Defines a custom class, which lets you instantiate objects that share methods and
properties that you define.
continue
Jumps past all remaining statements in the innermost loop and starts the next
iteration of the loop as if control had passed through to the end of the loop normally.
default
Defines the default case for a switch statement.
delete
Destroys the object reference specified by the reference parameter, and returns
true if the reference is successfully deleted; false otherwise.
do..while
Similar to a while loop, except that the statements are executed once before the
initial evaluation of the condition.
dynamic
Specifies that objects based on the specified class can add and access dynamic
properties at runtime.
else
Specifies the statements to run if the condition in the if statement returns false.
else if
Evaluates a condition and specifies the statements to run if the condition in the initial
if statement returns false.
extends
Defines a class that is a subclass of another class; the latter is the superclass.
for
Evaluates the init (initialize) expression once and then starts a looping sequence.
for..in
Iterates over the properties of an object or elements in an array and executes the
statement for each property or element.
function
Comprises a set of statements that you define to perform a certain task.
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Statement
Description
get
Permits implicit getting of properties associated with objects based on classes you
have defined in external class files.
if
Evaluates a condition to determine the next action in a SWF file.
implements
Specifies that a class must define all the methods declared in the interface (or
interfaces) being implemented.
import
Lets you access classes without specifying their fully qualified names.
interface
Defines an interface.
intrinsic
Allows compile-time type checking of previously defined classes.
private
Specifies that a variable or function is available only to the class that declares or
defines it or to subclasses of that class.
public
Specifies that a variable or function is available to any caller.
return
Specifies the value returned by a function.
set
Permits implicit setting of properties associated with objects based on classes you
have defined in external class files.
set variable
Assigns a value to a variable.
static
Specifies that a variable or function is created only once per class rather than being
created in every object based on that class.
super
Invokes the superclass version of a method or constructor.
switch
Creates a branching structure for ActionScript statements.
throw
Generates, or throws, an error that can be handled, or caught, by a catch{} code
block.
try..catch..finally
Enclose a block of code in which an error can occur, and then respond to the error.
var
Used to declare local or Timeline variables.
while
Evaluates a condition and if the condition evaluates to true, runs a statement or
series of statements before looping back to evaluate the condition again.
with
Lets you specify an object (such as a movie clip) with the object parameter and
evaluate expressions and actions inside that object with the statement(s)
parameter.
break statement
break
Appears within a loop (for, for..in, do..while, or while) or within a block of statements associated with a
particular case within a switch statement. When used in a loop, the break statement instructs Flash to skip the rest
of the loop body, stop the looping action, and execute the statement following the loop statement. When used in a
switch, the break statement instructs Flash to skip the rest of the statements in that case block and jump to the first
statement following the enclosing switch statement.
In nested loops, the break statement only skips the rest of the immediate loop and does not break out of the entire
series of nested loops. For breaking out of an entire series of nested loops, see try..catch..finally.
Availability
Flash Lite 1.0
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Example
The following example uses the break statement to exit an otherwise infinite loop:
var i:Number = 0;
while (true) {
trace(i);
if (i >= 10) {
break; // this will terminate/exit the loop
}
i++;
}
which traces the following output:
0
1
2
3
4
5
6
7
8
9
10
See also
_forceframerate property
case statement
case expression : statement(s)
Defines a condition for the switch statement. If the expression parameter equals the expression parameter of the
switch statement using strict equality (===), then Flash Player will execute statements in the statement(s) parameter
until it encounters a break statement or the end of the switch statement.
If you use the case statement outside a switch statement, it produces an error and the script doesn't compile.
Note: You should always end the statement(s) parameter with a break statement. If you omit the break statement from
the statement(s) parameter, it continues executing with the next case statement instead of exiting the switch
statement.
Availability
Flash Lite 1.0
Parameters
expression:String - Any expression.
Example
The following example defines conditions for the switch statement thisMonth. If thisMonth equals the expression
in the case statement, the statement executes.
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var thisMonth:Number = new Date().getMonth();
switch (thisMonth) {
case 0 :
trace("January");
break;
case 1 :
trace("February");
break;
case 5 :
case 6 :
case 7 :
trace("Some summer month");
break;
case 8 :
trace("September");
break;
default :
trace("some other month");
}
See also
break statement
class statement
[dynamic] class className [ extends superClass ] [ implements interfaceName[, interfaceName...
] ] { // class definition here}
Defines a custom class, which lets you instantiate objects that share methods and properties that you define. For
example, if you are developing an invoice-tracking system, you could create an invoice class that defines all the
methods and properties that each invoice should have. You would then use the new invoice() command to create
invoice objects.
The name of the class must match the name of the external file that contains the class. The name of the external file
must be the name of the class with the file extension .as appended. For example, if you name a class Student, the file
that defines the class must be named Student.as.
If a class is within a package, the class declaration must use the fully qualified class name of the form
base.sub1.sub2.MyClass. Also, the class's AS file must be stored within the path in a directory structure that reflects the
package structure, such as base/sub1/sub2/MyClass.as. If a class definition is of the form "class MyClass," it is in the
default package and the MyClass.as file should be in the top level of some directory in the path.
For this reason, it's good practice to plan your directory structure before you begin creating classes. Otherwise, if you
decide to move class files after you create them, you have to modify the class declaration statements to reflect their new
location.
You cannot nest class definitions; that is, you cannot define additional classes within a class definition.
To indicate that objects can add and access dynamic properties at runtime, precede the class statement with the
dynamic keyword. To declare that a class implements an interface, use the implements keyword. To create subclasses
of a class, use the extends keyword. (A class can extend only one class, but can implement several interfaces.) You can
use implements and extends in a single statement. The following examples show typical uses of the implements and
extends keywords:
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class C implements Interface_i, Interface_j // OK
class C extends Class_d implements Interface_i, Interface_j // OK
class C extends Class_d, Class_e // not OK
Availability
Flash Lite 2.0
Parameters
className:String - The fully qualified name of the class.
Example
The following example creates a class called Plant. The Plant constructor takes two parameters.
// Filename Plant.as
class Plant {
// Define property names and types
var leafType:String;
var bloomSeason:String;
// Following line is constructor
// because it has the same name as the class
function Plant(param_leafType:String, param_bloomSeason:String) {
// Assign passed values to properties when new Plant object is created
this.leafType = param_leafType;
this.bloomSeason = param_bloomSeason;
}
// Create methods to return property values, because best practice
// recommends against directly referencing a property of a class
function getLeafType():String {
return leafType;
}
function getBloomSeason():String {
return bloomSeason;
}
}
In an external script file or in the Actions panel, use the new operator to create a Plant object.
var pineTree:Plant = new Plant("Evergreen", "N/A");
// Confirm parameters were passed correctly
trace(pineTree.getLeafType());
trace(pineTree.getBloomSeason());
The following example creates a class called ImageLoader. The ImageLoader constructor takes three parameters.
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// Filename ImageLoader.as
class ImageLoader extends MovieClip {
function ImageLoader(image:String, target_mc:MovieClip, init:Object) {
var listenerObject:Object = new Object();
listenerObject.onLoadInit = function(target) {
for (var i in init) {
target[i] = init[i];
}
};
var JPEG_mcl:MovieClipLoader = new MovieClipLoader();
JPEG_mcl.addListener(listenerObject);
JPEG_mcl.loadClip(image, target_mc);
}
}
In an external script file or in the Actions panel, use the new operator to create an ImageLoader object.
var jakob_mc:MovieClip = this.createEmptyMovieClip("jakob_mc", this.getNextHighestDepth());
var jakob:ImageLoader = new
ImageLoader("http://www.helpexamples.com/flash/images/image1.jpg", jakob_mc, {_x:10, _y:10,
_alpha:70, _rotation:-5});
See also
dynamic statement
continue statement
continue
Jumps past all remaining statements in the innermost loop and starts the next iteration of the loop as if control had
passed through to the end of the loop normally. It has no effect outside a loop.
Availability
Flash Lite 1.0
Example
In the following while loop, continue causes the Flash interpreter to skip the rest of the loop body and jump to the
top of the loop, where the condition is tested:
trace("example 1");
var i:Number = 0;
while (i < 10) {
if (i % 3 == 0) {
i++;
continue;
}
trace(i);
i++;
}
In the following do..while loop, continue causes the Flash interpreter to skip the rest of the loop body and jump to
the bottom of the loop, where the condition is tested:
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trace("example 2");
var i:Number = 0;
do {
if (i % 3 == 0) {
i++;
continue;
}
trace(i);
i++;
}
while (i < 10);
In a for loop, continue causes the Flash interpreter to skip the rest of the loop body. In the following example, if the
i modulo 3 equals 0, then the trace(i) statement is skipped:
trace("example 3");
for (var i = 0; i < 10; i++) {
if (i % 3 == 0) {
continue;
}
trace(i);
}
In the following for..in loop, continue causes the Flash interpreter to skip the rest of the loop body and jump back
to the top of the loop, where the next value in the enumeration is processed:
for (i in _root) {
if (i == "$version") {
continue;
}
trace(i);
}
See also
do..while statement
default statement
default: statements
Defines the default case for a switch statement. The statements execute if the expression parameter of the switch
statement doesn't equal (using the strict equality [===] operation) any of the expression parameters that follow the
case keywords for a given switch statement.
A switch is not required to have a default case statement. A default case statement does not have to be last in the
list. If you use a default statement outside a switch statement, it produces an error and the script doesn't compile.
Availability
Flash Lite 2.0
Parameters
statements:String - Any statements.
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Example
In the following example, the expression A does not equal the expressions B or D, so the statement following the
default keyword is run and the trace() statement is sent to the Output panel.
var dayOfWeek:Number = new Date().getDay();
switch (dayOfWeek) {
case 1 :
trace("Monday");
break;
case 2 :
trace("Tuesday");
break;
case 3 :
trace("Wednesday");
break;
case 4 :
trace("Thursday");
break;
case 5 :
trace("Friday");
break;
default :
trace("Weekend");
}
See also
switch statement
delete statement
delete reference
Destroys the object reference specified by the reference parameter, and returns true if the reference is successfully
deleted; false otherwise. This operator is useful for freeing memory used by scripts. You can use the delete operator
to remove references to objects. After all references to an object are removed, Flash Player takes care of removing the
object and freeing the memory used by that object.
Although delete is an operator, it is typically used as a statement, as shown in the following example:
delete x;
The delete operator can fail and return false if the reference parameter does not exist or cannot be deleted. You
cannot delete predefined objects and properties, nor can you delete variables that are declared within a function with
the var statement. You cannot use the delete operator to remove movie clips.
Availability
Flash Lite 2.0
Returns
Boolean - A Boolean value.
Parameters
reference:Object - The name of the variable or object to eliminate.
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Example
Usage 1: The following example creates an object, uses it, and deletes it after it is no longer needed:
var account:Object = new Object();
account.name = "Jon";
account.balance = 10000;
trace(account.name); //output: Jon
delete account;
trace(account.name); //output: undefined
Usage 2: The following example deletes a property of an object:
// create the new object "account"
var account:Object = new Object();
// assign property name to the account
account.name = "Jon";
// delete the property
delete account.name;
Usage 3: The following example deletes an object property:
var my_array:Array = new Array();
my_array[0] = "abc"; // my_array.length == 1
my_array[1] = "def"; // my_array.length == 2
my_array[2] = "ghi"; // my_array.length == 3
// my_array[2] is deleted, but Array.length is not changed
delete my_array[2];
trace(my_array.length); // output: 3
trace(my_array); // output: abc,def,undefined
Usage 4: The following example shows the behavior of delete on object references:
var ref1:Object = new Object();
ref1.name = "Jody";
// copy the reference variable into a new variable
// and delete ref1
ref2 = ref1;
delete ref1;
trace("ref1.name "+ref1.name); //output: ref1.name undefined
trace("ref2.name "+ref2.name); //output: ref2.name Jody
If ref1 had not been copied into ref2, the object would have been deleted when ref1 was deleted because there would
be no references to it. If you delete ref2, there are no references to the object; it will be destroyed, and the memory it
used becomes available.
See also
set variable statement
do..while statement
do { statement(s) } while (condition)
Similar to a while loop, except that the statements are executed once before the initial evaluation of the condition.
Subsequently, the statements are executed only if the condition evaluates to true.
A do..while loop ensures that the code inside the loop executes at least once. Although this can also be done with a
while loop by placing a copy of the statements to be executed before the while loop begins, many programmers
believe that do..while loops are easier to read.
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If the condition always evaluates to true, the do..while loop is infinite. If you enter an infinite loop, you encounter
problems with Flash Player and eventually get a warning message or crash the player. Whenever possible, you should
use a for loop if you know the number of times you want to loop. Although for loops are easy to read and debug, they
cannot replace do..while loops in all circumstances.
Availability
Flash Lite 1.0
Parameters
condition:Boolean - The condition to evaluate. The statement(s) within the do block of code will execute as long as
the condition parameter evaluates to true.
Example
The following example uses a do..while loop to evaluate whether a condition is true, and traces myVar until myVar
is greater than 5. When myVar is greater than 5, the loop ends.
var myVar:Number = 0;
do {
trace(myVar);
myVar++;
}
while (myVar < 5);
/* output:
0
1
2
3
4
*/
See also
break statement
dynamic statement
dynamic class className [ extends superClass ] [ implements interfaceName[, interfaceName...
] ] { // class definition here }
Specifies that objects based on the specified class can add and access dynamic properties at runtime.
Type checking on dynamic classes is less strict than type checking on nondynamic classes, because members accessed
inside the class definition and on class instances are not compared with those defined in the class scope. Class member
functions, however, can still be type checked for return type and parameter types. This behavior is especially useful
when you work with MovieClip objects, because there are many different ways of adding properties and objects to a
movie clip dynamically, such as MovieClip.createEmptyMovieClip() and MovieClip.createTextField().
Subclasses of dynamic classes are also dynamic.
Availability
Flash Lite 2.0
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Example
In the following example, class Person2 has not yet been marked as dynamic, so calling an undeclared function on it
generates an error at compile time:
class Person2 {
var name:String;
var age:Number;
function Person2(param_name:String, param_age:Number) {
trace ("anything");
this.name = param_name;
this.age = param_age;
}
}
In a FLA or AS file that's in the same directory, add the following ActionScript to Frame 1 on the Timeline:
// Before dynamic is added
var craig:Person2 = new Person2("Craiggers", 32);
for (i in craig) {
trace("craig." + i + " = " + craig[i]);
}
/* output:
craig.age = 32
craig.name = Craiggers */
If you add an undeclared function, dance, an error is generated, as shown in the following example:
trace("");
craig.dance = true;
for (i in craig) {
trace("craig." + i + " = " + craig[i]);
}
/* output: **Error** Scene=Scene 1, layer=Layer 1, frame=1:Line 14: There is no property with
the name 'dance'. craig.dance = true; Total ActionScript Errors: 1 Reported Errors: 1 */
Add the dynamic keyword to the Person2 class, so that the first line appears as follows:
dynamic class Person2 {
Test the code again, and you see the following output:
craig.dance = true craig.age = 32 craig.name = Craiggers
See also
class statement
else statement
if (condition){ statement(s); } else { statement(s); }
Specifies the statements to run if the condition in the if statement returns false. The curly braces ({}) used to enclose
the block of statements to be executed by the else statement are not necessary if only one statement will execute.
Availability
Flash Lite 1.0
Parameters
condition:Boolean - An expression that evaluates to true or false.
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Example
In the following example, the else condition is used to check whether the age_txt variable is greater than or less than 18:
if (age_txt.text>=18) { trace("welcome, user"); } else { trace("sorry, junior");
userObject.minor = true; userObject.accessAllowed = false; }
In the following example, curly braces ({}) are not necessary because only one statement follows the else statement:
if (age_txt.text>18) { trace("welcome, user"); } else trace("sorry, junior");
See also
ifFrameLoaded function
else if statement
if (condition){ statement(s); }
else if (condition){ statement(s);}
Evaluates a condition and specifies the statements to run if the condition in the initial if statement returns false. If
the else if condition returns true, the Flash interpreter runs the statements that follow the condition inside curly
braces ({}). If the else if condition is false, Flash skips the statements inside the curly braces and runs the
statements following the curly braces.
Use the else if statement to create branching logic in your scripts. If there are multiple branches, you should
consider using a switch statement.
Availability
Flash Lite 1.0
Parameters
condition:Boolean - An expression that evaluates to true or false.
Example
The following example uses else if statements to compare score_txt to a specified value:
if (score_txt.text>90) { trace("A"); } else if (score_txt.text>75) { trace("B"); } else if
(score_txt.text>60) { trace("C"); } else { trace("F"); }
See also
ifFrameLoaded function
extends statement
Usage 1:
class className extends otherClassName {}
Usage 2:
interface interfaceName extends otherInterfaceName {}
Note: To use this keyword, you must specify ActionScript 2.0 and Flash Player 6 or later in the Flash tab of your FLA
file's Publish Settings dialog box. This keyword is supported only when used in external script files, not in scripts
written in the Actions panel.
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Defines a class that is a subclass of another class; the latter is the superclass. The subclass inherits all the methods,
properties, functions, and so on that are defined in the superclass.
Interfaces can also be extended using the extends keyword. An interface that extends another interface includes all
the original interface's method declarations.
Availability
Flash Lite 2.0
Parameters
className:String - The name of the class you are defining.
Example
In the following example, the Car class extends the Vehicle class so that all its methods, properties, and functions are
inherited. If your script instantiates a Car object, methods from both the Car class and the Vehicle class can be used.
The following example shows the contents of a file called Vehicle.as, which defines the Vehicle class:
class Vehicle {
var numDoors:Number;
var color:String;
function Vehicle(param_numDoors:Number, param_color:String) {
this.numDoors = param_numDoors;
this.color = param_color;
}
function start():Void {
trace("[Vehicle] start");
}
function stop():Void {
trace("[Vehicle] stop");
}
function reverse():Void {
trace("[Vehicle] reverse");
}
}
The following example shows a second AS file, called Car.as, in the same directory. This class extends the Vehicle class,
modifying it in three ways. First, the Car class adds a variable fullSizeSpare to track whether the car object has a
full-size spare tire. Second, it adds a new method specific to cars, activateCarAlarm(), that activates the car's antitheft alarm. Third, it overrides the stop() function to add the fact that the Car class uses an anti-lock braking system
to stop.
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class Car extends Vehicle {
var fullSizeSpare:Boolean;
function Car(param_numDoors:Number, param_color:String, param_fullSizeSpare:Boolean) {
this.numDoors = param_numDoors;
this.color = param_color;
this.fullSizeSpare = param_fullSizeSpare;
}
function activateCarAlarm():Void {
trace("[Car] activateCarAlarm");
}
function stop():Void {
trace("[Car] stop with anti-lock brakes");
}
}
The following example instantiates a Car object, calls a method defined in the Vehicle class (start()), then calls the
method overridden by the Car class (stop()), and finally calls a method from the Car class (activateCarAlarm()):
var myNewCar:Car = new Car(2, "Red", true);
myNewCar.start(); // output: [Vehicle] start
myNewCar.stop(); // output: [Car] stop with anti-lock brakes
myNewCar.activateCarAlarm(); // output: [Car] activateCarAlarm
A subclass of the Vehicle class can also be written using the keyword super, which the subclass can use to access
properties and methods of the superclass. The following example shows a third AS file, called Truck.as, again in the
same directory. The Truck class uses the super keyword in the constructor and again in the overridden reverse()
function.
class Truck extends Vehicle {
var numWheels:Number;
function Truck(param_numDoors:Number, param_color:String, param_numWheels:Number) {
super(param_numDoors, param_color);
this.numWheels = param_numWheels;
}
function reverse():Void {
beep();
super.reverse();
}
function beep():Void {
trace("[Truck] make beeping sound");
}
}
The following example instantiates a Truck object, calls a method overridden by the Truck class (reverse()), then
calls a method defined in the Vehicle class (stop()):
var myTruck:Truck = new Truck(2, "White", 18);
myTruck.reverse(); // output: [Truck] make beeping sound [Vehicle] reverse
myTruck.stop(); // output: [Vehicle] stop
See also
class statement
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for statement
for(init; condition; next) {
statement(s);
}
Evaluates the init (initialize) expression once and then starts a looping sequence. The looping sequence begins by
evaluating the condition expression. If the condition expression evaluates to true, statement is executed and the
next expression is evaluated. The looping sequence then begins again with the evaluation of the condition
expression.
The curly braces ({}) used to enclose the block of statements to be executed by the for statement are not necessary if
only one statement will execute.
Availability
Flash Lite 1.0
Parameters
init - An expression to evaluate before beginning the looping sequence; usually an assignment expression. A var
statement is also permitted for this parameter.
Example
The following example uses for to add the elements in an array:
var my_array:Array = new Array();
for (var i:Number = 0; i < 10; i++) {
my_array[i] = (i + 5) * 10;
}
trace(my_array); // output: 50,60,70,80,90,100,110,120,130,140
The following example uses for to perform the same action repeatedly. In the code, the for loop adds the numbers
from 1 to 100.
var sum:Number = 0;
for (var i:Number = 1; i <= 100; i++) {
sum += i;
}
trace(sum); // output: 5050
The following example shows that curly braces ({}) are not necessary if only one statement will execute:
var sum:Number = 0;
for (var i:Number = 1; i <= 100; i++)
sum += i;
trace(sum); // output: 5050
See also
++ increment operator
for..in statement
for (variableIterant in object) { ]
statement(s);
}
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Iterates over the properties of an object or elements in an array and executes the statement for each property or
element. Methods of an object are not enumerated by the for..in action.
Some properties cannot be enumerated by the for..in action. For example, movie clip properties, such as _x and _y,
are not enumerated. In external class files, static members are not enumerable, unlike instance members.
The for..in statement iterates over properties of objects in the iterated object's prototype chain. Properties of the
object are enumerated first, then properties of its immediate prototype, then properties of the prototype's prototype,
and so on. The for..in statement does not enumerate the same property name twice. If the object child has
prototype parent and both contain the property prop, the for..in statement called on child enumerates prop from
child but ignores the one in parent.
The curly braces ({}) used to enclose the block of statements to be executed by the for..in statement are not
necessary if only one statement will execute.
If you write a for..in loop in a class file (an external AS file), then instance members are not available for the loop,
but static members are. However, if you write a for..in loop in a FLA file for an instance of the class, then instance
members are available but static ones are not.
Availability
Flash Lite 2.0
Parameters
variableIterant:String - The name of a variable to act as the iterant, referencing each property of an object or element
in an array.
Example
The following example shows using for..in to iterate over the properties of an object:
var myObject:Object = {firstName:"Tara", age:27, city:"San Francisco"};
for (var prop in myObject) {
trace("myObject."+prop+" = "+myObject[prop]);
}
//output
myObject.firstName = Tara
myObject.age = 27
myObject.city = San Francisco
The following example shows using for..in to iterate over the elements of an array:
var myArray:Array = new Array("one", "two", "three");
for (var index in myArray)
trace("myArray["+index+"] = " + myArray[index]);
// output:
myArray[2] = three
myArray[1] = two
myArray[0] = one
The following example uses the typeof operator with for..in to iterate over a particular type of child:
for (var name in this) {
if (typeof (this[name]) == "movieclip") {
trace("I have a movie clip child named "+name);
}
}
Note: If you have several movie clips, the output consists of the instance names of those clips.
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The following example enumerates the children of a movie clip and sends each to Frame 2 in their respective
Timelines. The RadioButtonGroup movie clip is a parent with several children, _RedRadioButton_,
_GreenRadioButton_, and _BlueRadioButton_.
for (var name in RadioButtonGroup) { RadioButtonGroup[name].gotoAndStop(2); }
function statement
Usage 1: (Declares a named function.)
function functionname([parameter0, parameter1,...parameterN]){statement(s)}
Usage 2: (Declares an anonymous function and returns a reference to it.)
function ([parameter0, parameter1,...parameterN]){ statement(s) }
Comprises a set of statements that you define to perform a certain task. You can define a function in one location and
invoke, or call, it from different scripts in a SWF file. When you define a function, you can also specify parameters for
the function. Parameters are placeholders for values on which the function operates. You can pass different parameters
to a function each time you call it so you can reuse a function in different situations.
Use the return statement in a function's statement(s) to cause a function to generate, or return, a value.
You can use this statement to define a function with the specified functionname, parameters, and statement(s). When
a script calls a function, the statements in the function's definition are executed. Forward referencing is permitted;
within the same script, a function may be declared after it is called. A function definition replaces any prior definition
of the same function. You can use this syntax wherever a statement is permitted.
You can also use this statement to create an anonymous function and return a reference to it. This syntax is used in
expressions and is particularly useful for installing methods in objects.
For additional functionality, you can use the arguments object in your function definition. Some common uses of the
arguments object are creating a function that accepts a variable number of parameters and creating a recursive
anonymous function.
Availability
Flash Lite 2.0
Returns
String - Usage 1: The declaration form does not return anything. Usage 2: A reference to the anonymous function.
Parameters
functionname:String - The name of the declared function.
Example
The following example defines the function sqr, which accepts one parameter and returns the Math.pow(x, 2) of the
parameter:
function sqr(x:Number) {
return Math.pow(x, 2);
}
var y:Number = sqr(3);
trace(y); // output: 9
If the function is defined and used in the same script, the function definition may appear after using the function:
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var y:Number = sqr(3);
trace(y); // output: 9
function sqr(x:Number) {
return Math.pow(x, 2);
}
The following function creates a LoadVars object and loads params.txt into the SWF file. When the file successfully
loads, variables loaded traces:
var myLV:LoadVars = new LoadVars();
myLV.load("params.txt");
myLV.onLoad = function(success:Boolean) {
trace("variables loaded");
}
get statement
function get property () { // your statements here }
Note: To use this keyword, you must specify ActionScript 2.0 and Flash Player 6 or later in the Flash tab of your FLA
file's Publish Settings dialog box. This keyword is supported only when used in external script files, not in scripts
written in the Actions panel.
Permits implicit getting of properties associated with objects based on classes you have defined in external class files.
Using implicit get methods lets you access properties of objects without accessing the property directly. Implicit get/set
methods are syntactic shorthand for the Object.addProperty() method in ActionScript 1.
Availability
Flash Lite 2.0
Parameters
property:String - The word you use to refer to the property that get accesses; this value must be the same as the
value used in the corresponding set command.
Example
In the following example, you define a Team class. The Team class includes get/set methods that let you retrieve and
set properties within the class:
class Team {
var teamName:String;
var teamCode:String;
var teamPlayers:Array = new Array();
function Team(param_name:String, param_code:String) {
this.teamName = param_name;
this.teamCode = param_code;
}
function get name():String {
return this.teamName;
}
function set name(param_name:String):Void {
this.teamName = param_name;
}
}
Enter the following ActionScript in a frame on the Timeline:
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var giants:Team = new Team("San Fran", "SFO");
trace(giants.name);
giants.name = "San Francisco";
trace(giants.name);
/* output:
San Fran San Francisco */
When you trace giants.name, you use the get method to return the value of the property.
See also
addProperty (Object.addProperty method)
if statement
if(condition) { statement(s); }
Evaluates a condition to determine the next action in a SWF file. If the condition is true, Flash runs the statements
that follow the condition inside curly braces ({}). If the condition is false, Flash skips the statements inside the curly
braces and runs the statements following the curly braces. Use the if statement along with the else and else if
statements to create branching logic in your scripts.
The curly braces ({}) used to enclose the block of statements to be executed by the if statement are not necessary if
only one statement will execute.
Availability
Flash Lite 1.0
Parameters
condition:Boolean - An expression that evaluates to true or false.
Example
In the following example, the condition inside the parentheses evaluates the variable name to see if it has the literal
value "Erica". If it does, the play() function inside the curly braces runs.
if(name == "Erica"){
play();
}
The following example uses an if statement to evaluate how long it takes a user to click the submit_btn instance in a
SWF file. If a user clicks the button more than 10 seconds after the SWF file plays, the condition evaluates to true and
the message inside the curly braces ({}) appears in a text field that's created at runtime (using createTextField()).
If the user clicks the button less than 10 seconds after the SWF file plays, the condition evaluates to false and a
different message appears.
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this.createTextField("message_txt", this.getNextHighestDepth, 0, 0, 100, 22);
message_txt.autoSize = true;
var startTime:Number = getTimer();
this.submit_btn.onRelease = function() {
var difference:Number = (getTimer() - startTime) / 1000;
if (difference > 10) {
this._parent.message_txt.text = "Not very speedy, you took "+difference+" seconds.";
}
else {
this._parent.message_txt.text = "Very good, you hit the button in "+difference+" seconds.";
}
};
See also
else statement
implements statement
className implements interface01 [, interface02 , ...]
Note: To use this keyword, you must specify ActionScript 2.0 and Flash Player 6 or later in the Flash tab of your FLA
file's Publish Settings dialog box. This keyword is supported only when used in external script files, not in scripts
written in the Actions panel.
Specifies that a class must define all the methods declared in the interface (or interfaces) being implemented.
Availability
Flash Lite 2.0
Example
See interface.
See also
class statement
import statement
import className
import packageName.*
Note: To use this keyword, you must specify ActionScript 2.0 and Flash Player 6 or later in the Flash tab of your FLA
file's Publish Settings dialog box. This statement is supported in the Actions panel as well as in external class files.
Lets you access classes without specifying their fully qualified names. For example, if you want to use a custom class
macr.util.users.UserClass in a script, you must refer to it by its fully qualified name or import it; if you import it, you
can refer to it by the class name:
// before importing
var myUser:macr.util.users.UserClass = new macr.util.users.UserClass();
// after importing
import macr.util.users.UserClass;
var myUser:UserClass = new UserClass();
If there are several class files in the package (working_directory/macr/utils/users) that you want to access, you can
import them all in a single statement, as shown in the following example:
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import macr.util.users.*;
You must issue the import statement before you try to access the imported class without fully specifying its name.
If you import a class but don't use it in your script, the class isn't exported as part of the SWF file. This means you can
import large packages without being concerned about the size of the SWF file; the bytecode associated with a class is
included in a SWF file only if that class is actually used.
The import statement applies only to the current script (frame or object) in which it's called. For example, suppose on
Frame 1 of a Flash document you import all the classes in the macr.util package. On that frame, you can reference
classes in that package by their simple names:
// On Frame 1 of a FLA:
import macr.util.*;
var myFoo:foo = new foo();
On another frame script, however, you would need to reference classes in that package by their fully qualified names
(var myFoo:foo = new macr.util.foo();) or add an import statement to the other frame that imports the classes
in that package.
Availability
Flash Lite 2.0
Parameters
className:String - The fully qualified name of a class you have defined in an external class file.
interface statement
interface InterfaceName [extends InterfaceName ] {}
Note: To use this keyword, you must specify ActionScript 2.0 and Flash Player 6 or later in the Flash tab of your FLA
file's Publish Settings dialog box. This keyword is supported only when used in external script files, not in scripts
written in the Actions panel.
Defines an interface. An interface is similar to a class, with the following important differences:
• Interfaces contain only declarations of methods, not their implementation. That is, every class that implements an
interface must provide an implementation for each method declared in the interface.
• Only public members are allowed in an interface definition; instance and class members are not permitted.
• The get and set statements are not allowed in interface definitions.
Example
The following example shows several ways to define and implement interfaces:
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(in top-level package .as files Ia, B, C, Ib, D, Ic, E)
// filename Ia.as
interface Ia {
function k():Number; // method declaration only
function n(x:Number):Number; // without implementation
}
// filename B.as
class B implements Ia {
function k():Number {
return 25;
}
function n(x:Number):Number {
return x + 5;
}
} // external script or Actions panel // script file
var mvar:B = new B();
trace(mvar.k()); // 25
trace(mvar.n(7)); // 12
// filename c.as
class C implements Ia {
function k():Number {
return 25;
}
} // error: class must implement all interface methods
// filename Ib.as
interface Ib {
function o():Void;
}
class D implements Ia, Ib {
function k():Number {
return 15;
}
function n(x:Number):Number {
return x * x;
}
function o():Void {
trace("o");
}
} // external script or Actions panel // script file
mvar = new D();
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trace(mvar.k()); // 15
trace(mvar.n(7)); // 49
trace(mvar.o()); // "o"
interface Ic extends Ia {
function p():Void;
}
class E implements Ib, Ic {
function k():Number {
return 25;
}
function n(x:Number):Number {
return x + 5;
}
function o():Void {
trace("o");
}
function p():Void {
trace("p");
}
}
See also
class statement
intrinsic statement
intrinsic class className [extends superClass] [implements interfaceName [, interfaceName...] ] {
//class definition here
}
Allows compile-time type checking of previously defined classes. Flash uses intrinsic class declarations to enable
compile-time type checking of built-in classes such as Array, Object, and String. This keyword indicates to the
compiler that no function implementation is required, and that no bytecode should be generated for it.
The intrinsic keyword can also be used with variable and function declarations. Flash uses this keyword to enable
compile-time type checking for global functions and properties.
The intrinsic keyword was created specifically to enable compile-time type checking for built-in classes and objects,
and global variables and functions. This keyword was not meant for general purpose use, but may be of some value to
developers seeking to enable compile-time type checking with previously defined classes, especially if the classes are
defined using ActionScript 1.0.
This keyword is supported only when used in external script files, not in scripts written in the Actions panel.
Availability
Flash Lite 2.0
Example
The following example shows how to enable compile-time file checking for a previously defined ActionScript 1.0 class.
The code will generate a compile-time error because the call myCircle.setRadius() sends a String value as a
parameter instead of a Number value. You can avoid the error by changing the parameter to a Number value (for
example, by changing "10" to 10).
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// The following code must be placed in a file named Circle.as
// that resides within your classpath:
intrinsic class Circle {
var radius:Number;
function Circle(radius:Number);
function getArea():Number;
function getDiameter():Number;
function setRadius(param_radius:Number):Number;
}
// This ActionScript 1.0 class definition may be placed in your FLA file.
// Circle class is defined using ActionScript 1.0
function Circle(radius) {
this.radius = radius;
this.getArea = function(){
return Math.PI*this.radius*this.radius;
};
this.getDiameter = function() {
return 2*this.radius;
};
this.setRadius = function(param_radius) {
this.radius = param_radius;
}
}
// ActionScript 2.0 code that uses the Circle class
var myCircle:Circle = new Circle(5);
trace(myCircle.getArea());
trace(myCircle.getDiameter());
myCircle.setRadius("10");
trace(myCircle.radius);
trace(myCircle.getArea());
trace(myCircle.getDiameter());
See also
class statement
private statement
class className{
private var name;
private function name() {
// your statements here
}
}
Note: To use this keyword, you must specify ActionScript 2.0 and Flash Player 6 or later in the Flash tab of your FLA
file's Publish Settings dialog box. This keyword is supported only when used in external script files, not in scripts
written in the Actions panel.
Specifies that a variable or function is available only to the class that declares or defines it or to subclasses of that class.
By default, a variable or function is available to any caller. Use this keyword if you want to restrict access to a variable
or function.
You can use this keyword only in class definitions, not in interface definitions.
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Availability
Flash Lite 2.0
Parameters
name:String - The name of the variable or function that you want to specify as private.
Example
The following example demonstrates how you can hide certain properties within a class using the private keyword.
Create a new AS file called Login.as.
class Login {
private var loginUserName:String;
private var loginPassword:String;
public function Login(param_username:String, param_password:String) {
this.loginUserName = param_username;
this.loginPassword = param_password;
}
public function get username():String {
return this.loginUserName;
}
public function set username(param_username:String):Void {
this.loginUserName = param_username;
}
public function set password(param_password:String):Void {
this.loginPassword = param_password;
}
}
In the same directory as Login.as, create a new FLA or AS document. Enter the following ActionScript in Frame 1 of
the Timeline.
import Login;
var gus:Login = new Login("Gus", "Smith");
trace(gus.username); // output: Gus
trace(gus.password); // output: undefined
trace(gus.loginPassword); // error
Because loginPassword is a private variable, you cannot access it from outside the Login.as class file. Attempts to
access the private variable generate an error message.
See also
public statement
public statement
class className{
public var name;
public function name() {
// your statements here } }
Note: To use this keyword, you must specify ActionScript 2.0 and Flash Player 6 or later in the Flash tab of your FLA
file's Publish Settings dialog box. This keyword is supported only when used in external script files, not in scripts
written in the Actions panel.
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Specifies that a variable or function is available to any caller. Because variables and functions are public by default, this
keyword is used primarily for stylistic reasons. For example, you might want to use it for reasons of consistency in a
block of code that also contains private or static variables.
Availability
Flash Lite 2.0
Parameters
name:String - The name of the variable or function that you want to specify as public.
Example
The following example shows how you can use public variables in a class file. Create a new class file called User.as and
enter the following code:
class User {
public var age:Number;
public var name:String;
}
Then create a new FLA or AS file in the same directory, and enter the following ActionScript in Frame 1 of the
Timeline:
import User;
var jimmy:User = new User();
jimmy.age = 27;
jimmy.name = "jimmy";
If you change one of the public variables in the User class to a private variable, an error is generated when trying to
access the property.
See also
private statement
return statement
return[expression]
Specifies the value returned by a function. The return statement evaluates expression and returns the result as a
value of the function in which it executes. The return statement causes execution to return immediately to the calling
function. If the return statement is used alone, it returns undefined.
You can't return multiple values. If you try to do so, only the last value is returned. In the following example, c is
returned:
return a, b, c ;
If you need to return multiple values, you might want to use an array or object instead.
Availability
Flash Lite 2.0
Returns
String - The evaluated expression parameter, if provided.
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Parameters
expression - A string, number, Boolean, array, or object to evaluate and return as a value of the function. This
parameter is optional.
Example
The following example uses the return statement inside the body of the sum() function to return the added value of
the three parameters. The next line of code calls sum() and assigns the returned value to the variable newValue.
function sum(a:Number, b:Number, c:Number):Number {
return (a + b + c);
}
var newValue:Number = sum(4, 32, 78);
trace(newValue); // output: 114
See also
Array function
set statement
function set property(varName) {
// your statements here
}
Note: To use this keyword, you must specify ActionScript 2.0 and Flash Player 6 or later in the Flash tab of your FLA
file's Publish Settings dialog box. This keyword is supported only when used in external script files, not in scripts
written in the Actions panel.
Permits implicit setting of properties associated with objects based on classes you have defined in external class files.
Using implicit set methods lets you modify the value of an object's property without accessing the property directly.
Implicit get/set methods are syntactic shorthand for the Object.addProperty() method in ActionScript 1.
Availability
Flash Lite 2.0
Parameters
property:String - Word that refers to the property that set will access; this value must be the same as the value used
in the corresponding get command.
Example
The following example creates a Login class that demonstrates how the set keyword can be used to set private
variables:
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class Login {
private var loginUserName:String;
private var loginPassword:String;
public function Login(param_username:String, param_password:String) {
this.loginUserName = param_username;
this.loginPassword = param_password;
}
public function get username():String {
return this.loginUserName;
}
public function set username(param_username:String):Void {
this.loginUserName = param_username;
}
public function set password(param_password:String):Void {
this.loginPassword = param_password;
}
}
In a FLA or AS file that is in the same directory as Login.as, enter the following ActionScript in Frame 1 of the Timeline:
var gus:Login = new Login("Gus", "Smith");
trace(gus.username); // output: Gus
gus.username = "Rupert";
trace(gus.username); // output: Rupert
In this example, the get function executes when the value is traced. The set function triggers only when you pass it a
value, as shown in the line:
gus.username = "Rupert";
See also
getProperty function
set variable statement
set("variableString",expression)
Assigns a value to a variable. A variable is a container that holds data. The container is always the same, but the
contents can change. By changing the value of a variable as the SWF file plays, you can record and save information
about what the user has done, record values that change as the SWF file plays, or evaluate whether a condition is true
or false.
Variables can hold any data type (for example, String, Number, Boolean, Object, or MovieClip). The Timeline of each
SWF file and movie clip has its own set of variables, and each variable has its own value independent of variables on
other Timelines.
Strict data typing is not supported inside a set statement. If you use this statement to set a variable to a value whose
data type is different from the data type associated with the variable in a class file, no compiler error is generated.
A subtle but important distinction to bear in mind is that the parameter variableString is a string, not a variable
name. If you pass an existing variable name as the first parameter to set() without enclosing the name in quotation
marks (""), the variable is evaluated before the value of expression is assigned to it. For example, if you create a string
variable named myVariable and assign it the value "Tuesday", and then forget to use quotation marks, you will
inadvertently create a new variable named Tuesday that contains the value you intended to assign to myVariable:
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var myVariable:String = "Tuesday";
set (myVariable, "Saturday");
trace(myVariable); // outputs Tuesday
trace(Tuesday); // outputs Saturday
You can avoid this situation by using quotation marks (""):
set ("myVariable", "Saturday");
trace(myVariable); //outputs Saturday
Availability
Flash Lite 2.0
Parameters
variableString:String - A string that names a variable to hold the value of the expression parameter.
Example
In the following example, you assign a value to a variable. You are assigning the value of "Jakob" to the name variable.
set("name", "Jakob");
trace(name);
The following code loops three times and creates three new variables, called caption0, caption1, and caption2:
for (var i = 0; i < 3; i++) {
set("caption" + i, "this is caption " + i);
}
trace(caption0);
trace(caption1);
trace(caption2);
static statement
class className{
static var name;
static function name() {
// your statements here } }
Note: To use this keyword, you must specify ActionScript 2.0 and Flash Player 6 or later in the Flash tab of your FLA
file's Publish Settings dialog box. This keyword is supported only when used in external script files, not in scripts
written in the Actions panel.
Specifies that a variable or function is created only once per class rather than being created in every object based on
that class.
You can access a static class member without creating an instance of the class by using the syntax
someClassName.name. If you do create an instance of the class, you can also access a static member using the instance,
but only through a non-static function that accesses the static member.
You can use this keyword in class definitions only, not in interface definitions.
Availability
Flash Lite 2.0
Parameters
name:String - The name of the variable or function that you want to specify as static.
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Example
The following example demonstrates how you can use the static keyword to create a counter that tracks how many
instances of the class have been created. Because the numInstances variable is static, it will be created only once for
the entire class, not for every single instance. Create a new AS file called Users.as and enter the following code:
class Users {
private static var numInstances:Number = 0;
function Users() {
numInstances++;
}
static function get instances():Number {
return numInstances;
}
}
Create a FLA or AS document in the same directory, and enter the following ActionScript in Frame 1 of the Timeline:
trace(Users.instances);
var user1:Users = new Users();
trace(Users.instances);
var user2:Users = new Users();
trace(Users.instances);
See also
private statement
super statement
super.method([arg1, ..., argN])
super([arg1, ..., argN])
The first syntax style may be used within the body of an object method to invoke the superclass version of a method,
and can optionally pass parameters (arg1 ... argN) to the superclass method. This is useful for creating subclass
methods that add additional behavior to superclass methods, but also invoke the superclass methods to perform their
original behavior.
The second syntax style may be used within the body of a constructor function to invoke the superclass version of the
constructor function and may optionally pass it parameters. This is useful for creating a subclass that performs
additional initialization, but also invokes the superclass constructor to perform superclass initialization.
Availability
Flash Lite 2.0
Returns
Both forms invoke a function. The function may return any value.
Parameters
method:Function - The method to invoke in the superclass.
argN - Optional parameters that are passed to the superclass version of the method (syntax 1) or to the constructor
function of the superclass (syntax 2).
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switch statement
switch (expression){caseClause: [defaultClause:] }
Creates a branching structure for ActionScript statements. As with the if statement, the switch statement tests a
condition and executes statements if the condition returns a value of true. All switch statements should include a
default case. The default case should include a break statement that prevents a fall-through error if another case is
added later. When a case falls through, it doesn't have a break statement.
Availability
Flash Lite 1.0
Parameters
expression - Any expression.
Example
In the following example, if the String.fromCharCode(Key.getAscii()) parameter evaluates to A, the trace()
statement that follows case "A" executes; if the parameter evaluates to a, the trace() statement that follows case
"a"executes; and so on. If no case expression matches the String.fromCharCode(Key.getAscii()) parameter, the
trace() statement that follows the default keyword executes.
var listenerObj:Object = new Object();
listenerObj.onKeyDown = function() {
switch (String.fromCharCode(Key.getAscii())) {
case "A" :
trace("you pressed A");
break;
case "a" :
trace("you pressed a");
break;
case "E" :
case "e" :
trace("you pressed E or e");
break;
case "I" :
case "i" :
trace("you pressed I or i");
break;
default :
trace("you pressed some other key");
break;
}
};
Key.addListener(listenerObj);
See also
=== strict equality operator
throw statement
throw expression
Generates, or throws, an error that can be handled, or caught, by a catch{} code block. If an exception is not caught
by a catch block, the string representation of the thrown value is sent to the Output panel.
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Typically, you throw instances of the Error class or its subclasses (see the Example section).
Availability
Flash Lite 2.0
Parameters
expression:Object - An ActionScript expression or object.
Example
In this example, a function named checkEmail() checks whether the string that is passed to it is a properly formatted
e-mail address. If the string does not contain an @ symbol, the function throws an error.
function checkEmail(email:String) {
if (email.indexOf("@") == -1) {
throw new Error("Invalid email address");
}
}
checkEmail("someuser_theirdomain.com");
The following code then calls the checkEmail() function within a try code block. If the email_txt string does not
contain a valid e-mail address, the error message appears in a text field (error_txt).
try {
checkEmail("Joe Smith");
}
catch (e) {
error_txt.text = e.toString();
}
In the following example, a subclass of the Error class is thrown. The checkEmail() function is modified to throw an
instance of that subclass.
// Define Error subclass InvalidEmailError // In InvalidEmailError.as: class
InvalidEmailAddress extends Error { var message = "Invalid email address."; }
In a FLA or AS file, enter the following ActionScript in Frame 1 of the Timeline:
import InvalidEmailAddress;
function checkEmail(email:String) {
if (email.indexOf("@") == -1) {
throw new InvalidEmailAddress();
}
}
try {
checkEmail("Joe Smith");
}
catch (e) {
this.createTextField("error_txt", this.getNextHighestDepth(), 0, 0, 100, 22);
error_txt.autoSize = true;
error_txt.text = e.toString();
}
See also
Error
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try..catch..finally statement
try {// ... try block ... }
finally { // ... finally block ... }
try { // ... try block ... }
catch(error [:ErrorType1]) // ... catch block ... }
[catch(error[:ErrorTypeN]) { // ... catch block ... }]
[finally { // ... finally block ... }]
Enclose a block of code in which an error can occur, and then respond to the error. If any code within the try code
block throws an error (using the throw statement), control passes to the catch block, if one exists, and then to the
finally code block, if one exists. The finally block always executes, regardless of whether an error was thrown. If
code within the try block doesn't throw an error (that is, if the try block completes normally), then the code in the
finally block is still executed. The finally block executes even if the try block exits using a return statement.
A try block must be followed by a catch block, a finally block, or both. A single try block can have multiple catch
blocks but only one finally block. You can nest try blocks as many levels deep as desired.
The error parameter specified in a catch handler must be a simple identifier such as e or theException or x. The
variable in a catch handler can also be typed. When used with multiple catch blocks, typed errors let you catch
multiple types of errors thrown from a single try block.
If the exception thrown is an object, the type will match if the thrown object is a subclass of the specified type. If an
error of a specific type is thrown, the catch block that handles the corresponding error is executed. If an exception
that is not of the specified type is thrown, the catch block does not execute and the exception is automatically thrown
out of the try block to a catch handler that matches it.
If an error is thrown within a function, and the function does not include a catch handler, then the ActionScript
interpreter exits that function, as well as any caller functions, until a catch block is found. During this process,
finally handlers are called at all levels.
Availability
Flash Lite 2.0
Parameters
error:Object - The expression thrown from a throw statement, typically an instance of the Error class or one of its
subclasses.
Example
The following example shows how to create a try..finally statement. Because code in the finally block is
guaranteed to execute, it is typically used to perform any necessary clean-up after a try block executes. In the following
example, setInterval()calls a function every 1000 milliseconds (1 second). If an error occurs, an error is thrown and
is caught by the catch block. The finally block is always executed whether or not an error occurs. Because
setInterval() is used, clearInterval() must be placed in the finally block to ensure that the interval is cleared
from memory.
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myFunction = function () {
trace("this is myFunction");
};
try {
myInterval = setInterval(this, "myFunction", 1000);
throw new Error("my error");
}
catch (myError:Error) {
trace("error caught: "+myError);
}
finally {
clearInterval(myInterval);
trace("error is cleared");
}
In the following example, the finally block is used to delete an ActionScript object, regardless of whether an error
occurred. Create a new AS file called Account.as.
class Account {
var balance:Number = 1000;
function getAccountInfo():Number {
return (Math.round(Math.random() * 10) % 2);
}
}
In the same directory as Account.as, create a new AS or FLA document and enter the following ActionScript in Frame
1 of the Timeline:
import Account;
var account:Account = new Account();
try {
var returnVal = account.getAccountInfo();
if (returnVal != 0) {
throw new Error("Error getting account information.");
}
}
finally {
if (account != null) {
delete account;
}
}
The following example demonstrates a try..catch statement. The code within the try block is executed. If an
exception is thrown by any code within the try block, control passes to the catch block, which shows the error
message in a text field using the Error.toString() method.
In the same directory as Account.as, create a new FLA document and enter the following ActionScript in Frame 1 of
the Timeline:
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import Account;
var account:Account = new Account();
try {
var returnVal = account.getAccountInfo();
if (returnVal != 0) {
throw new Error("Error getting account information.");
}
trace("success");
}
catch (e) {
this.createTextField("status_txt", this.getNextHighestDepth(), 0, 0, 100, 22);
status_txt.autoSize = true;
status_txt.text = e.toString();
}
The following example shows a try code block with multiple, typed catch code blocks. Depending on the type of error
that occurred, the try code block throws a different type of object. In this case, myRecordSet is an instance of a
(hypothetical) class named RecordSet whose sortRows() method can throw two types of errors, RecordSetException
and MalformedRecord.
In the following example, the RecordSetException and MalformedRecord objects are subclasses of the Error class.
Each is defined in its own AS class file.
// In RecordSetException.as:
class RecordSetException extends Error {
var message = "Record set exception occurred.";
}
// In MalformedRecord.as:
class MalformedRecord extends Error {
var message = "Malformed record exception occurred.";
}
Within the RecordSet class's sortRows() method, one of these previously defined error objects is thrown, depending
on the type of exception that occurred. The following example shows how this code might look:
class RecordSet {
function sortRows() {
var returnVal:Number = randomNum();
if (returnVal == 1) {
throw new RecordSetException();
}
else if (returnVal == 2) {
throw new MalformedRecord();
}
}
function randomNum():Number {
return Math.round(Math.random() * 10) % 3;
}
}
Finally, in another AS file or FLA script, the following code invokes the sortRows() method on an instance of the
RecordSet class. It defines catch blocks for each type of error that is thrown by sortRows()
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import RecordSet;
var myRecordSet:RecordSet = new RecordSet();
try {
myRecordSet.sortRows();
trace("everything is fine");
}
catch (e:RecordSetException) {
trace(e.toString());
}
catch (e:MalformedRecord) {
trace(e.toString());
}
See also
Error
var statement
var variableName [= value1][...,variableNameN[=valueN]]
Used to declare local variables. If you declare variables inside a function, the variables are local. They are defined for
the function and expire at the end of the function call. More specifically, a variable defined using var is local to the
code block containing it. Code blocks are demarcated by curly braces ({}).
If you declare variables outside a function, the variables are available throughout the timeline containing the statement.
You cannot declare a variable scoped to another object as a local variable.
my_array.length = 25; // ok
var my_array.length = 25; // syntax error
When you use var, you can strictly type the variable.
You can declare multiple variables in one statement, separating the declarations with commas (although this syntax
may reduce clarity in your code):
var first:String = "Bart", middle:String = "J.", last:String = "Bartleby";
Note: You must also use var when declaring properties inside class definitions in external scripts. Class files also
support public, private, and static variable scopes.
Availability
Flash Lite 2.0
Parameters
variableName:String - An identifier.
Example
The following ActionScript creates a new array of product names. Array.push adds an element onto the end of the
array. If you want to use strict typing, it is essential that you use the var keyword. Without var before product_array,
you get errors when you try to use strict typing.
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var product_array:Array = new Array("MX 2004", "Studio", "Dreamweaver", "Flash", "ColdFusion",
"Contribute", "Breeze");
product_array.push("Flex");
trace(product_array);
// output: MX 2004,Studio,Dreamweaver,Flash,ColdFusion,Contribute,Breeze,Flex
while statement
while(condition) { statement(s); }
Evaluates a condition and if the condition evaluates to true, runs a statement or series of statements before looping
back to evaluate the condition again. After the condition evaluates to false, the statement or series of statements is
skipped and the loop ends.
The while statement performs the following series of steps. Each repetition of steps 1 through 4 is called an iteration
of the loop. The condition is retested at the beginning of each iteration, as shown in the following steps:
• The expression condition is evaluated.
• If condition evaluates to true or a value that converts to the Boolean value true, such as a nonzero number, go to step
3. Otherwise, the while statement is completed and execution resumes at the next statement after the while loop.
• Run the statement block statement(s).
• Go to step 1.
Looping is commonly used to perform an action while a counter variable is less than a specified value. At the end of
each loop, the counter is incremented until the specified value is reached. At that point, the condition is no longer true,
and the loop ends.
The curly braces ({}) used to enclose the block of statements to be executed by the while statement are not necessary
if only one statement will execute.
Availability
Flash Lite 1.0
Parameters
condition:Boolean - An expression that evaluates to true or false.
Example
In the following example, the while statement is used to test an expression. When the value of i is less than 20, the
value of i is traced. When the condition is no longer true, the loop exits.
var i:Number = 0;
while (i < 20) {
trace(i);
i += 3;
}
The following result is displayed in the Output panel.
0
3
6
9
12
15
18
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See also
continue statement
with statement
with (object:Object) { statement(s); }
Lets you specify an object (such as a movie clip) with the object parameter and evaluate expressions and actions inside
that object with the statement(s) parameter. This prevents you from having to repeatedly write the object's name or the
path to the object.
The object parameter becomes the context in which the properties, variables, and functions in the statement(s)
parameter are read. For example, if object is my_array, and two of the properties specified are length and concat,
those properties are automatically read as my_array.length and my_array.concat. In another example, if object is
state.california, any actions or statements inside the with statement are called from inside the california
instance.
To find the value of an identifier in the statement(s) parameter, ActionScript starts at the beginning of the scope chain
specified by the object and searches for the identifier at each level of the scope chain, in a specific order.
The scope chain used by the with statement to resolve identifiers starts with the first item in the following list and
continues to the last item:
• The object specified in the object parameter in the innermost with statement.
• The object specified in the object parameter in the outermost with statement.
• The Activation object. (A temporary object that is automatically created when a function is called that holds the
local variables called in the function.)
• The movie clip that contains the currently executing script.
• The Global object (built-in objects such as Math and String).
To set a variable inside a with statement, you must have declared the variable outside the with statement, or you must
enter the full path to the Timeline on which you want the variable to live. If you set a variable in a with statement
without declaring it, the with statement will look for the value according to the scope chain. If the variable doesn't
already exist, the new value will be set on the Timeline from which the with statement was called.
Instead of using with(), you can use direct paths. If you find that paths are long and cumbersome to type, you can
create a local variable and store the path in the variable, which you can then reuse in your code, as shown in the
following ActionScript:
var shortcut = this._parent._parent.name_txt; shortcut.text = "Hank"; shortcut.autoSize = true;
Availability
Flash Lite 2.0
Parameters
object:Object - An instance of an ActionScript object or movie clip.
Example
The following example sets the _x and _y properties of the someOther_mc instance, and then instructs someOther_mc
to go to Frame 3 and stop.
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with (someOther_mc) {
_x = 50;
_y = 100;
gotoAndStop(3);
}
The following code snippet shows how to write the preceding code without using a with statement.
someOther_mc._x = 50;
someOther_mc._y = 100;
someOther_mc.gotoAndStop(3);
The with statement is useful for accessing multiple items in a scope chain list simultaneously. In the following
example, the built-in Math object is placed at the front of the scope chain. Setting Math as a default object resolves the
identifiers cos, sin, and PI to Math.cos, Math.sin, and Math.PI, respectively. The identifiers a, x, y, and r are not
methods or properties of the Math object, but because they exist in the object activation scope of the function polar(),
they resolve to the corresponding local variables.
function polar(r:Number):Void {
var a:Number, x:Number, y:Number;
with (Math) {
a = PI * pow(r, 2);
x = r * cos(PI);
y = r * sin(PI / 2);
}
trace("area = " + a);
trace("x = " + x);
trace("y = " + y);
} polar(3);
The following result is displayed in the Output panel.
area = 28.2743338823081
x = -3
y = 3
fscommand2 commands
The following commands are available for the fscommand2() function. For a description of the fscommand2()
function, see fscommand2 Function under "Global functions."
fscommand2 fommands
Command
Description
ExtendBacklightDuration Extends the duration of a backlight for a specified period of time.
FullScreen
Sets the size of the display area to be used for rendering.
GetBatteryLevel
Returns the current battery level.
GetDevice
Sets a parameter that identifies the device on which Flash Lite is running.
GetDeviceID
Sets a parameter that represents the unique identifier of the device (for example, the
serial number).
GetFreePlayerMemory
Returns the amount of heap memory, in kilobytes, currently available to Flash Lite.
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Command
Description
GetMaxBatteryLevel
Returns the maximum battery level of the device.
GetMaxSignalLevel
Returns the maximum signal strength level as a numeric value.
GetMaxVolumeLevel
Returns the maximum volume level of the device as a numeric value.
GetNetworkConnectionN Returns the name of the active or default network connection.
ame
GetNetworkConnectStat
us
Returns a value that indicates the current network connection status.
GetNetworkGeneration
Returns the generation of the current mobile wireless network (such as 2G or second
generation of mobile wireless).
GetNetworkName
Sets a parameter to the name of the current network.
GetNetworkRequestStatu Returns a value indicating the status of the most recent HTTP request.
s
GetNetworkStatus
Returns a value indicating the network status of the phone (that is, whether there is a
network registered and whether the phone is currently roaming).
GetPlatform
Sets a parameter that identifies the current platform, which broadly describes the class
of device.
GetPowerSource
Returns a value that indicates whether the power source is currently supplied from a
battery or from an external power source.
GetSignalLevel
Returns the current signal strength as a numeric value.
GetSoftKeyLocation
Returns a value that indicates the location of soft keys on the device.
GetTotalPlayerMemory
Returns the total amount of heap memory, in kilobytes, allocated to Flash Lite.
GetVolumeLevel
Returns the current volume level of the device as a numeric value.
Quit
Causes the Flash Lite Player to stop playback and exit.
ResetSoftKeys
Resets the soft keys to their original settings.
SetFocusRectColor
Sets the color of the focus rectangle to any color.
SetInputTextType
Specifies the mode in which the input text field should be opened.
SetSoftKeys
Remaps the softkeys of a mobile device.
StartVibrate
Starts the phone's vibration feature.
StopVibrate
Stops the current vibration, if any.
ExtendBacklightDuration fscommand2 command
ExtendBacklightDuration
Extends the duration of a backlight for a specified period of time.
If the duration is greater than zero, this command specifies the amount of time in seconds (maximum of 60 seconds)
that the backlight should be kept on. If the time elapses without an additional call to this command, the backlight
behavior reverts to the default duration. If duration is zero, the backlight behavior immediately reverts to the default
behavior.
Note: This feature is system dependent. For example, some systems limit the total duration that the backlight can be
extended.
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Note: This command is not supported for BREW devices.
Command
Parameters
Value Returned
ExtendBacklightDuration
duration The backlight
-1: Not supported.
duration, in seconds.
Maximum value of 60 seconds. 0: An error occurred, and the operation could
not be completed.
1: Success.
Availability
Flash Lite 2.0
Example
The following example extends the duration of the backlight for 45 seconds:
status = FSCommand2("ExtendBacklightDuration", 45)
FullScreen fscommand2 command
FullScreen
Sets the size of the display area to be used for rendering.
The size can be a defined variable or a constant string value, with one of these values: true (full screen) or false (less
than full screen). Any other value is treated as the value false.
Note: This command is supported only when Flash Lite is running in stand-alone mode. It is not supported when the
player is running in the context of another application (for example, as a plug-in to a browser).
Command
Parameters
Value Returned
FullScreen
size
-1: Not supported.
0: Supported.
Availability
Flash Lite 1.1
Example
The following example sets the size of the display area to the full screen:
status = fscommand2("FullScreen", true);
GetBatteryLevel fscommand2 command
GetBatteryLevel
Returns the current battery level. It is a numeric value that ranges from 0 to the maximum value returned by the
GetMaxBatteryLevel variable.
Note: This command is not supported for BREW devices.
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Command
Parameters
Value Returned
GetBatteryLevel
None.
-1: Not supported.
Other numeric values: The current battery level.
Availability
Flash Lite 1.1
Example
The following example sets the battLevel variable to the current level of the battery:
battLevel = fscommand2("GetBatteryLevel");
GetDevice fscommand2 command
GetDevice
Sets a parameter that identifies the device on which Flash Lite is running. This identifier is typically the model name.
Command
Parameters
Value Returned
GetDevice
device String to receive the identifier of the device. It can be
-1: Not supported.
either the name of a variable or a string value that contains the
0: Supported..
name of a variable.
Availability
Flash Lite 1.1
Example
The following example assigns the device identifier to the device variable:
status = fscommand2("GetDevice", "device");
Some sample results and the devices they signify follow:
D506i A Mitsubishi 506i phone. DFOMA1 A Mitsubishi FOMA1 phone. F506i A Fujitsu 506i phone. FFOMA1 A Fujitsu
FOMA1 phone. N506i An NEC 506i phone. NFOMA1 An NEC FOMA1 phone. Nokia3650 A Nokia 3650 phone. p506i
A Panasonic 506i phone. PFOMA1 A Panasonic FOMA1 phone. SH506i A Sharp 506i phone. SHFOMA1 A Sharp FOMA1
phone. SO506i A Sony 506iphone.
GetDeviceID fscommand2 command
GetDeviceID
Sets a parameter that represents the unique identifier of the device (for example, the serial number).
Command
Parameters
Value Returned
GetDeviceID
id A string to receive the unique identifier of the device. It can
-1: Not supported.
be either the name of a variable or a string value that contains
0: Supported.
the name of a variable.
Availability
Flash Lite 1.1
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Example
The following example assigns the unique identifier to the deviceID variable:
status = fscommand2("GetDeviceID", "deviceID");
GetFreePlayerMemory fscommand2 command
GetFreePlayerMemory
Returns the amount of heap memory, in kilobytes, currently available to Flash Lite.
Command
Parameters
Value Returned
GetFreePlayerMemory
None
-1: Not supported.
0 or positive value: Available kilobytes of heap
memory.
Availability
Flash Lite 1.1
Example
The following example sets status equal to the amount of free memory:
status = fscommand2("GetFreePlayerMemory");
GetMaxBatteryLevel fscommand2 command
GetMaxBatteryLevel
Returns the maximum battery level of the device. It is a numeric value greater than 0.
Note: This command is not supported for BREW devices.
Command
Parameters
Value Returned
GetMaxBatteryLevel
None
-1: Not supported.
Other values: The maximum battery level.
Availability
Flash Lite 1.1
Example
The following example sets the maxBatt variable to the maximum battery level:
maxBatt = fscommand2("GetMaxBatteryLevel");
GetMaxSignalLevel fscommand2 command
GetMaxSignalLevel
Returns the maximum signal strength level as a numeric value.
Note: This command is not supported for BREW devices.
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Command
Parameters
Value Returned
GetMaxSignalLevel
None
-1: Not supported.
Other numeric values: The maximum signal level.
Availability
Flash Lite 1.1
Example
The following example assigns the maximum signal strength to the sigStrengthMax variable:
sigStrengthMax = fscommand2("GetMaxSignalLevel");
GetMaxVolumeLevel fscommand2 command
GetMaxVolumeLevel
Returns the maximum volume level of the device as a numeric value.
Command
Parameters
Value Returned
GetMaxVolumeLevel
None
-1: Not supported.
Other values: The maximum volume level.
Availability
Flash Lite 1.1
Example
The following example sets the maxvolume variable to the maximum volume level of the device:
maxvolume = fscommand2("GetMaxVolumeLevel");
trace (maxvolume); // output: 80
GetNetworkConnectionName fscommand2 command
GetNetworkConnectionName
Returns the name of the active or default network connection. For mobile devices, this connection is also known as an
access point.
Note: This command is not supported for BREW devices.
Command
Parameters
Value Returned
GetNetworkConnectionName
None
-1: Not supported.
0: Success: returns the active network connection
name.
1: Success: returns the default network connection
name.
2: Unable to retrieve the connection name.
Availability
Flash Lite 2.0
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Example
The following example returns the name of the active or default network connection in the argument
myConnectionName:
status = FSCommand2("GetNetworkConnectionName", "myConnectionName");
GetNetworkConnectStatus fscommand2 command
GetNetworkConnectStatus
Returns a value that indicates the current network connection status.
Note: This command is not supported for BREW devices.
Command
Parameters
Value Returned
GetNetworkConnectStatus
None
-1: Not supported.
0: There is currently an active network connection.
1: The device is attempting to connect to the
network.
2: There is currently no active network connection.
3: The network connection is suspended.
4: The network connection cannot be determined.
Availability
Flash Lite 1.1
Example
The following example assigns the network connection status to the connectstatus variable, and then uses a switch
statement to update a text field with the status of the connection:
connectstatus = FSCommand2("GetNetworkConnectStatus");
switch (connectstatus) {
case -1 :
_root.myText += "connectstatus not supported" + "\n";
break;
case 0 :
_root.myText += "connectstatus shows active connection" + "\n";
break;
case 1 :
_root.myText += "connectstatus shows attempting connection" + "\n";
break;
case 2 :
_root.myText += "connectstatus shows no connection" + "\n";
break;
case 3 :
_root.myText += "connectstatus shows suspended connection" + "\n";
break;
case 4 :
_root.myText += "connectstatus shows indeterminable state" + "\n";
break;
}
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GetNetworkGeneration fscommand2 command
GetNetworkGeneration
Returns the generation of the current mobile wireless network, such as 2G (second generation of mobile wireless).
Command
Parameters
Value Returned
GetNetworkGeneration
None
-1: Not supported
0: Unknown generation of mobile wireless
network
1: 2G
2: 2.5G
3: 3G
Availability
Flash Lite 2.0
Example
The following example shows syntax for returning the generation of the network:
status = fscommand2("GetNetworkGeneration");
GetNetworkName fscommand2 command
GetNetworkName
Sets a parameter to the name of the current network.
Note: This command is not supported for BREW devices.
Command
Parameters
Value Returned
GetNetworkName
networkName String representing the
-1: Not supported.
network name. It can be either the name of a
variable or a string value that contains the
name of a variable.
If the network is registered and its name can
be determined, networkname is set to the
network name; otherwise, it is set to the
empty string.
0: No network is registered.
1: Network is registered, but network
name is not known.
2: Network is registered, and network
name is known.
Availability
Flash Lite 1.1
Example
The following example assigns the name of the current network to the myNetName parameter and a status value to the
netNameStatus variable:
netNameStatus = fscommand2("GetNetworkName", "myNetName");
GetNetworkRequestStatus fscommand2 command
GetNetworkRequestStatus
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Returns a value indicating the status of the most recent HTTP request.
Note: This command is not supported for BREW devices.
Command
Parameters
Value Returned
GetNetworkRequestStatus
None
-1: The command is not supported.
0: There is a pending request, a network connection has
been established, the server's host name has been
resolved, and a connection to the server has been
made.
1: There is a pending request, and a network
connection is being established.
2: There is a pending request, but a network connection
has not yet been established.
3: There is a pending request, a network connection has
been established, and the server's host name is being
resolved.
4: The request failed because of a network error.
5: The request failed because of a failure in connecting
to the server.
6: The server has returned an HTTP error (for example,
404).
7: The request failed because of a failure in accessing
the DNS server or in resolving the server name.
8: The request has been successfully fulfilled.
9: The request failed because of a timeout. 10: The
request has not yet been made.
Availability
Flash Lite 1.1
Example
The following example assigns the status of the most recent HTTP request to the requeststatus variable, and then
uses a switch statement to update a text field with the status:
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requeststatus = fscommand2("GetNetworkRequestStatus");
switch (requeststatus) {
case -1:
_root.myText += "requeststatus not supported" + "\n";
break;
case 0:
_root.myText += "connection to server has been made" + "\n";
break;
case 1:
_root.myText += "connection is being established" + "\n";
break;
case 2:
_root.myText += "pending request, contacting network" + "\n";
break;
case 3:
_root.myText += "pending request, resolving domain" + "\n";
break;
case 4:
_root.myText += "failed, network error" + "\n";
break;
case 5:
_root.myText += "failed, couldn't reach server" + "\n";
break;
case 6:
_root.myText += "HTTP error" + "\n";
break;
case 7:
_root.myText += "DNS failure" + "\n";
break;
case 8:
_root.myText += "request has been fulfilled" + "\n";
break;
case 9:
_root.myText += "request timedout" + "\n";
break;
case 10:
_root.myText += "no HTTP request has been made" + "\n";
break;
}
GetNetworkStatus fscommand2 command
GetNetworkStatus
Returns a value indicating the network status of the phone (that is, whether there is a network registered and whether
the phone is currently roaming).
Command
Parameters
Value Returned
GetNetworkStatus
None
-1: The command is not supported.
0: No network registered.
1: On home network.
2: On extended home network.
3: Roaming (away from home network).
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Availability
Flash Lite 1.1
Example
The following example assigns the status of the network connection to the networkstatus variable, and then uses a
switch statement to update a text field with the status:
networkstatus = fscommand2("GetNetworkStatus");
switch(networkstatus) {
case -1:
_root.myText += "network status not supported" + "\n";
break;
case 0:
_root.myText += "no network registered" + "\n";
break;
case 1:
_root.myText += "on home network" + "\n";
break;
case 2:
_root.myText += "on extended home network" + "\n";
break;
case 3:
_root.myText += "roaming" + "\n";
break;
}
GetPlatform fscommand2 command
GetPlatform
Sets a parameter that identifies the current platform, which broadly describes the class of device. For devices with open
operating systems, this identifier is typically the name and version of the operating system.
Command
Parameters
Value Returned
GetPlatform
platform String to receive the identifier of the
-1: Not supported.
platform.
0: Supported.
Availability
Flash Lite 1.1
Example
The following example sets the platform parameter to the identifier for the current platform:
status = fscommand2("GetPlatform", "platform");
The following examples show some sample results for platform:
506i A 506i phone. FOMA1 A FOMA1 phone. Symbian6.1_s60.1 A Symbian 6.1, Series 60 version 1 phone.
Symbian7.0 A Symbian 7.0 phone
GetPowerSource fscommand2 command
GetPowerSource
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Returns a value that indicates whether the power source is currently supplied from a battery or from an external power
source.
Note: This command is not supported for BREW devices.
Command
Parameters
Value Returned
GetPowerSource
None
-1: Not supported.
0: Device is operating on battery power.
1: Device is operating on an external power
source.
Availability
Flash Lite 1.1
Example
The following example sets the myPower variable to indicate the power source, or to -1 if it was unable to do so:
myPower = fscommand2("GetPowerSource");
GetSignalLevel fscommand2 command
GetSignalLevel
Returns the current signal strength as a numeric value.
Note: This command is not supported for BREW devices.
Command
Parameters
Value Returned
GetSignalLevel
None
-1: Not supported.
Other numeric values: The current signal level, ranging
from 0 to the maximum value returned by
GetMaxSignalLevel.
Availability
Flash Lite 1.1
Example
The following example assigns the signal level value to the sigLevel variable:
sigLevel = fscommand2("GetSignalLevel");
GetSoftKeyLocation fscommand2 command
GetSoftKeyLocation
Returns a value that indicates the location of soft keys on the device.
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Command
Parameters
Value Returned
GetSoftKeyLocation
None
-1: Not supported.
0: Soft keys on top.
1: Soft keys on left.
2: Soft keys on bottom.
3: Soft keys on right.
Availability
Flash Lite 2.0
Example
The following example sets the status variable to indicate the soft key location, or to -1 if soft keys are not supported
on the device:
status = fscommand2("GetSoftKeyLocation");
GetTotalPlayerMemory fscommand2 command
GetTotalPlayerMemory
Returns the total amount of heap memory, in kilobytes, allocated to Flash Lite.
Command
Parameters
Value Returned
GetTotalPlayerMemory
None
-1: Not supported.
0 or positive value: Total kilobytes of heap
memory.
Availability
Flash Lite 1.1
Example
The following example sets the status variable to the total amount of heap memory:
status = fscommand2("GetTotalPlayerMemory");
GetVolumeLevel fscommand2 command
GetVolumeLevel
Returns the current volume level of the device as a numeric value.
Command
Parameters
Value Returned
GetVolumeLevel
None
-1: Not supported.
Other numeric values: The current volume level, ranging
from 0 to the value returned by
fscommand2("GetMaxVolumeLevel").
Availability
Flash Lite 1.1
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Example
The following example assigns the current volume level to the volume variable:
volume = fscommand2("GetVolumeLevel");
trace (volume); // output: 50
Quit fscommand2 command
Quit
Causes the Flash Lite player to stop playback and exit.
This command is supported only when Flash Lite is running in stand-alone mode. It is not supported when the player
is running in the context of another application (for example, as a plug-in to a browser).
Command
Parameters
Value Returned
Quit
None
-1: Not supported.
Availability
Flash Lite 1.1
Example
The following example causes Flash Lite to stop playback and quit when running in stand-alone mode:
status = fscommand2("Quit");
ResetSoftKeys fscommand2 command
ResetSoftKeys
Resets the soft keys to their original settings.
This command is supported only when Flash Lite is running in stand-alone mode. It is not supported when the player
is running in the context of another application (for example, as a plug-in to a browser).
Command
Parameters
Value Returned
ResetSoftKeys
None
-1: Not supported.
Availability
Flash Lite 1.1
Example
The following statement resets the soft keys to their original settings:
status = fscommand2("ResetSoftKeys");
SetFocusRectColor fscommand2 command
SetFocusRectColor
Sets the color of the focus rectangle to any color.
The acceptable range of values for red, green, and blue is 0-255. For Flash, you cannot change the default color of the
focus rectangle, which is yellow.
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Command
Parameters
Value Returned
SetFocusRectColor
None
-1: Not supported.
0: Indeterminable.
1: Success.
Availability
Flash Lite 2.0
Example
The following statement resets the color of the focus rectangle:
status = fscommand2("SetFocusRectColor, <red>, <green>, <blue>);
SetInputTextType fscommand2 command
SetInputTextType
Specifies the mode in which the input text field should be opened.
Flash Lite supports input text functionality by asking the host application to start the generic device-specific text input
interface, often referred to as the front-end processor (FEP). When the SetInputTextType command is not used, the
FEP is opened in default mode.
Command
Parameters
Value Returned
SetInputTextType
variableName Name of the input text field. It can be either
0: Failure.
the name of a variable or a string value that contains the
name of a variable.
1: Success.
Note: A text field's variable name is not the same as its
instance name. You can specify a text field's variable name in
the Var text box in the Property inspector or by using
ActionScript. For example, the following code restricts input
to numeric characters for the text field instance (numTxt)
whose associated variable name is "numTxt_var".
var numTxt:TextField;numTxt.variable =
"numTxt_var";fscommand2("SetInputTextType",
"numTxt_var", "Numeric");
type One of the values Numeric, Alpha, Alphanumeric,
Latin, NonLatin, or NoRestriction.
The following table shows what effect each mode has, and what modes are substituted:
InputTextType Mode
Sets the FEP to one of these
mutually exclusive modes
If not supported on current device,
opens the FEP in this mode
Numeric
Numbers only (0 to 9)
Alphanumeric
Alpha
Alphabetic characters only (A to Z, a to Alphanumeric
z)
Alphanumeric
Alphanumeric characters only (0 to 9,
A to Z, a to z)
Latin
Latin
Latin characters only (alphanumeric
and punctuation)
NoRestriction
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InputTextType Mode
Sets the FEP to one of these
mutually exclusive modes
If not supported on current device,
opens the FEP in this mode
NonLatin
Non-Latin characters only (for
example, Kanji and Kana)
NoRestriction
NoRestriction
Default mode (sets no restriction on
the FEP)
N/A
NOTE: Not all mobile phones
support these input text field
types. For this reason, you
must validate the input text
data.
Availability
Flash Lite 1.1
Example
The following line of code sets the input text type of the field associated with the input1 variable to receive numeric data:
status = fscommand2("SetInputTextType", "input1", "Numeric");
SetSoftKeys fscommand2 command
SetSoftKeys
Remaps the soft keys of a mobile device.
When the user presses a soft key, any ActionScript associated with the soft key event is executed. The Flash Lite player
executes this function immediately upon invocation. This command is supported only when Flash Lite is running in
stand-alone mode. It is not supported when the player is running in the context of another application (for example,
as a plug-in to a browser).
For backward compatibility with Flash Lite 1.1, the SOFT1 soft key is always mapped to the left key on the handset, and
the SOFT2 soft key is always mapped to the right key on the handset. For the SOFT3 soft key and higher, the locations
are dependent on each handset.
The arguments for this command specify the text to be displayed for the corresponding soft keys. When the
SetSoftKeys command is executed, pressing the left key generates a SOFT1 keypress event, and pressing the right key
generates a SOFT2 keypress event. Pressing the SOFT3 through SOFT12 soft keys generates their respective events.
Note: The remapping of soft keys depends on the mobile device. Check with the device manufacturer to see if the
remapping of soft keys is supported.
Command
Parameters
Value Returned
SetSoftKeys
soft1 Text to be displayed for the SOFT1 soft key.
soft2 Text to be displayed for the SOFT2 soft key.
-1: Not supported.
0: Supported.
These parameters are either names of variables or
constant string values (for example, "Previous").
Availability
Flash Lite 1.1
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Example
The following example labels the SOFT1 soft key "Previous" and the SOFT2 soft key "Next":
status = fscommand2("SetSoftKeys", "Previous", "Next");
You can define variables or use constant string values for each soft key:
status = fscommand2("SetSoftKeys", soft1, soft2, [soft3], [soft4], ..., [softn])
Note: You can set one soft key without setting the others. These examples show the syntax and behavior of setting a
specific soft key without affecting other keys:
• To set the left soft key label to "soft1" and the right soft key to empty:
status = fscommand2("SetSoftKeys", "soft1", "")
• To leave the label for the left soft key as is and set right soft key to "soft2":
status = fscommand2("SetSoftKeys", undefined, "soft2")
• To leave the label for the left soft key as is and set the right soft key to "soft2":
status = fscommand2("SetSoftKeys", null, "soft2")
• To set the left soft key label to "soft1" and leave the right soft key as is:
status = fscommand2("SetSoftKeys", "soft1")
StartVibrate fscommand2 command
StartVibrate
Starts the phone's vibration feature.
If a vibration is already occurring, Flash Lite stops that vibration before starting the new one. Vibrations also stop when
playback of the Flash application is stopped or paused, and when the Flash Lite player quits.
Command
Parameters
Value Returned
StartVibrate
time_on Amount of time, in milliseconds (to a
maximum of 5 seconds), that the vibration is on.
-1: Not supported.
time_off Amount of time, in milliseconds (to a
maximum of 5 seconds), that the vibration is off.
0: Vibration was started.
1: An error occurred and vibration
could not be started.
repeat Number of times (to a maximum of 3) to
repeat this vibration.
Availability
Flash Lite 1.1
Example
The following example attempts to start a vibration sequence of 2.5 seconds on, 1 second off, repeated twice. It assigns
a value to the status variable that indicates success or failure:
fscommand2("StartVibrate", 2500, 1000, 2);
StopVibrate fscommand2 command
StopVibrate
Stops the current vibration, if any.
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Command
Parameters
Value Returned
StopVibrate
None
-1: Not supported.
0: The vibration stopped.
Availability
Flash Lite 1.1
Example
The following example calls StopVibrate and saves the result (not supported or vibration stopped) in the status
variable:
status = fscommand2("StopVibrate");
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Chapter 2: ActionScript classes
Documentation for ActionScript classes includes syntax, usage information, and code samples for methods,
properties, and events that belong to specific classes. The classes are listed alphabetically. If you are not sure to which
class a method, property, or event belongs, search the Index.
arguments
Object
|
+-arguments
public class arguments
extends Object
An arguments object is used to store and access a function's arguments. While inside the function's body it can be
accessed with the local arguments variable.
The arguments are stored as array elements, the first is accessed as arguments[0], the second as arguments[1], etc.
The arguments.length property indicates the number of arguments passed to the function. Note that there may be
a different number of arguments passed in than the function declares.
Availability
Flash Lite 2.0
See also
Function
Property summary
Modifiers
Property
Description
callee:Object
A reference to the currently executing function.
caller:Object
A reference to the function that called the currently executing
function, or null if it wasn't called from another function.
length:Number
The number of arguments passed to the function.
Properties inherited from class Object
constructor (Object.constructor property), __proto__ (Object.__proto__
property)prototype (Object.prototype property), __resolve (Object.__resolve property)
Method summary
Methods inherited from class Object
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addProperty (Object.addProperty method), hasOwnProperty (Object.hasOwnProperty
method)isPropertyEnumerable (Object.isPropertyEnumerable method)isPrototypeOf
(Object.isPrototypeOf method)registerClass (Object.registerClass method), toString
(Object.toString method)unwatch (Object.unwatch method), valueOf (Object.valueOf
method)watch (Object.watch method)
callee (arguments.callee property)
public callee : Object
A reference to the currently executing function.
Availability
Flash Lite 2.0
See also
caller (arguments.caller property)
caller (arguments.caller property)
public caller : Object
A reference to the function that called the currently executing function, or null if it wasn't called from another
function.
Availability
Flash Lite 2.0
See also
callee (arguments.callee property)
length (arguments.length property)
public length : Number
The number of arguments passed to the function. This may be more or less than the function declares.
Availability
Flash Lite 2.0
Array
Object
|
+-Array
public dynamic class Array
extends Object
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The Array class lets you access and manipulate indexed arrays. An indexed array is an object whose properties are
identified by a number representing their position in the array. This number is referred to as the index. All indexed
arrays are zero-based, which means that the first element in the array is [0], the second element is [1], and so on. To
create an Array object, you use the constructor newArray(). To access the elements of an array, you use the array
access ([]) operator.
You can store a wide variety of data types in an array element, including numbers, strings, objects, and even other
arrays. You can create a multidimensional array by creating an indexed array and assigning to each of its elements a
different indexed array. Such an array is considered multidimensional because it can be used to represent data in a
table.
Array assignment is by reference rather than by value: when you assign one array variable to another array variable,
both refer to the same array:
var oneArray:Array = new Array("a", "b", "c");
var twoArray:Array = oneArray; // Both array variables refer to the same array.
twoArray[0] = "z";
trace(oneArray); // Output: z,b,c.
The Array class should not be used to create associative arrays, which are different data structures that contain named
elements instead of numbered elements. You should use the Object class to create associative arrays (also called
hashes). Although ActionScript permits you to create associative arrays using the Array class, you cannot use any of
the Array class methods or properties. At its core, an associative array is an instance of the Object class, and each keyvalue pair is represented by a property and its value. Another reason to declare an associative array as a type Object is
that you can then use an object literal to populate your associative array (but only at the time you declare it). The
following example creates an associative array using an object literal, accesses items using both the dot operator and
the array access operator, and then adds a new key-value pair by creating a new property:
var myAssocArray:Object = {fname:"John", lname:"Public"};
trace(myAssocArray.fname); // Output: John
trace(myAssocArray["lname"]); // Output: Public
myAssocArray.initial = "Q";
trace(myAssocArray.initial); // Output: Q
Availability
Flash Lite 2.0
Example
In the following example, my_array contains four months of the year:
var my_array:Array = new Array();
my_array[0] = "January";
my_array[1] = "February";
my_array[2] = "March";
my_array[3] = "April";
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Property summary
Modifiers
Property
Description
static
CASEINSENSITIVE:Numbe
r
Represents case-insensitive sorting.
static
DESCENDING:Number
Represents a descending sort order.
length:Number
A non-negative integer specifying the number of elements in
the array.
static
NUMERIC:Number
Represents numeric sorting instead of string-based sorting.
static
RETURNINDEXEDARRAY:
Number
Represents the option to return an indexed array as a result of
calling the sort() or sortOn() method.
static
UNIQUESORT:Number
Represents the unique sorting requirement.
Properties inherited from class Object
constructor (Object.constructor property), __proto__ (Object.__proto__
property)prototype (Object.prototype property), __resolve (Object.__resolve property)
Constructor summary
Signature
Description
Array([value:Object]) Lets you create an array.
Method summary
Modifiers
Signature
Description
concat([value:Object]
) : Array
Concatenates the elements specified in the parameters with
the elements in an array and creates a new array.
join([delimiter:String
]) : String
Converts the elements in an array to strings, inserts the
specified separator between the elements, concatenates
them, and returns the resulting string.
pop() : Object
Removes the last element from an array and returns the value
of that element.
push(value:Object) :
Number
Adds one or more elements to the end of an array and returns
the new length of the array.
reverse() : Void
Reverses the array in place.
shift() : Object
Removes the first element from an array and returns that
element.
slice([startIndex:Nu
mber],
[endIndex:Number])
: Array
Returns a new array that consists of a range of elements from
the original array, without modifying the original array.
sort([compareFunctio
n:Object],
[options:Number]) :
Array
Sorts the elements in an array.
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Modifiers
Signature
Description
sortOn(fieldName:Obje Sorts the elements in an array according to one or more fields
ct, [options:Object]) in the array.
: Array
splice(startIndex:Nu
mber,
[deleteCount:Number
], [value:Object]) :
Array
Adds elements to and removes elements from an array.
toString() : String
Returns a string value representing the elements in the
specified Array object.
unshift(value:Object)
: Number
Adds one or more elements to the beginning of an array and
returns the new length of the array.
Methods inherited from class Object
addProperty (Object.addProperty method), hasOwnProperty (Object.hasOwnProperty
method)isPropertyEnumerable (Object.isPropertyEnumerable method)isPrototypeOf
(Object.isPrototypeOf method)registerClass (Object.registerClass method), toString
(Object.toString method)unwatch (Object.unwatch method), valueOf (Object.valueOf
method)watch (Object.watch method)
Array constructor
public Array([value:Object])
Lets you create an array. You can use the constructor to create different types of arrays: an empty array, an array with
a specific length but whose elements have undefined values, or an array whose elements have specific values.
Usage 1: If you don't specify any parameters, an array with a length of 0 is created.
Usage 2: If you specify only a length, an array is created with length number of elements. The value of each element
is set to undefined.
Usage 3: If you use the element parameters to specify values, an array is created with specific values.
Availability
Flash Lite 2.0
Parameters
value:Object [optional] - Either:
• An integer that specifies the number of elements in the array.
• A list of two or more arbitrary values. The values can be of type Boolean, Number, String, Object, or Array. The
first element in an array always has an index or position of 0.
Note: If only a single numeric parameter is passed to the Array constructor, it is assumed to be length and it is
converted to an integer by using the Integer() function.
Example
Usage 1: The following example creates a new Array object with an initial length of 0:
var my_array:Array = new Array();
trace(my_array.length); // Traces 0.
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Usage 2: The following example creates a new Array object with an initial length of 4:
var my_array:Array = new Array(4);
trace(my_array.length); // Returns 4.
trace(my_array[0]); // Returns undefined.
if (my_array[0] == undefined) { // No quotation marks around undefined.
trace("undefined is a special value, not a string");
} // Traces: undefined is a special value, not a string.
Usage 3: The following example creates the new Array object go_gos_array with an initial length of 5:
var go_gos_array:Array = new Array("Belinda", "Gina", "Kathy", "Charlotte", "Jane");
trace(go_gos_array.length); // Returns 5.
trace(go_gos_array.join(", ")); // Displays elements.
The initial elements of the go_gos_array array are identified, as shown in the following example:
go_gos_array[0]
go_gos_array[1]
go_gos_array[2]
go_gos_array[3]
go_gos_array[4]
=
=
=
=
=
"Belinda";
"Gina";
"Kathy";
"Charlotte";
"Jane";
The following code adds a sixth element to the go_gos_array array and changes the second element:
go_gos_array[5] = "Donna";
go_gos_array[1] = "Nina"
trace(go_gos_array.join(" + "));
// Returns Belinda + Nina + Kathy + Charlotte + Jane + Donna.
See also
[] array access operator, length (Array.length property)
CASEINSENSITIVE (Array.CASEINSENSITIVE property)
public static CASEINSENSITIVE : Number
Represents case-insensitive sorting. You can use this constant for the options parameter in the sort() or sortOn()
method. The value of this constant is 1.
Availability
Flash Lite 2.0
See also
sort (Array.sort method), sortOn (Array.sortOn method)
concat (Array.concat method)
public concat([value:Object]) : Array
Concatenates the elements specified in the parameters with the elements in an array and creates a new array. If the
value parameters specify an array, the elements of that array are concatenated, rather than the array itself. The array
my_array is left unchanged.
Availability
Flash Lite 2.0
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Parameters
value:Object [optional] - Numbers, elements, or strings to be concatenated in a new array. If you don't pass any values,
a duplicate of my_array is created.
Returns
Array - An array that contains the elements from this array followed by elements from the parameters.
Example
The following code concatenates two arrays:
var alpha_array:Array = new Array("a","b","c");
var numeric_array:Array = new Array(1,2,3);
var alphaNumeric_array:Array =alpha_array.concat(numeric_array);
trace(alphaNumeric_array);
// Creates array [a,b,c,1,2,3].
The following code concatenates three arrays:
var num1_array:Array = [1,3,5];
var num2_array:Array = [2,4,6];
var num3_array:Array = [7,8,9];
var nums_array:Array=num1_array.concat(num2_array,num3_array)
trace(nums_array);
// Creates array [1,3,5,2,4,6,7,8,9].
Nested arrays are not flattened in the same way as normal arrays. The elements in a nested array are not broken into
separate elements in array x_array, as shown in the following example:
var a_array:Array = new Array ("a","b","c");
// 2 and 3 are elements in a nested array.
var n_array:Array = new Array(1, [2, 3], 4);
var x_array:Array = a_array.concat(n_array);
trace(x_array[0]); // a
trace(x_array[1]); // b
trace(x_array[2]); // c
trace(x_array[3]); // 1
trace(x_array[4]); // 2, 3
trace(x_array[5]); // 4
DESCENDING (Array.DESCENDING property)
public static DESCENDING : Number
Represents a descending sort order. You can use this constant for the options parameter in the sort() or sortOn()
method. The value of this constant is 2.
Availability
Flash Lite 2.0
See also
sort (Array.sort method), sortOn (Array.sortOn method)
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join (Array.join method)
public join([delimiter:String]) : String
Converts the elements in an array to strings, inserts the specified separator between the elements, concatenates them,
and returns the resulting string. A nested array is always separated by a comma (,), not by the separator passed to the
join() method.
Availability
Flash Lite 2.0
Parameters
delimiter:String [optional] - A character or string that separates array elements in the returned string. If you omit this
parameter, a comma (,) is used as the default separator.
Returns
String - A string.
Example
The following example creates an array with three elements: Earth, Moon, and Sun. It then joins the array three
times—first by using the default separator (a comma [,] and a space), then by using a dash (-), and then by using a plus
sign (+).
var a_array:Array = new Array("Earth","Moon","Sun")
trace(a_array.join());
// Displays Earth,Moon,Sun.
trace(a_array.join(" - "));
// Displays Earth - Moon - Sun.
trace(a_array.join(" + "));
// Displays Earth + Moon + Sun.
The following example creates a nested array that contains two arrays. The first array has three elements: Europa, Io,
and Callisto. The second array has two elements: Titan and Rhea. It joins the array by using a plus sign (+), but the
elements within each nested array remain separated by commas (,).
var a_nested_array:Array = new Array(["Europa", "Io", "Callisto"], ["Titan", "Rhea"]);
trace(a_nested_array.join(" + "));
// Returns Europa,Io,Callisto + Titan,Rhea.
See also
split (String.split method)
length (Array.length property)
public length : Number
A non-negative integer specifying the number of elements in the array. This property is automatically updated when
new elements are added to the array. When you assign a value to an array element (for example, my_array[index] =
value), if index is a number, and index+1 is greater than the length property, the length property is updated to
index+1.
Note: If you assign a value to the length property that is shorter than the existing length, the array will be truncated.
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Availability
Flash Lite 2.0
Example
The following code explains how the length property is updated. The initial length is 0, and then updated to 1, 2, and
10. If you assign a value to the length property that is shorter than the existing length, the array will be truncated:
var my_array:Array = new Array();
trace(my_array.length); // initial length is 0
my_array[0] = "a";
trace(my_array.length); // my_array.length is updated to 1
my_array[1] = "b";
trace(my_array.length); // my_array.length is updated to 2
my_array[9] = "c";
trace(my_array.length); // my_array.length is updated to 10
trace(my_array);
// displays:
// a,b,undefined,undefined,undefined,undefined,undefined,undefined,undefined,c
// if the length property is now set to 5, the array will be truncated
my_array.length = 5;
trace(my_array.length); // my_array.length is updated to 5
trace(my_array); // outputs: a,b,undefined,undefined,undefined
NUMERIC (Array.NUMERIC property)
public static NUMERIC : Number
Represents numeric sorting instead of string-based sorting. String-based sorting, which is the default setting, treats
numbers as strings when sorting them. For example, string-based sorting places 10 before 3. A numeric sort treats the
elements as numbers so that 3 will be placed before 10. You can use this constant for the options parameter in the
sort() or sortOn() method. The value of this constant is 16.
Availability
Flash Lite 2.0
See also
sort (Array.sort method), sortOn (Array.sortOn method)
pop (Array.pop method)
public pop() : Object
Removes the last element from an array and returns the value of that element.
Availability
Flash Lite 2.0
Returns
Object - The value of the last element in the specified array.
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Example
The following code creates the array myPets_array containing four elements, and then removes its last element:
var myPets_array:Array = new Array("cat", "dog", "bird", "fish");
var popped:Object = myPets_array.pop();
trace(popped); // Displays fish.
trace(myPets_array); // Displays cat,dog,bird.
See also
push (Array.push method), shift (Array.shift method), unshift (Array.unshift method)
push (Array.push method)
public push(value:Object) : Number
Adds one or more elements to the end of an array and returns the new length of the array.
Availability
Flash Lite 2.0
Parameters
value:Object - One or more values to append to the array.
Returns
Number - An integer representing the length of the new array.
Example
The following example creates the array myPets_array with two elements, cat and dog. The second line adds two
elements to the array.
Because the push() method returns the new length of the array, the trace() statement in the last line sends the new
length of myPets_array (4) to the Output panel.
var myPets_array:Array = new Array("cat", "dog");
var pushed:Number = myPets_array.push("bird", "fish");
trace(pushed); // Displays 4.
See also
pop (Array.pop method), shift (Array.shift method), unshift (Array.unshift method)
RETURNINDEXEDARRAY (Array.RETURNINDEXEDARRAY property)
public static RETURNINDEXEDARRAY : Number
Represents the option to return an indexed array as a result of calling the sort() or sortOn() method. You can use
this constant for the options parameter in the sort() or sortOn() method. This provides preview or copy
functionality by returning an array that represents the results of the sort and leaves the original array unmodified. The
value of this constant is 8.
Availability
Flash Lite 2.0
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See also
sort (Array.sort method), sortOn (Array.sortOn method)
reverse (Array.reverse method)
public reverse() : Void
Reverses the array in place.
Availability
Flash Lite 2.0
Example
The following example uses this method to reverse the array numbers_array:
var numbers_array:Array = new Array(1, 2, 3, 4, 5, 6);
trace(numbers_array); // Displays 1,2,3,4,5,6.
numbers_array.reverse();
trace(numbers_array); // Displays 6,5,4,3,2,1.
shift (Array.shift method)
public shift() : Object
Removes the first element from an array and returns that element.
Availability
Flash Lite 2.0
Returns
Object - The first element in an array.
Example
The following code creates the array myPets_array and then removes the first element from the array and assigns it
to the variable shifted:
var myPets_array:Array = new Array("cat", "dog", "bird", "fish");
var shifted:Object = myPets_array.shift();
trace(shifted); // Displays "cat".
trace(myPets_array); // Displays dog,bird,fish.
See also
pop (Array.pop method), push (Array.push method), unshift (Array.unshift method)
slice (Array.slice method)
public slice([startIndex:Number], [endIndex:Number]) : Array
Returns a new array that consists of a range of elements from the original array, without modifying the original array.
The returned array includes the startIndex element and all elements up to, but not including, the endIndex element.
If you don't pass any parameters, a duplicate of the original array is created.
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Availability
Flash Lite 2.0
Parameters
startIndex:Number [optional] - A number specifying the index of the starting point for the slice. If start is a negative
number, the starting point begins at the end of the array, where -1 is the last element.
endIndex:Number [optional] - A number specifying the index of the ending point for the slice. If you omit this
parameter, the slice includes all elements from the starting point to the end of the array. If end is a negative number,
the ending point is specified from the end of the array, where -1 is the last element.
Returns
Array - An array that consists of a range of elements from the original array.
Example
The following example creates an array of five pets and uses slice() to populate a new array that contains only fourlegged pets:
var myPets_array:Array = new Array("cat", "dog", "fish", "canary", "parrot");
var myFourLeggedPets_array:Array = new Array();
var myFourLeggedPets_array = myPets_array.slice(0, 2);
trace(myFourLeggedPets_array); // Returns cat,dog.
trace(myPets_array); // Returns cat,dog,fish,canary,parrot.
The following example creates an array of five pets, and then uses slice() with a negative start parameter to copy
the last two elements from the array:
var myPets_array:Array = new Array("cat", "dog", "fish", "canary", "parrot");
var myFlyingPets_array:Array = myPets_array.slice(-2);
trace(myFlyingPets_array); // Traces canary,parrot.
The following example creates an array of five pets and uses slice() with a negative end parameter to copy the middle
element from the array:
var myPets_array:Array = new Array("cat", "dog", "fish", "canary", "parrot");
var myAquaticPets_array:Array = myPets_array.slice(2,-2);
trace(myAquaticPets_array); // Returns fish.
sort (Array.sort method)
public sort([compareFunction:Object], [options:Number]) : Array
Sorts the elements in an array. Flash sorts according to Unicode values. (ASCII is a subset of Unicode.)
By default, Array.sort() works as described in the following list:
• Sorting is case-sensitive (Z precedes a).
• Sorting is ascending (a precedes b).
• The array is modified to reflect the sort order; multiple elements that have identical sort fields are placed
consecutively in the sorted array in no particular order.
• Numeric fields are sorted as if they were strings, so 100 precedes 99, because "1" is a lower string value than "9".
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If you want to sort an array by using settings that deviate from the default settings, you can either use one of the sorting
options described in the entry for the options parameter or you can create your own custom function to do the
sorting. If you create a custom function, you can use it by calling the sort() method, using the name of your custom
function as the first parameter (compareFunction).
Availability
Flash Lite 2.0
Parameters
compareFunction:Object [optional] - A comparison function used to determine the sorting order of elements in an
array. Given the elements A and B, the result of compareFunction can have one of the following three values:
• -1, if A should appear before B in the sorted sequence
• 0, if A equals B
• 1, if A should appear after B in the sorted sequence
options:Number [optional] - One or more numbers or names of defined constants, separated by the | (bitwise OR)
operator, that change the behavior of the sort from the default. The following values are acceptable for the options
parameter:
•
Array.CASEINSENSITIVE or 1
•
Array.DESCENDING or 2
•
Array.UNIQUESORT or 4
•
Array.RETURNINDEXEDARRAY or 8
•
Array.NUMERIC or 16
For more information about this parameter, see the Array.sortOn() method.
Note: Array.sort() is defined in ECMA-262, but the array sorting options introduced in Flash Player 7 are Flashspecific extensions to the ECMA-262 specification.
Returns
Array - The return value depends on whether you pass any parameters, as described in the following list:
• If you specify a value of 4 or Array.UNIQUESORT for the options parameter and two or more elements being sorted
have identical sort fields, Flash returns a value of 0 and does not modify the array.
• If you specify a value of 8 or Array.RETURNINDEXEDARRAY for the options parameter, Flash returns an array that
reflects the results of the sort and does not modify the array.
• Otherwise, Flash returns nothing and modifies the array to reflect the sort order.
Example
Usage 1: The following example shows the use of Array.sort() with and without a value passed for options:
var fruits_array:Array = new Array("oranges", "apples", "strawberries", "pineapples",
"cherries");
trace(fruits_array); // Displays oranges,apples,strawberries,pineapples,cherries.
fruits_array.sort();
trace(fruits_array); // Displays apples,cherries,oranges,pineapples,strawberries.
fruits_array.sort(Array.DESCENDING);
trace(fruits_array); // Displays strawberries,pineapples,oranges,cherries,apples.
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Usage 2: The following example uses Array.sort() with a compare function. The entries are sorted in the form
name:password. Sort using only the name part of the entry as a key:
var passwords_array:Array = new Array("mom:glam", "ana:ring", "jay:mag", "anne:home",
"regina:silly");
function order(a, b):Number {
var name1:String = a.split(":")[0];
var name2:String = b.split(":")[0];
if (name1<name2) {
return -1;
} else if (name1>name2) {
return 1;
} else {
return 0;
}
}
trace("Unsorted:");
trace(passwords_array);
//Displays mom:glam,ana:ring,jay:mag,anne:home,regina:silly.
passwords_array.sort(order);
trace("Sorted:");
trace(passwords_array);
//Displays ana:ring,anne:home,jay:mag,mom:glam,regina:silly.
See also
| bitwise OR operator, sortOn (Array.sortOn method)
sortOn (Array.sortOn method)
public sortOn(fieldName:Object, [options:Object]) : Array
Sorts the elements in an array according to one or more fields in the array. The array should have the following
characteristics:
• The array is an indexed array, not an associative array.
• Each element of the array holds an object with one or more properties.
• All of the objects have at least one property in common, the values of which can be used to sort the array. Such a
property is called a field.
If you pass multiple fieldName parameters, the first field represents the primary sort field, the second represents the
next sort field, and so on. Flash sorts according to Unicode values. (ASCII is a subset of Unicode.) If either of the
elements being compared does not contain the field specified in the fieldName parameter, the field is assumed to be
undefined, and the elements are placed consecutively in the sorted array in no particular order.
By default, Array.sortOn() works as described in the following list:
• Sorting is case-sensitive (Z precedes a).
• Sorting is ascending (a precedes b).
• The array is modified to reflect the sort order; multiple elements that have identical sort fields are placed
consecutively in the sorted array in no particular order.
• Numeric fields are sorted as if they were strings, so 100 precedes 99, because "1" is a lower string value than "9".
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You can use the options parameter to override the default sort behavior. If you want to sort a simple array (for
example, an array with only one field), or if you want to specify a sort order that the options parameter doesn't
support, use Array.sort().
To pass multiple flags, separate them with the bitwise OR (|) operator:
my_array.sortOn(someFieldName, Array.DESCENDING | Array.NUMERIC);
Availability
Flash Lite 2.0
Parameters
fieldName:Object - A string that identifies a field to be used as the sort value, or an array in which the first element
represents the primary sort field, the second represents the secondary sort field, and so on.
options:Object [optional] - One or more numbers or names of defined constants, separated by the | (bitwise OR)
operator, that change the sorting behavior. The following values are acceptable for the options parameter:
•
Array.CASEINSENSITIVE or 1
•
Array.DESCENDING or 2
•
Array.UNIQUESORT or 4
•
Array.RETURNINDEXEDARRAY or 8
•
Array.NUMERIC or 16
Code hinting is enabled if you use the string form of the flag (for example, DESCENDING) rather than the numeric form (2).
Returns
Array - The return value depends on whether you pass any parameters, as described in the following list:
• If you specify a value of 4 or Array.UNIQUESORT for the options parameter, and two or more elements being
sorted have identical sort fields, Flash returns a value of 0 and does not modify the array.
• If you specify a value of 8 or Array.RETURNINDEXEDARRAY for the options parameter, Flash returns an array that
reflects the results of the sort and does not modify the array.
• Otherwise, Flash returns nothing and modifies the array to reflect the sort order.
Example
The following example creates a new array and sorts it according to the name and city fields. The first sort uses name
as the first sort value and city as the second. The second sort uses city as the first sort value and name as the second.
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var rec_array:Array = new Array();
rec_array.push({name: "john", city: "omaha", zip: 68144});
rec_array.push({name: "john", city: "kansas city", zip: 72345});
rec_array.push({name: "bob", city: "omaha", zip: 94010});
for(i=0; i<rec_array.length; i++){
trace(rec_array[i].name + ", " + rec_array[i].city);
}
// Results:
// john, omaha
// john, kansas city
// bob, omaha
rec_array.sortOn(["name", "city"]);
for(i=0; i<rec_array.length; i++){
trace(rec_array[i].name + ", " + rec_array[i].city);
}
// Results:
// bob, omaha
// john, kansas city
// john, omaha
rec_array.sortOn(["city", "name" ]);
for(i=0; i<rec_array.length; i++){
trace(rec_array[i].name + ", " + rec_array[i].city);
}
// Results:
// john, kansas city
// bob, omaha
// john, omaha
The following array of objects is used by subsequent examples that show how to use the options parameter:
var my_array:Array = new
my_array.push({password:
my_array.push({password:
my_array.push({password:
my_array.push({password:
Array();
"Bob", age:29});
"abcd", age:3});
"barb", age:35});
"catchy", age:4});
Performing a default sort on the password field produces the following results:
my_array.sortOn("password");
// Bob
// abcd
// barb
// catchy
Performing a case-insensitive sort on the password field produces the following results:
my_array.sortOn("password", Array.CASEINSENSITIVE);
// abcd
// barb
// Bob
// catchy
Performing a case-insensitive, descending sort on the password field produces the following results:
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my_array.sortOn("password", Array.CASEINSENSITIVE | Array.DESCENDING);
// catchy
// Bob
// barb
// abcd
Performing a default sort on the age field produces the following results:
my_array.sortOn("age");
// 29
// 3
// 35
// 4
Performing a numeric sort on the age field produces the following results:
my_array.sortOn("age", Array.NUMERIC);
// my_array[0].age = 3
// my_array[1].age = 4
// my_array[2].age = 29
// my_array[3].age = 35
Performing a descending numeric sort on the age field produces the following results:
my_array.sortOn("age", Array.DESCENDING | Array.NUMERIC);
// my_array[0].age = 35
// my_array[1].age = 29
// my_array[2].age = 4
// my_array[3].age = 3
When using the Array.RETURNINDEXARRAY sorting option, you must assign the return value to a different array. The
original array is not modified.
var indexArray:Array = my_array.sortOn("age", Array.RETURNINDEXEDARRAY);
See also
| bitwise OR operator, sort (Array.sort method)
splice (Array.splice method)
public splice(startIndex:Number, [deleteCount:Number], [value:Object]) : Array
Adds elements to and removes elements from an array. This method modifies the array without making a copy.
Availability
Flash Lite 2.0
Parameters
startIndex:Number - An integer that specifies the index of the element in the array where the insertion or deletion
begins. You can specify a negative integer to specify a position relative to the end of the array (for example, -1 is the
last element of the array).
deleteCount:Number [optional] - An integer that specifies the number of elements to be deleted. This number
includes the element specified in the startIndex parameter. If no value is specified for the deleteCount parameter,
the method deletes all of the values from the startIndex element to the last element in the array. If the value is 0, no
elements are deleted.
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value:Object [optional] - Specifies the values to insert into the array at the insertion point specified in the startIndex
parameter.
Returns
Array - An array containing the elements that were removed from the original array.
Example
The following example creates an array and splices it by using element index 1 for the startIndex parameter. This
removes all elements from the array starting with the second element, leaving only the element at index 0 in the
original array:
var myPets_array:Array = new Array("cat", "dog", "bird", "fish");
trace( myPets_array.splice(1) ); // Displays dog,bird,fish.
trace( myPets_array ); // cat
The following example creates an array and splices it by using element index 1 for the startIndex parameter and the
number 2 for the deleteCount parameter. This removes two elements from the array, starting with the second
element, leaving the first and last elements in the original array:
var myFlowers_array:Array = new Array("roses", "tulips", "lilies", "orchids");
trace( myFlowers_array.splice(1,2 ) ); // Displays tulips,lilies.
trace( myFlowers_array ); // roses,orchids
The following example creates an array and splices it by using element index 1 for the startIndex parameter, the
number 0 for the deleteCount parameter, and the string chair for the value parameter. This does not remove
anything from the original array, and adds the string chair at index 1:
var myFurniture_array:Array = new Array("couch", "bed", "desk", "lamp");
trace( myFurniture_array.splice(1,0, "chair" ) ); // Displays empty array.
trace( myFurniture_array ); // displays couch,chair,bed,desk,lamp
toString (Array.toString method)
public toString() : String
Returns a string value representing the elements in the specified Array object. Every element in the array, starting with
index 0 and ending with the highest index, is converted to a concatenated string and separated by commas. To specify
a custom separator, use the Array.join() method.
Availability
Flash Lite 2.0
Returns
String - A string.
Example
The following example creates my_array and converts it to a string.
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var my_array:Array = new Array();
my_array[0] = 1;
my_array[1] = 2;
my_array[2] = 3;
my_array[3] = 4;
my_array[4] = 5;
trace(my_array.toString()); // Displays 1,2,3,4,5.
This example outputs 1,2,3,4,5 as a result of the trace statement.
See also
split (String.split method), join (Array.join method)
UNIQUESORT (Array.UNIQUESORT property)
public static UNIQUESORT : Number
Represents the unique sorting requirement. You can use this constant for the options parameter in the sort() or
sortOn() method. The unique sorting option aborts the sort if any two elements or fields being sorted have identical
values. The value of this constant is 4.
Availability
Flash Lite 2.0
See also
sort (Array.sort method), sortOn (Array.sortOn method)
unshift (Array.unshift method)
public unshift(value:Object) : Number
Adds one or more elements to the beginning of an array and returns the new length of the array.
Availability
Flash Lite 2.0
Parameters
value:Object - One or more numbers, elements, or variables to be inserted at the beginning of the array.
Returns
Number - An integer representing the new length of the array.
Example
The following example shows the use of the Array.unshift() method:
var pets_array:Array = new Array("dog", "cat", "fish");
trace( pets_array ); // Displays dog,cat,fish.
pets_array.unshift("ferrets", "gophers", "engineers");
trace( pets_array ); // Displays ferrets,gophers,engineers,dog,cat,fish.
See also
pop (Array.pop method), push (Array.push method), shift (Array.shift method)
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BitmapData (flash.display.BitmapData)
Object
|
+-flash.display.BitmapData
public class BitmapData
extends Object
The BitmapData class lets you create arbitrarily sized transparent or opaque bitmap images and manipulate them in
various ways at runtime.
This class lets you separate bitmap rendering operations from the Flash Lite player internal display updating routines.
By manipulating a BitmapData object directly, you can create very complex images without incurring the per-frame
overhead of constantly redrawing the content from vector data.
The methods of the BitmapData class support a variety of effects that are not available through the generic filter
interface.
A BitmapData object contains an array of pixel data. This data can represent either a fully opaque bitmap or a
transparent bitmap that contains alpha channel data. Either type of BitmapData object is stored as a buffer of 32-bit
integers. Each 32-bit integer determines the properties of a single pixel in the bitmap.
Each 32-bit integer is a combination of four 8-bit channel values (from 0 to 255) that describe the alpha transparency
and the red, green, and blue (ARGB) values of the pixel.
The four channels (red, green, blue, and alpha) are represented as numbers when you use them with the
BitmapData.copyChannel() method or the DisplacementMapFilter.componentX and
DisplacementMapFilter.componentY properties, as follows:
•
1 (red)
•
2 (green)
•
4 (blue)
•
8 (alpha)
You can attach BitmapData objects to a MovieClip object by using the MovieClip.attachBitmap() method.
You can use a BitmapData object to fill an area in a movie clip by using the MovieClip.beginBitmapFill() method.
The maximum width and maximum height of a BitmapData object is 2880 pixels.
Availability
Flash Lite 3.1
See also
attachBitmap (MovieClip.attachBitmap method), beginFill (MovieClip.beginFill method)
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Property summary
Modifiers
Property
Description
height:Number [readonly]
The height of the bitmap image in pixels.
rectangle:Rectangle
[read-only]
The rectangle that defines the size and location of the bitmap
image.
transparent:Boolean
[read-only]
Defines whether the bitmap image supports per-pixel
transparency.
width:Boolean [readonly]
The width of the bitmap image in pixels.
constructor (Object.constructor property), __proto__ (Object.__proto__ property),
prototype (Object.prototype property), __resolve (Object.__resolve property)
Constructor summary
Signature
Description
BitmapData(width:Num Creates a BitmapData object with a specified width and height.
ber,
height:Number,[tran
sparent:Boolean],
[fillColor:Number])
Method summary
Modifiers
Signature
Description
applyFilter
Takes a source image and a filter object and generates the filtered
image.
Flash Lite 3.1 does not support filters, so this method is not
supported.
clone(): BitmapData
Returns a new BitmapData object that is a clone of the original
instance with an exact copy of the contained bitmap.
colorTransform(rect:Re
ctangle,
colorTransform:Color
Transform) : Void
Adjusts the color values in a specified area of a bitmap image by
using a ColorTransform object.
copyChannel(sourceBit Transfers data from one channel of another BitmapData object or
map:BitmapData,
the current BitmapData object into a channel of the current
sourceRect:
BitmapData object.
Rectangle,
destPoint:Point,
sourceChannel:Numbe
r, destChannel:
Number: Void
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Modifiers
Signature
Description
copyPixels(sourceBitm
ap:BitmapData,
Provides a fast routine to perform pixel manipulation between
images with no stretching, rotation, or color effects.
sourceRect
:Rectangle,
destPoint:Point,
[alphaBitmap:BitmapD
ata] ,
[alphaPoint:Point,
[mergeAlpha:Boolean]
) : Void
dispose() : Void
Frees memory that is used to store the BitmapData object.
draw(source:Object,
Draws a source image or movie clip onto a destination image,
[matrix:Matrix],[colo using the Flash Lite player vector renderer.
rTransform:ColorTransf
orm],[blendMode:Obje
ct],[cliprect:Rectang
le],[smooth:Boolean])
: Void
fillRect(rect:Rectangle, Fills a rectangular area of pixels with a specified ARGB color.
color:Number) : Void
floodFill(x:Number,
Performs a flood fill operation on an image starting at an (x, y)
y:Number,
coordinate and filling with a certain color.
color:Number) : Void
generateFilterRect
Determines the destination rectangle that the applyFilter()
method call affects, given a BitmapData object, a source rectangle,
and a filter object.
Flash Lite does not support this method.
getColorBoundsRect(mas
k:Number,
color:Number,
[findColor:Boolean]
) :Rectangle
Determines a rectangular region that fully encloses all pixels of a
specified color within the bitmap image.
getPixel(x:Number,
y:Number) : Number
Returns an integer that represents an RGB pixel value from a
BitmapData object at a specific point (x, y).
getPixel32(x:Number,
y:Number) : Number
Returns an ARGB color value that contains alpha channel data and
RGB data.
hitTest(firstPoint:Poi
nt,
Performs pixel-level hit detection between one bitmap image and
a point, rectangle or other bitmap image.
firstAlphaThreshold
:Number,
secondObject:Object,
[secondBitmapPoint:
Point]
,[secondAlphaThresh
old:Number] )
:Boolean
static
loadBitmap(id:String):
BitmapData
Returns a new BitmapData object that contains a bitmap image
representation of the symbol that is identified by a specified
linkage ID in the library.
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Modifiers
Signature
Description
merge(sourceBitmap:B Performs per-channel blending from a source image to a
itmapData,
destination image.
sourceRect:Rectangle,
destPoint:Point,
redMult:Number,
greenMult:Number,
blueMult:Number,
alphaMult:Number) :
Void
noise
Fills an image with pixels representing random noise.
Flash Lite does not support this method.
paletteMap
Remaps the color channel values in an image that has up to four
arrays of color palette data, one for each channel.
Flash Lite does not support this method.
perlinNoise
Generates a Perlin noise image.
Flash Lite does not support this method.
pixelDissolve
Performs a pixel dissolve either from a source image to a
destination image or by using the same image.
Flash Lite does not support this method.
scroll
Scrolls an image by a certain (x, y) pixel amount.
Flash Lite does not support this method.
setPixel(x:Number,
Sets the color of a single pixel of a BitmapData object.
y:Number,
color:Number) : Void
setPixel32(x:Number,
Sets the color and alpha transparency values of a single pixel of a
y:Number,
BitmapData object.
color:Number) : Void
threshold
Tests pixel values in an image against a specified threshold and
sets pixels that pass the test to new color values.
Flash Lite does not support this method.
addProperty (Object.addProperty method), hasOwnProperty (Object.hasOwnProperty method),
isPropertyEnumerable (Object.isPropertyEnumerable method), isPrototypeOf
(Object.isPrototypeOf method) ,registerClass (Object.registerClass method), toString
(Object.toString method) ,unwatch (Object.unwatch method), valueOf (Object.valueOf
method), watch (Object.watch method)
BitmapData constructor
public BitmapData(width:Number, height:Number, [transparent:Boolean], [fillColor:Number])
Creates a BitmapData object with a specified width and height. If you specify a value for the fillColor parameter,
every pixel in the bitmap is set to that color.
By default, the bitmap is created as opaque, unless you pass the value true for the transparent parameter. Once you
create an opaque bitmap, you cannot change it to a transparent bitmap. Every pixel in an opaque bitmap uses only 24
bits of color channel information. If you define the bitmap as transparent, every pixel uses 32 bits of color channel
information, including an alpha transparency channel.
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The maximum width and maximum height of a BitmapData object is 2880 pixels. If you specify a width or height value
that is greater than 2880, a new instance is not created.
Availability
Flash Lite 3.1
Parameters
width:Number - The width of the bitmap image in pixels.
height:Number - The height of the bitmap image in pixels.
transparent:Boolean [optional] - Specifies whether the bitmap image supports per-pixel transparency. The default
value is true (transparent). To create a fully transparent bitmap, set the value of the transparent parameter to true
and the value of the fillColor parameter to 0x00000000 (or to 0).
fillColor:Number [optional] - A 32-bit ARGB color value that you use to fill the bitmap image area. The default value
is 0xFFFFFFFF (solid white).
Example
The following example creates a new BitmapData object. The values in this example are the default values for the
transparent and fillColor parameters; you could call the constructor without these parameters and get the same
result.
import flash.display.BitmapData;
var
var
var
var
width:Number = 100;
height:Number = 80;
transparent:Boolean = true;
fillColor:Number = 0xFFFFFFFF;
var bitmap_1:BitmapData = new BitmapData(width, height, transparent, fillColor);
trace(bitmap_1.width); // 100
trace(bitmap_1.height); // 80
trace(bitmap_1.transparent); // true
var bitmap_2:BitmapData = new BitmapData(width, height);
trace(bitmap_2.width); // 100
trace(bitmap_2.height); // 80
trace(bitmap_2.transparent); // true
clone (BitmapData.clone method)
public clone() : BitmapData
Returns a new BitmapData object that is a copy of the cloned bitmap. A clone and and the object cloned have identical
properties. However, a clone does not evaluate as equal to the BitmapData object that was cloned because the
properties of the original object are passed by value to the clone, they are not passed by reference. If you change the
values in the original object after the clone is created, the clone does not receive the new values.
Availability
Flash Lite 3.1
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Returns
BitmapData - A new BitmapData object that is identical to the original.
Example
The following example creates three BitmapData objects and compares them. The code uses the BitmapData
constructor to create the bitmap_1 instance. It creates the bitmap_2 instance by setting it equal to bitmap_1.
It creates the clonedBitmap instance by cloning bitmap_1. Notice that although bitmap_2 evaluates as being equal
to bitmap_1, clonedBitmap does not, even though it contains the same values as bitmap_1.
import flash.display.BitmapData;
var bitmap_1:BitmapData = new BitmapData(100, 80, false, 0x000000);
var bitmap_2:BitmapData = bitmap_1;
var clonedBitmap:BitmapData = bitmap_1.clone();
trace("bitmap_1 == bitmap_2 " + (bitmap_1 == bitmap_2)); // true
trace("bitmap_1 == clonedBitmap " + (bitmap_1 == clonedBitmap)); // false
trace("-------------bitmap_1 properties-------------")
for(var i in bitmap_1) {
trace(">> " + i + ": " + bitmap_1[i]);
}
trace("-------------bitmap_2 properties-------------")
for(var i in bitmap_2) {
trace(">> " + i + ": " + bitmap_1[i]);
}
trace("-------------clonedBitmap properties-------------")
for(var i in clonedBitmap) {
trace(">> " + i + ": " + clonedBitmap[i]);
}
To further demonstrate the relationships between bitmap_1, bitmap_2, and clonedBitmap, the following example
modifies the pixel value at (1, 1) of bitmap_1. Modifying pixel value at (1, 1) changes the pixel value for bitmap_2,
because bitmap_2 contains references to bitmap_1. Modifying bitmap_1 does not change clonedBitmap because
clonedBitmap does not reference the values in bitmap_1.
import flash.display.BitmapData;
var bitmap_1:BitmapData = new BitmapData(100, 80, false, 0x000000);
var bitmap_2:BitmapData = bitmap_1;
var clonedBitmap:BitmapData = bitmap_1.clone();
trace(bitmap_1.getPixel32(1, 1)); // -16777216
trace(bitmap_2.getPixel32(1, 1)); // -16777216
trace(clonedBitmap.getPixel32(1, 1)); // -16777216
bitmap_1.setPixel32(1, 1, 0xFFFFFF);
trace(bitmap_1.getPixel32(1, 1)); // -1
trace(bitmap_2.getPixel32(1, 1)); // -1
trace(clonedBitmap.getPixel32(1, 1)); // -16777216
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colorTransform (BitmapData.colorTransform method)
public colorTransform(rect: Rectangle, colorTransform: ColorTransform) : Void
Adjusts the color values in a specified area of a bitmap image by using a ColorTransform object. If the rectangle
matches the boundaries of the bitmap image, this method transforms the color values of the entire image.
Availability
Flash Lite 3.1
Parameters
rect:Rectangle - A Rectangle object that defines the area of the image in which the ColorTransform object is applied.
colorTransform:ColorTransform - A ColorTransform object that describes the color transformation values to apply.
Example
The following example shows how to apply a color transform operation to a BitmapData instance.
fscommand2("SetSoftKeys");
import flash.display.BitmapData;
import flash.geom.ColorTransform;
var myBitmapData:BitmapData = new BitmapData(100, 80, false, 0x00CCCCCC);
var mc:MovieClip = this.createEmptyMovieClip("mc", this.getNextHighestDepth());
mc.attachBitmap(myBitmapData, this.getNextHighestDepth());
var myListener:Object = new Object ();
myListener.onKeyDown = function () {
var keyCode = Key.getCode ();
if (keyCode == ExtendedKey.SOFT1) {
// Handle left soft key event
myBitmapData.colorTransform(myBitmapData.rectangle, new ColorTransform(1, 0, 0, 1, 255, 0,
0, 0));
}
};
See also
ColorTransform (flash.geom.ColorTransform), Rectangle (flash.geom.Rectangle)
copyChannel (BitmapData.copyChannel method)
public copyChannel(sourceBitmap:BitmapData, sourceRect:Rectangle, destPoint:Point,
sourceChannel:Number, destChannel:Number) : Void
Transfers data from one channel of another BitmapData object or the current BitmapData object into a channel of the
current BitmapData object. All of the data in the other channels in the destination BitmapData object are preserved.
The source channel value and destination channel value can be one of following values or a sum of any of the values:
•
1 (red)
•
2 (green)
•
4 (blue)
•
8 (alpha)
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Availability
Flash Lite 3.1
Parameters
sourceBitmap:BitmapData - The input bitmap image to use. The source image can be a different BitmapData object,
or it can refer to the current BitmapData object.
sourceRect:Rectangle - The source Rectangle object. If you only want to copy channel data from a smaller area within
the bitmap, specify a source rectangle that is smaller than the overall size of the BitmapData object.
destPoint:Point - The destination Point object that represents the upper-left corner of the rectangular area where the
new channel data is placed. If you want to copy channel data from one area to a different area in the destination image,
specify a point other than (0,0).
sourceChannel:Number - The source channel. Use a value from the set (1,2,4,8), which represent red, green, blue,
and alpha channels, respectively, or a sum of any of the values.
destChannel:Number - The destination channel. Use a value from the set (1,2,4,8), which represent red, green, blue,
and alpha channels, respectively, or a sum of any of the values.
Example
The following example shows how to copy a source ARGB channel from a BitmapData object back onto itself at a
different location:
fscommand2("SetSoftKeys");
import flash.display.BitmapData;
import flash.geom.Rectangle;
import flash.geom.Point;
var myBitmapData:BitmapData = new BitmapData(100, 80, false, 0x00CCCCCC);
var mc:MovieClip = this.createEmptyMovieClip("mc", this.getNextHighestDepth());
mc.attachBitmap(myBitmapData, this.getNextHighestDepth());
var myListener:Object = new Object ();
myListener.onKeyDown = function () {
var keyCode = Key.getCode ();
if (keyCode == ExtendedKey.SOFT1) {
// Handle left soft key event
myBitmapData.copyChannel(myBitmapData, new Rectangle(0, 0, 50, 80), new Point(51, 0),
3, 1);
}
};
See also
Rectangle (flash.geom.Rectangle)
copyPixels (BitmapData.copyPixels method)
public copyPixels(sourceBitmap:BitmapData, sourceRect:Rectangle, destPoint:Point) : Void
Provides a fast routine to perform pixel manipulation between images with no stretching, rotation, or color effects.
This method copies a rectangular area of a source image to a rectangular area of the same size at the destination point
of the destination BitmapData object.
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Availability
Flash Lite 3.1
Parameters
sourceBitmap:BitmapData - The input bitmap image from which to copy pixels. The source image can be a different
BitmapData instance, or it can refer to the current BitmapData instance.
sourceRect:Rectangle - A rectangle that defines the area of the source image to use as input.
destPoint:Point - The destination point, that represents the upper-left corner of the rectangular area where the new
pixels are placed.
Example
The following example shows how to copy pixels from one BitmapData instance to another.
fscommand2("SetSoftKeys");
import flash.display.BitmapData;
import flash.geom.Rectangle;
import flash.geom.Point;
var bitmapData_1:BitmapData = new BitmapData(100, 80, false, 0x00CCCCCC);
var bitmapData_2:BitmapData = new BitmapData(100, 80, false, 0x00FF0000);
var mc_1:MovieClip = this.createEmptyMovieClip("mc", this.getNextHighestDepth());
mc_1.attachBitmap(bitmapData_1, this.getNextHighestDepth());
var mc_2:MovieClip = this.createEmptyMovieClip("mc", this.getNextHighestDepth());
mc_2.attachBitmap(bitmapData_2, this.getNextHighestDepth());
mc_2._x = 101;
var myListener:Object = new Object ();
myListener.onKeyDown = function () {
var keyCode = Key.getCode ();
if (keyCode == ExtendedKey.SOFT1) {
// Handle left soft key event
bitmapData_2.copyPixels(bitmapData_1, new Rectangle(0, 0, 50, 80), new Point(51, 0));
}
else if (keyCode == ExtendedKey.SOFT2) {
// Handle right soft key event
bitmapData_1.copyPixels(bitmapData_2, new Rectangle(0, 0, 50, 80), new Point(51, 0));
}
};
dispose (BitmapData.dispose method)
public dispose() : Void
Frees memory that is used to store the BitmapData object.
Call myBitmapData.dispose() to set the width and height of the image to 0. After a BitmapData object's memory has
been freed, method and property access calls on the instance fail, returning a value of -1.
Availability
Flash Lite 3.1
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Example
The following example shows how to release the memory of a BitmapData instance, which results in a cleared instance.
import flash.display.BitmapData;
var myBitmapData:BitmapData = new BitmapData(100, 80, false, 0x00CCCCCC);
var mc:MovieClip = this.createEmptyMovieClip("mc", this.getNextHighestDepth());
mc.attachBitmap(myBitmapData, this.getNextHighestDepth());
var myListener:Object = new Object ();
myListener.onKeyDown = function () {
var keyCode = Key.getCode ();
if (keyCode == ExtendedKey.SOFT1) {
// Handle left soft key event
myBitmapData.dispose()
trace(myBitmapData.width); // -1
trace(myBitmapData.height); // -1
trace(myBitmapData.transparent); // 1
}
};
draw (BitmapData.draw method)
public draw(source:Object, [matrix:Matrix], [colorTransform:ColorTransform],
[clipRect:Rectangle], [smooth:Boolean]) : Void
Draws a source image or movie clip onto a destination image, using the Flash Lite player vector renderer. You can use
Matrix, ColorTransform, BlendMode objects, and a destination Rectangle object to control how the rendering
performs. Optionally, you can specify whether the bitmap should be smoothed when scaled. This works only if the
source object is a BitmapData object.
This method directly corresponds to how objects are drawn using the standard vector renderer for objects in the
authoring tool interface.
A source MovieClip object does not use any of its on-stage transformations for this call. It is treated as it exists in the
library or file, with no matrix transform, no color transform, and no blend mode. If you want to draw the movie clip
by using its own transform properties, you can use its Transform object to pass the various transformation properties.
The blendMode parameter is not supported in Flash Lite.
Availability
Flash Lite 3.1
Parameters
source:Object - The BitmapData object to draw.
matrix:Matrix [optional] - A Matrix object used to scale, rotate, or translate the coordinates of the bitmap. If no object
is supplied, the bitmap image will not be transformed. Set this parameter to an identity matrix, created using the
default new Matrix() constructor, if you must pass this parameter but you do not want to transform the image.
colorTransform:ColorTransform [optional] - A ColorTransform object that you use to adjust the color values of the
bitmap. If no object is supplied, the bitmap image's colors will not be transformed. Set this parameter to a
ColorTransform object created using the default new ColorTransform() constructor, if you must pass this parameter
but you do not want to transform the image.
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clipRect:Rectangle [optional] - A Rectangle object. If you do not supply this value, no clipping occurs.
smooth:Boolean [optional] - A Boolean value that determines whether a BitmapData object is smoothed when scaled.
The default value is false.
Example
The following example shows how to draw from a source MovieClip instance to a BitmapData object.
fscommand2("SetSoftKeys");
import flash.display.BitmapData;
import flash.geom.Rectangle;
import flash.geom.Matrix;
import flash.geom.ColorTransform;
var myBitmapData:BitmapData = new BitmapData(100, 80, false, 0x00CCCCCC);
var mc_1: MovieClip = this.createEmptyMovieClip("mc",this.getNextHighestDepth());
mc_1.attachBitmap (my BitmapData,this.getNextHighestDepth());
var mc_2:MovieClip = createRectangle(50, 40, 0xFF0000);
mc_2._x = 101;
var myMatrix:Matrix = new Matrix();
myMatrix.rotate(Math.PI/2);
var translateMatrix:Matrix = new Matrix();
translateMatrix.translate(70, 15);
myMatrix.concat(translateMatrix);
var myColorTransform:ColorTransform = new ColorTransform (0, 0, 1 , 1, 0, 0 , 255, 0);
var blend Mode:String = "normal";
var myRectangle:Rectangle = new Rectangle(0, 0, 100, 80);
var smooth:Boolean = true;
mc_1.onPress = function() {
myBitmapData.draw(mc_2, myMatrix, myColorTransform, blendMode, myRectangle,
smooth);
}
function createRectangle(width:Number, height:Number, color:Number):MovieClip {
var depth:Number = this.getNextHighestDepth();
var mc:MovieClip = this.createEmptyMovieClip("mc_" + depth, depth);
mc.beginFill(color);
mc.lineTo(0, height);
mc.lineTo(width, height);
mc.lineTo(width, 0);
mc.lineTo(0, 0);
return mc;
}
fillRect (BitmapData.fillRect method)
public fillRect(rect:Rectangle, color:Number) : Void
Fills a rectangular area of pixels with a specified ARGB color.
Availability
Flash Lite 3.1
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Parameters
rect:Rectangle - The rectangular area to fill.
color:Number - The ARGB color value that fills the area. ARGB colors are often specified in hexadecimal format; for
example, 0xFF336699.
Example
The following example shows how to fill an area that is defined by a Rectangle within a BitmapData with a color.
fscommand2("SetSoftKeys");
import flash.display.BitmapData;
import flash.geom.Rectangle;
var myBitmapData:BitmapData = new BitmapData(100, 80, false, 0x00CCCCCC);
var mc:MovieClip = this.createEmptyMovieClip("mc", this.getNextHighestDepth());
mc.attachBitmap(myBitmapData, this.getNextHighestDepth());
var myListener:Object = new Object ();
myListener.onKeyDown = function () {
var keyCode = Key.getCode ();
if (keyCode == ExtendedKey.SOFT1) {
// Handle left soft key event
myBitmapData.fillRect(new Rectangle(0, 0, 50, 40), 0x00FF0000);
}
};
See also
Rectangle (flash.geom.Rectangle)
floodFill (BitmapData.floodFill method)
public floodFill(x:Number, y:Number, color:Number) : Void
Performs a flood fill operation on an image starting at an (x, y) coordinate and filling with a certain color. The
floodFill() method is similar to the paint bucket tool in various painting programs. The color is an ARGB color that
contains alpha information and color information.
Availability
Flash Lite 3.1
Parameters
x:Number - The x coordinate of the image.
y:Number - The y coordinate of the image.
color:Number - The ARGB color to use as a fill. ARGB colors are often specified in hexadecimal format, like
0xFF336699.
Example
The following example shows how to apply a flood fill a color into to an image starting at the point where a user clicks
the mouse within a BitmapData object.
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fscommand2("SetSoftKeys");
import flash.display.BitmapData;
import flash.geom.Rectangle;
var myBitmapData:BitmapData = new BitmapData(100, 80, false, 0x00CCCCCC);
var mc:MovieClip = this.createEmptyMovieClip("mc", this.getNextHighestDepth());
mc.attachBitmap(myBitmapData, this.getNextHighestDepth());
myBitmapData.fillRect(new Rectangle(0, 0, 50, 40), 0x00FF0000);
var myListener:Object = new Object ();
myListener.onKeyDown = function () {
var keyCode = Key.getCode ();
if (keyCode == ExtendedKey.SOFT1) {
// Handle left soft key event
myBitmapData.floodFill(_xmouse, _ymouse, 0x000000FF);}
};
getColorBoundsRect (BitmapData.getColorBoundsRect method)
public getColorBoundsRect(mask:Number, color:Number, [findColor:Boolean]) : Rectangle
Determines a rectangular region that fully encloses all pixels of a specified color within the bitmap image.
For example, if you have a source image and you want to determine the rectangle of the image that contains a nonzero
alpha channel, you pass {mask: 0xFF000000, color: 0x00000000} as parameters. The entire image is searched for
the bounds of pixels whose (value & mask) != color. To determine white space around an image, you pass {mask:
0xFFFFFFFF, color: 0xFFFFFFFF} to find the bounds of nonwhite pixels.
Availability
Flash Lite 3.1
Parameters
mask:Number - A hexadecimal color value.
color:Number - A hexadecimal color value.
findColor:Boolean [optional] - If the value is set to true, returns the bounds of a color value in an image. If the value
is set to false, returns the bounds of where this color doesn't exist in an image. The default value is true.
Returns
Rectangle - The region of the image that is the specified color.
Example
The following example shows how to determine a rectangular region that fully encloses all pixels of a specified color
within the bitmap image:
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fscommand2("SetSoftKeys");
import flash.display.BitmapData;
import flash.geom.Rectangle;
var myBitmapData:BitmapData = new BitmapData(100, 80, false, 0x00CCCCCC);
var mc:MovieClip = this.createEmptyMovieClip("mc", this.getNextHighestDepth());
mc.attachBitmap(myBitmapData, this.getNextHighestDepth());
myBitmapData.fillRect(new Rectangle(0, 0, 50, 40), 0x00FF0000);
var myListener:Object = new Object ();
myListener.onKeyDown = function () {
var keyCode = Key.getCode ();
if (keyCode == ExtendedKey.SOFT1) {
// Handle left soft key event
var colorBoundsRect:Rectangle = myBitmapData.getColorBoundsRect(0x00FFFFFF,
0x00FF0000, true);
trace(colorBoundsRect); // (x=0, y=0, w=50, h=40)
}
};
Key.addListener (myListener);
getPixel (BitmapData.getPixel method)
public getPixel(x:Number, y:Number) : Number
Returns an integer that represents an RGB pixel value from a BitmapData object at a specific point (x, y). The
getPixel() method returns an unmultiplied pixel value. No alpha information is returned.
All pixels in a BitmapData object are stored as premultiplied color values. A premultiplied image pixel has the red,
green, and blue color channel values already multiplied by the alpha data. For example, if the alpha value is 0, the values
for the RGB channels are also 0, independent of their unmultiplied values.
This loss of data can cause some problems when you are performing operations. All Flash Lite player methods take
and return unmultiplied values. The internal pixel representation is unmultiplied before it is returned as a value.
During a set operation, the pixel value is premultiplied before setting the raw image pixel.
Availability
Flash Lite 3.1
Parameters
x:Number - The x position of the pixel.
y:Number - The y position of the pixel.
Returns
Number - A number that represents an RGB pixel value. If the (x, y) coordinates are outside the bounds of the image,
0 is returned.
Example
The following example uses the getPixel() method to retrieve the RGB value of a pixel at a specific x and y position.
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import flash.display.BitmapData;
var myBitmapData:BitmapData = new BitmapData(100, 80, false, 0x00CCCCCC);
var mc:MovieClip = this.createEmptyMovieClip("mc", this.getNextHighestDepth());
mc.attachBitmap(myBitmapData, this.getNextHighestDepth());
trace("0x" + myBitmapData.getPixel(0, 0).toString(16)); // 0xcccccc
See also
getPixel32 (BitmapData.getPixel32 method)
getPixel32 (BitmapData.getPixel32 method)
public getPixel32(x:Number, y:Number) : Number
Returns an ARGB color value that contains alpha channel data and RGB data. This method is similar to the
getPixel() method, which returns an RGB color without alpha channel data.
Availability
Flash Lite 3.1
Parameters
x:Number - The x position of the pixel.
y:Number - The y position of the pixel.
Returns
Number - A number that represent an ARGB pixel value. If the (x, y) coordinates are outside the bounds of the image,
0 is returned. If the bitmap was created as an opaque bitmap and not a transparent one, then this method will return
an error code of -1.
Example
The following example uses the getPixel32() method to retrieve the ARGB value of a pixel at a specific x and y
position:
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import flash.display.BitmapData;
var myBitmapData:BitmapData = new BitmapData(100, 80, true, 0xFFAACCEE);
var mc:MovieClip = this.createEmptyMovieClip("mc", this.getNextHighestDepth());
mc.attachBitmap(myBitmapData, this.getNextHighestDepth());
var alpha:String = (myBitmapData.getPixel32(0, 0) >> 24 & 0xFF).toString(16);
trace(">> alpha: " + alpha); // ff
var red:String = (myBitmapData.getPixel32(0, 0) >> 16 & 0xFF).toString(16);
trace(">> red: " + red); // aa
var green:String = (myBitmapData.getPixel32(0, 0) >> 8 & 0xFF).toString(16);
trace(">> green: " + green); // cc
var blue:String = (myBitmapData.getPixel32(0, 0) & 0xFF).toString(16);
trace(">> blue: " + blue); // ee
trace("0x" + alpha + red + green + blue); // 0xffaaccee
See also
getPixel (BitmapData.getPixel method)
height (BitmapData.height property)
public height : Number [read-only]
The height of the bitmap image in pixels.
Availability
Flash Lite 3.1
Example
The following example shows that the height property of the BitmapData instance is read-only by trying to set it and
failing:
import flash.display.BitmapData;
var myBitmapData:BitmapData = new BitmapData(100, 80, false, 0x00CCCCCC);
var mc:MovieClip = this.createEmptyMovieClip("mc", this.getNextHighestDepth());
mc.attachBitmap(myBitmapData, this.getNextHighestDepth());
trace(myBitmapData.height); // 80
myBitmapData.height = 999;
trace(myBitmapData.height); // 80
hitTest (BitmapData.hitTest method)
public hitTest(firstPoint:Point, firstAlphaThreshold:Number, secondObject:Object,
[secondBitmapPoint:Point], [secondAlphaThreshold:Number]) : Boolean
Performs pixel-level hit detection between one bitmap image and a point, rectangle, or other bitmap image. No
stretching, rotation, or other transformation of either object is considered when doing the hit test.
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If an image is an opaque image, it is considered a fully opaque rectangle for this method. Both images must be
transparent images to perform pixel-level hit testing that considers transparency. When you are testing two
transparent images, the alpha threshold parameters control what alpha channel values, from 0 to 255, are considered
opaque.
Availability
Flash Lite 3.1
Parameters
firstPoint:Point - A point that defines a pixel location in the current BitmapData instance.
firstAlphaThreshold:Number - The highest alpha channel value that is considered opaque for this hit test.
secondObject:Object - A Rectangle, Point, or BitmapData object.
secondBitmapPoint:Point [optional] - A point that defines a pixel location in the second BitmapData object. Use this
parameter only when the value of secondObject is a BitmapData object.
secondAlphaThreshold:Number [optional] - The highest alpha channel value that is considered opaque in the
second BitmapData object. Use this parameter only when the value of secondObject is a BitmapData object and both
BitmapData objects are transparent.
Returns
Boolean - A Boolean value. If there is a hit, returns a value of true; otherwise, false.
Example
The following example shows how to determine if a BitmapData object is colliding with a MovieClip.
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import flash.display.BitmapData;
import flash.geom.Point;
var myBitmapData:BitmapData = new BitmapData(100, 80, false, 0x00CCCCCC);
var mc_1:MovieClip = this.createEmptyMovieClip("mc", this.getNextHighestDepth());
mc_1.attachBitmap(myBitmapData, this.getNextHighestDepth());
var mc_2:MovieClip = createRectangle(20, 20, 0xFF0000);
var destPoint:Point = new Point(myBitmapData.rectangle.x, myBitmapData.rectangle.y);
var currPoint:Point = new Point();
mc_1.onEnterFrame = function() {
currPoint.x = mc_2._x;
currPoint.y = mc_2._y;
if(myBitmapData.hitTest(destPoint, 255, currPoint)) {
trace(">> Collision at x:" + currPoint.x + " and y:" + currPoint.y);
}
}
mc_2.startDrag(true);
function createRectangle(width:Number, height:Number, color:Number):MovieClip {
var depth:Number = this.getNextHighestDepth();
var mc:MovieClip = this.createEmptyMovieClip("mc_" + depth, depth);
mc.beginFill(color);
mc.lineTo(0, height);
mc.lineTo(width, height);
mc.lineTo(width, 0);
mc.lineTo(0, 0);
return mc;
}
loadBitmap (BitmapData.loadBitmap method)
public static loadBitmap(id:String) : BitmapData
Returns a new BitmapData object that contains a bitmap image representation of the symbol that is identified by a
specified linkage ID in the library.
Availability
Flash Lite 3.1
Parameters
id:String - A linkage ID of a symbol in the library.
Returns
BitmapData - A bitmap image representation of the symbol.
Example
The following example loads a bitmap with the linkageId libraryBitmap from your library. You must attach it to a
MovieClip object to give it a visual representation.
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import flash.display.BitmapData;
var linkageId:String = "libraryBitmap";
var myBitmapData:BitmapData = BitmapData.loadBitmap(linkageId);
trace(myBitmapData instanceof BitmapData); // true
var mc:MovieClip = this.createEmptyMovieClip("mc", this.getNextHighestDepth());
mc.attachBitmap(myBitmapData, this.getNextHighestDepth());
merge (BitmapData.merge method)
public merge(sourceBitmap:BitmapData, sourceRect:Rectangle, destPoint:Rectangle,
redMult:Number, greenMult:Number, blueMult:Number, alphaMult:Number) : Void
Performs per-channel blending from a source image to a destination image. The following formula is used for each
channel:
new red dest = (red source * redMult) + (red dest * (256 - redMult) / 256;
The redMult, greenMult, blueMult, and alphaMult values are the multipliers used for each color channel. Their
valid range is from 0 to 256.
Availability
Flash Lite 3.1
Parameters
sourceBitmap:BitmapData - The input bitmap image to use. The source image can be a different BitmapData object,
or it can refer to the current BitmapData object.
sourceRect:Rectangle - A rectangle that defines the area of the source image to use as input.
destPoint:Point - The point within the destination image (the current BitmapData instance) that corresponds to the
upper-left corner of the source rectangle.
redMult:Number - A number by which to multiply the red channel value.
greenMult:Number - A number by which to multiply the green channel value.
blueMult:Number - A number by which to multiply the blue channel value.
alphaMult:Number - A number by which to multiply the alpha transparency value.
Example
The following example shows how to merge part of one BitmapData with another.
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fscommand2("SetSoftKeys");
import flash.display.BitmapData;
import flash.geom.Rectangle;
import flash.geom.Point;
var bitmapData_1:BitmapData = new BitmapData(100, 80, false, 0x00CCCCCC);
var bitmapData_2:BitmapData = new BitmapData(100, 80, false, 0x00FF0000);
var mc_1:MovieClip = this.createEmptyMovieClip("mc", this.getNextHighestDepth());
mc_1.attachBitmap(bitmapData_1, this.getNextHighestDepth());
var mc_2:MovieClip = this.createEmptyMovieClip("mc", this.getNextHighestDepth());
mc_2.attachBitmap(bitmapData_2, this.getNextHighestDepth());
mc_2._x = 101;
var myListener:Object = new Object ();
myListener.onKeyDown = function () {
var keyCode = Key.getCode ();
if (keyCode == ExtendedKey.SOFT1) {
// Handle left soft key event
bitmapData_1.merge(bitmapData_2, new Rectangle(0, 0, 50, 40), new Point(25, 20), 128,
0, 0, 0);
}
};
Key.addListener (myListener);
rectangle (BitmapData.rectangle property)
public rectangle : Rectangle [read-only]
The rectangle that defines the size and location of the bitmap image. The top and left of the rectangle are 0; the width
and height are equal to the width and height in pixels of the BitmapData object.
Availability
Flash Lite 3.1
Example
The following example shows that the rectangle property of the Bitmap instance is read-only by trying to set it and
failing:
import flash.display.BitmapData;
import flash.geom.Rectangle;
var myBitmapData:BitmapData = new BitmapData(100, 80, false, 0x00CCCCCC);
var mc:MovieClip = this.createEmptyMovieClip("mc", this.getNextHighestDepth());
mc.attachBitmap(myBitmapData, this.getNextHighestDepth());
trace(myBitmapData.rectangle); // (x=0, y=0, w=100, h=80)
myBitmapData.rectangle = new Rectangle(1, 2, 4, 8);
trace(myBitmapData.rectangle); // (x=0, y=0, w=100, h=80)
setPixel (BitmapData.setPixel method)
public setPixel(x:Number, y:Number, color:Number) : Void
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Sets the color of a single pixel of a BitmapData object. The current alpha channel value of the image pixel is preserved
during this operation. The value of the RGB color parameter is treated as an unmultiplied color value.
Availability
Flash Lite 3.1
Parameters
x:Number - The x position of the pixel whose value changes.
y:Number - The y position of the pixel whose value changes.
color:Number - The RGB color to which to set the pixel.
See also
getPixel (BitmapData.getPixel method), setPixel32 (BitmapData.setPixel32 method)
setPixel32 (BitmapData.setPixel32 method)
public setPixel32(x:Number, y:Number, color:Number) : Void
Sets the color and alpha transparency values of a single pixel of a BitmapData object. This method is similar to the
setPixel() method; the main difference is that the setPixel32() method takes an ARGB color value that contains
alpha channel information.
Availability
Flash Lite 3.1
Parameters
x:Number - The x position of the pixel whose value changes.
y:Number - The y position of the pixel whose value changes.
color:Number - The ARGB color to which to set the pixel. If you created an opaque (not a transparent) bitmap, the
alpha transparency portion of this color value is ignored.
See also
getPixel32 (BitmapData.getPixel32 method), setPixel (BitmapData.setPixel method)
transparent (BitmapData.transparent property)
public transparent : Boolean [read-only]
Defines whether the bitmap image supports per-pixel transparency. You can set this value only when you construct a
BitmapData object by passing in true for the transparent parameter. After you create a BitmapData object, you can
check whether it supports per-pixel transparency by seeing if the value of the transparent property is true.
Availability
Flash Lite 3.1
width (BitmapData.width property)
public width : Number [read-only]
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The width of the bitmap image in pixels.
Availability
Flash Lite 3.1
Boolean
Object
|
+-Boolean
public class Boolean
extends Object
The Boolean class is a wrapper object with the same functionality as the standard JavaScript Boolean object. Use the
Boolean class to retrieve the primitive data type or string representation of a Boolean object.
You must use the constructor new Boolean() to create a Boolean object before calling its methods.
Availability
Flash Lite 2.0
Property summary
Properties inherited from class Object
constructor (Object.constructor property), __proto__ (Object.__proto__
property)prototype (Object.prototype property), __resolve (Object.__resolve property)
Constructor summary
Signature
Description
Boolean([value:Objec
t])
Creates a Boolean object.
Method summary
Modifiers
Signature
Description
toString() : String
Returns the string representation ("true" or "false") of the
Boolean object.
valueOf() : Boolean
Returns true if the primitive value type of the specified
Boolean object is true; false otherwise.
Methods inherited from class Object
addProperty (Object.addProperty method), hasOwnProperty (Object.hasOwnProperty
method)isPropertyEnumerable (Object.isPropertyEnumerable method)isPrototypeOf
(Object.isPrototypeOf method)registerClass (Object.registerClass method), toString
(Object.toString method)unwatch (Object.unwatch method), valueOf (Object.valueOf
method)watch (Object.watch method)
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Boolean constructor
public Boolean([value:Object])
Creates a Boolean object. If you omit the value parameter, the Boolean object is initialized with a value of false. If
you specify a value for the value parameter, the method evaluates it and returns the result as a Boolean value according
to the rules in the global Boolean() function.
Availability
Flash Lite 2.0
Parameters
value:Object [optional] - Any expression. The default value is false.
Example
The following code creates a new empty Boolean object called myBoolean:
var myBoolean:Boolean = new Boolean();
toString (Boolean.toString method)
public toString() : String
Returns the string representation ("true" or "false") of the Boolean object.
Availability
Flash Lite 2.0
Returns
String - A string; "true" or "false".
Example
This example creates a variable of type Boolean and uses toString() to convert the value to a string for use in the
trace statement:
var myBool:Boolean = true;
trace("The value of the Boolean myBool is: " + myBool.toString());
myBool = false;
trace("The value of the Boolean myBool is: " + myBool.toString());
valueOf (Boolean.valueOf method)
public valueOf() : Boolean
Returns true if the primitive value type of the specified Boolean object is true; false otherwise.
Availability
Flash Lite 2.0
Returns
Boolean - A Boolean value.
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Example
The following example shows how this method works, and also shows that the primitive value type of a new Boolean
object is false:
var x:Boolean = new Boolean();
trace(x.valueOf());
// false
x = (6==3+3);
trace(x.valueOf());
// true
Button
Object
|
+-Button
public class Button
extends Object
All button symbols are instances of the Button object. You can give a button an instance name in the Property
inspector, and use the methods and properties of the Button class to manipulate buttons with ActionScript. Button
instance names are displayed in the Movie Explorer and in the Insert Target Path dialog box in the Actions panel.
Availability
Flash Lite 2.0
See also
Object
Property summary
Modifiers
Property
Description
_alpha:Number
The alpha transparency value of the button.
enabled:Boolean
A Boolean value that specifies whether a button is enabled.
_focusrect:Boolean
A Boolean value that specifies whether a button has a yellow
rectangle around it when it has input focus.
_height:Number
The height of the button, in pixels.
_highquality:Number
Deprecated since Flash Player 7. This property was
deprecated in favor of Button._quality.
Specifies the level of anti-aliasing applied to the current SWF
file.
_name:String
Instance name of the button.
_parent:MovieClip
A reference to the movie clip or object that contains the
current movie clip or object.
_quality:String
Property (global); sets or retrieves the rendering quality used
for a SWF file.
_rotation:Number
The rotation of the button, in degrees, from its original
orientation.
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Modifiers
Property
Description
_soundbuftime:Number
Specifies the number of seconds a sound prebuffers before it
starts to stream.
tabEnabled:Boolean
Specifies whether a button is included in automatic tab
ordering.
tabIndex:Number
Lets you customize the tab ordering of objects in a SWF file.
_target:String [read-only]
Returns the target path of the button instance.
trackAsMenu:Boolean
A Boolean value that indicates whether other buttons or movie
clips can receive a release event from a mouse or stylus.
_url:String [read-only]
Retrieves the URL of the SWF file that created the button.
_visible:Boolean
A Boolean value that indicates whether the button is visible.
_width:Number
The width of the button, in pixels.
_x:Number
An integer that sets the x coordinate of a button relative to the
local coordinates of the parent movie clip.
_xmouse:Number [readonly]
Returns the x coordinate of the mouse position relative to the
button.
_xscale:Number
The horizontal scale of the button as applied from the
registration point of the button, expressed as a percentage.
_y:Number
The y coordinate of the button relative to the local coordinates
of the parent movie clip.
_ymouse:Number [readonly]
Returns the y coordinate of the mouse position relative to the
button.
_yscale:Number
The vertical scale of the button as applied from the registration
point of the button, expressed as a percentage.
Properties inherited from class Object
constructor (Object.constructor property), __proto__ (Object.__proto__
property)prototype (Object.prototype property), __resolve (Object.__resolve property)
Event summary
Event
Description
onDragOut =
Invoked when the user clicks on the button and then drags the pointer outside of the
button.
function() {}
onDragOver =
function() {}
Invoked when the user clicks outside of the button and then drags the pointer over the
button.
onKeyDown =
Invoked when a button has keyboard focus and a key is pressed.
function() {}
onKeyUp =
Invoked when a button has input focus and a key is released.
function() {}
onKillFocus =
Invoked when a button loses keyboard focus.
function(newFocus:
Object) {}
onPress = function()
Invoked when a button is pressed.
{}
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Event
Description
onRelease =
Invoked when a button is released.
function() {}
onReleaseOutside =
function() {}
Invoked when the mouse is released with the pointer outside the button after the
mouse button is pressed with the pointer inside the button.
onRollOut =
Invoked when the button loses focus.
function() {}
onRollOver =
Invoked when the button gains focus.
function() {}
onSetFocus =
Invoked when a button receives keyboard focus.
function(oldFocus:
Object) {}
Method summary
Modifiers
Signature
Description
getDepth() : Number
Returns the depth of the button instance.
Methods inherited from class Object
addProperty (Object.addProperty method), hasOwnProperty (Object.hasOwnProperty
method)isPropertyEnumerable (Object.isPropertyEnumerable method)isPrototypeOf
(Object.isPrototypeOf method)registerClass (Object.registerClass method), toString
(Object.toString method)unwatch (Object.unwatch method), valueOf (Object.valueOf
method)watch (Object.watch method)
_alpha (Button._alpha property)
public _alpha : Number
The alpha transparency value of the button specified by my_btn. Valid values are 0 (fully transparent) to 100 (fully
opaque). The default value is 100. Objects in a button with _alpha set to 0 are active, even though they are invisible.
Availability
Flash Lite 2.0
Example
The following code sets the _alpha property of a button named myBtn_btn to 50% when the user clicks the button.
First, add a Button instance on the Stage. Second, give it an instance name of myBtn_btn. Lastly, with frame 1 selected,
place the following code into the Actions panel:
myBtn_btn.onRelease = function(){
this._alpha = 50;
};
See also
_alpha (MovieClip._alpha property), _alpha (TextField._alpha property)
enabled (Button.enabled property)
public enabled : Boolean
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A Boolean value that specifies whether a button is enabled. When a button is disabled (the enabled property is set to
false), the button is visible but cannot be clicked. The default value is true. This property is useful if you want to
disable part of your navigation; for example, you may want to disable a button in the currently displayed page so that
it can't be clicked and the page cannot be reloaded.
Availability
Flash Lite 2.0
Example
The following example demonstrates how you can disable and enable buttons from being clicked. Two buttons,
myBtn1_btn and myBtn2_btn, are on the Stage and the following ActionScript is added so that the myBtn2_btn
button cannot be clicked. First, add two button instances on the Stage. Second, give them instance names of
myBtn1_btn and myBtn2_btn. Lastly, place the following code on frame 1 to enable or disable buttons.
myBtn1_btn.enabled = true;
myBtn2_btn.enabled = false;
//button code
// the following function will not get called
// because myBtn2_btn.enabled was set to false
myBtn1_btn.onRelease = function() {
trace( "you clicked : " + this._name );
};
myBtn2_btn.onRelease = function() {
trace( "you clicked : " + this._name );
};
_focusrect (Button._focusrect property)
public _focusrect : Boolean
A Boolean value that specifies whether a button has a yellow rectangle around it when it has input focus. This property
can override the global _focusrect property. By default, the _focusrect property of a button instance is null; the
button instance does not override the global _focusrect property. If the _focusrect property of a button instance
is set to true or false, it overrides the setting of the global _focusrect property for the single button instance.
In Flash Player 4 and Flash Player 5 SWF files, the _focusrect property controls the global _focusrect property. It
is a Boolean value. This behavior was changed in Flash Player 6 and later to permit customizing the _focusrect
property on an individual movie clip.
If the _focusrect property is set to false, then keyboard navigation for that button is limited to the Tab key. All other
keys, including the Enter and arrow keys, are ignored. To restore full keyboard navigation, you must set _focusrect
to true.
Note: For the Flash Lite 2.0 player, when the _focusrect property is disabled (in other words, Button.focusRect is
false), the button receives all events. This behavior is different from Flash Lite player behavior because when the
_focusrect property is disabled, the button receives the rollOver and rollOut events but does not receive the
press and release events.
Also for Flash Lite 2.0, you can change the color of the focus rectangle using the fscommand2 SetFocusRectColor
command. This behavior is also different from Flash Lite player, for which the color of the focus rectangle is restricted
to yellow.
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Availability
Flash Lite 2.0
Example
This example demonstrates how to hide the yellow rectangle around a specified button instance in a SWF file when it
has focus in a browser window. Create three buttons called myBtn1_btn, myBtn2_btn, and myBtn3_btn, and add the
following ActionScript to Frame 1 of the Timeline:
myBtn2_btn._focusrect = false;
getDepth (Button.getDepth method)
public getDepth() : Number
Returns the depth of the button instance.
Each movie clip, button, and text field has a unique depth associated with it that determines how the object appears in
front of or in back of other objects. Objects with higher depths appear in front.
Availability
Flash Lite 2.0
Returns
Number - The depth of the button instance.
Example
If you create myBtn1_btn and myBtn2_btn on the Stage, you can trace their depth using the following ActionScript:
trace(myBtn1_btn.getDepth());
trace(myBtn2_btn.getDepth());
If you load a SWF file called buttonMovie.swf into this document, you could trace the depth of a button, myBtn4_btn,
inside that SWF file using another button in the main SWF:
this.createEmptyMovieClip("myClip_mc", 999);
myClip_mc.loadMovie("buttonMovie.swf");
myBtn3_btn.onRelease = function(){
trace(myClip_mc.myBtn4_btn.getDepth());
};
You might notice that two of these buttons have the same depth value, one in the main SWF file and one in the loaded
SWF file. This is misleading, because buttonMovie.swf was loaded at depth 999, which means that the button it
contains will also have a depth of 999 relative to the buttons in the main SWF file. Keep in mind that each movie clip
has its own internal z-order, which means that each movie clip has its own set of depth values. The two buttons may
have the same depth value, but the values only have meaning in relation to other objects in the same z-order. In this
case, the buttons have the same depth value, but the values relate to different movie clips: the depth value of the button
in the main SWF file relates to the z-order of the main Timeline, while the depth value of the button in the loaded SWF
file relates to the internal z-order of the myClip_mc movie clip.
See also
getDepth (MovieClip.getDepth method), getDepth (TextField.getDepth method), getInstanceAtDepth
(MovieClip.getInstanceAtDepth method)
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_height (Button._height property)
public _height : Number
The height of the button, in pixels.
Availability
Flash Lite 2.0
Example
The following example sets the height and width of a button called my_btn to a specified width and height.
my_btn._width = 500;
my_btn._height = 200;
_highquality (Button._highquality property)
public _highquality : Number
Deprecated since Flash Player 7. This property was deprecated in favor of Button._quality.
Specifies the level of anti-aliasing applied to the current SWF file. Specify 2 (best quality) to apply high quality with
bitmap smoothing always on. Specify 1 (high quality) to apply anti-aliasing; this smooths bitmaps if the SWF file does
not contain animation and is the default value. Specify 0 (low quality) to prevent anti-aliasing.
Availability
Flash Lite 2.0
Example
Add a button instance on the Stage and name it myBtn_btn. Draw an oval on the Stage using the Oval tool that has a
stroke and fill color. Select Frame 1 and add the following ActionScript using the Actions panel:
myBtn_btn.onRelease = function() {
myBtn_btn._highquality = 0;
};
When you click myBtn_btn, the circle's stroke will look jagged. You could add the following ActionScript instead to
affect the SWF globally:
_quality = 0;
See also
_quality (Button._quality property), _quality property
_name (Button._name property)
public _name : String
Instance name of the button specified by my_btn.
Availability
Flash Lite 2.0
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Example
The following example traces all instance names of any Button instances within the current Timeline of a SWF file.
for (i in this) {
if (this[i] instanceof Button) {
trace(this[i]._name);
}
}
onDragOut (Button.onDragOut handler)
onDragOut = function() {}
Invoked when the user presses the mouse button over the button and then drags the pointer outside of the button. You
must define a function that is executed when the event handler is invoked.
Note: The onDragOut Event Handler is supported for Flash Lite 2.0 only if System.capabilities.hasMouse is true
or System.capabilities.hasStylus is true.
Availability
Flash Lite 2.0
Example
The following example demonstrates how you can execute statements when the pointer is dragged off a button. Create
a button called my_btn on the Stage and enter the following ActionScript in a frame on the Timeline:
my_btn.onDragOut = function() {
trace("onDragOut: "+this._name);
};
my_btn.onDragOver = function() {
trace("onDragOver: "+this._name);
};
onDragOver (Button.onDragOver handler)
onDragOver = function() {}
Invoked when the user presses the mouse button outside of the button and then drags the pointer over the button. You
must define a function that is executed when the event handler is invoked.
Note: The onDragOver Event Handler is supported for Flash Lite 2.0 only if System.capabilities.hasMouse is
true or System.capabilities.hasStylus is true.
Availability
Flash Lite 2.0
Example
The following example defines a function for the onDragOver handler that sends a trace() statement to the Output
panel. Create a button called my_btn on the Stage and enter the following ActionScript on the Timeline:
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my_btn.onDragOut = function() {
trace("onDragOut: "+this._name);
};
my_btn.onDragOver = function() {
trace("onDragOver: "+this._name);
};
When you test the SWF file, drag the pointer off the button instance. Then, while pressing the mouse button, drag onto
the button instance again. Notice that the Output panel tracks your movements.
See also
onDragOut (Button.onDragOut handler)
onKeyDown (Button.onKeyDown handler)
onKeyDown = function() {}
Invoked when a button has keyboard focus and a key is pressed. The onKeyDown event handler is invoked with no
parameters. You can use the Key.getAscii() and Key.getCode() methods to determine which key was pressed. You
must define a function that is executed when the event handler is invoked.
Availability
Flash Lite 2.0
Example
In the following example, a function that sends text to the Output panel is defined for the onKeyDown handler. Create
a button called my_btn on the Stage, and enter the following ActionScript in a frame on the Timeline:
my_btn.onKeyDown = function() {
trace("onKeyDown: "+this._name+" (Key: "+getKeyPressed()+")");
};
function getKeyPressed():String {
var theKey:String;
switch (Key.getAscii()) {
case Key.BACKSPACE :
theKey = "BACKSPACE";
break;
case Key.SPACE :
theKey = "SPACE";
break;
default :
theKey = chr(Key.getAscii());
}
return theKey;
}
Select Control > Test Movie to test the SWF file. Make sure you select Control > Disable Keyboard Shortcuts in the test
environment. Then press the Tab key until the button has focus (a yellow rectangle appears around the my_btn
instance) and start pressing keys on your keyboard. When you press keys, they are displayed in the Output panel.
See also
onKeyUp (Button.onKeyUp handler), getAscii (Key.getAscii method), getCode (Key.getCode method)
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onKeyUp (Button.onKeyUp handler)
onKeyUp = function() {}
Invoked when a button has input focus and a key is released. The onKeyUp event handler is invoked with no
parameters. You can use the Key.getAscii() and Key.getCode() methods to determine which key was pressed.
Availability
Flash Lite 2.0
Example
In the following example, a function that sends text to the Output panel is defined for the onKeyDown handler. Create
a button called my_btn on the Stage, and enter the following ActionScript in a frame on the Timeline:
my_btn.onKeyDown = function() {
trace("onKeyDown: "+this._name+" (Key: "+getKeyPressed()+")");
};
my_btn.onKeyUp = function() {
trace("onKeyUp: "+this._name+" (Key: "+getKeyPressed()+")");
};
function getKeyPressed():String {
var theKey:String;
switch (Key.getAscii()) {
case Key.BACKSPACE :
theKey = "BACKSPACE";
break;
case Key.SPACE :
theKey = "SPACE";
break;
default :
theKey = chr(Key.getAscii());
}
return theKey;
}
Press Control+Enter to test the SWF file. Make sure you select Control > Disable Keyboard Shortcuts in the test
environment. Then press the Tab key until the button has focus (a yellow rectangle appears around the my_btn
instance) and start pressing keys on your keyboard. When you press keys, they are displayed in the Output panel.
See also
onKeyDown (Button.onKeyDown handler), getAscii (Key.getAscii method), getCode (Key.getCode
method)
onKillFocus (Button.onKillFocus handler)
onKillFocus = function(newFocus:Object) {}
Invoked when a button loses keyboard focus. The onKillFocus handler receives one parameter, newFocus, which is an
object representing the new object receiving the focus. If no object receives the focus, newFocus contains the value null.
Availability
Flash Lite 2.0
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Parameters
newFocus:Object - The object that is receiving the focus.
Example
The following example demonstrates how statements can be executed when a button loses focus. Create a button
instance on the Stage called my_btn and add the following ActionScript to Frame 1 of the Timeline:
this.createTextField("output_txt", this.getNextHighestDepth(), 0, 0, 300, 200);
output_txt.wordWrap = true;
output_txt.multiline = true;
output_txt.border = true;
my_btn.onKillFocus = function() {
output_txt.text = "onKillFocus: "+this._name+newline+output_txt.text;
};
Test the SWF file in a browser window, and try using the Tab key to move through the elements in the window. When
the button instance loses focus, text is sent to the output_txt text field.
onPress (Button.onPress handler)
onPress = function() {}
Invoked when a button is pressed. You must define a function that is executed when the event handler is invoked.
Availability
Flash Lite 2.0
Example
In the following example, a function that sends a trace() statement to the Output panel is defined for the onPress
handler:
my_btn.onPress = function () {
trace ("onPress called");
};
onRelease (Button.onRelease handler)
onRelease = function() {}
Invoked when a button is released. You must define a function that is executed when the event handler is invoked.
Availability
Flash Lite 2.0
Example
In the following example, a function that sends a trace() statement to the Output panel is defined for the onRelease
handler:
my_btn.onRelease = function () {
trace ("onRelease called");
};
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onReleaseOutside (Button.onReleaseOutside handler)
onReleaseOutside = function() {}
Invoked when the mouse is released with the pointer outside the button after the mouse button is pressed with the
pointer inside the button. You must define a function that is executed when the event handler is invoked.
Note: The onReleaseOutside Event Handler is supported for Flash Lite 2.0 only if
System.capabilities.hasMouse is true or System.capabilities.hasStylus is true.
Availability
Flash Lite 2.0
Example
In the following example, a function that sends a trace() statement to the Output panel is defined for the
onReleaseOutside handler:
my_btn.onReleaseOutside = function () {
trace ("onReleaseOutside called");
};
onRollOut (Button.onRollOut handler)
onRollOut = function() {}
Invoked when the button loses focus. This can happen when the user clicks another button or area outside of the
currently selected button. You must define a function that is executed when the event handler is invoked.
Availability
Flash Lite 2.0
Example
In the following example, a function that sends a trace() statement to the Output panel is defined for the onRollOut
handler:
my_btn.onRollOut = function () {
trace ("onRollOut called");
};
onRollOver (Button.onRollOver handler)
onRollOver = function() {}
Invoked when the button gains focus. This can happen when the user clicks another button outside of the currently
selected button. Invoked when the pointer moves over a button area. You must define a function that is executed when
the event handler is invoked.
Availability
Flash Lite 2.0
Example
In the following example, a function that sends a trace() statement to the Output panel is defined for the onRollOver
handler:
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my_btn.onRollOver = function () {
trace ("onRollOver called");
};
onSetFocus (Button.onSetFocus handler)
onSetFocus = function(oldFocus:Object) {}
Invoked when a button receives keyboard focus. The oldFocus parameter is the object that loses the focus. For
example, if the user presses the Tab key to move the input focus from a text field to a button, oldFocus contains the
text field instance.
If there is no previously focused object, oldFocus contains a null value.
Availability
Flash Lite 2.0
Parameters
oldFocus:Object - The object to lose keyboard focus.
Example
The following example demonstrates how you can execute statements when the user of a SWF file moves focus from
one button to another. Create two buttons, btn1_btn and btn2_btn, and enter the following ActionScript in Frame
1 of the Timeline:
Selection.setFocus(btn1_btn);
trace(Selection.getFocus());
btn2_btn.onSetFocus = function(oldFocus) {
trace(oldFocus._name + "lost focus");
};
Test the SWF file by pressing Control+Enter. Make sure you select Control > Disable Keyboard Shortcuts if it is not
already selected. Focus is set on btn1_btn. When btn1_btn loses focus and btn2_btn gains focus, information is
displayed in the Output panel.
_parent (Button._parent property)
public _parent : MovieClip
A reference to the movie clip or object that contains the current movie clip or object. The current object is the one
containing the ActionScript code that references _parent.
Use _parent to specify a relative path to movie clips or objects that are above the current movie clip or object. You
can use _parent to move up multiple levels in the display list as in the following:
this._parent._parent._alpha = 20;
Availability
Flash Lite 2.0
Example
In the following example, a button named my_btn is placed inside a movie clip called my_mc. The following code shows
how to use the _parent property to get a reference to the movie clip my_mc:
trace(my_mc.my_btn._parent);
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The Output panel displays the following:
_level0.my_mc
See also
_parent (MovieClip._parent property), _target (MovieClip._target property), _root property
_quality (Button._quality property)
public _quality : String
Property (global); sets or retrieves the rendering quality used for a SWF file. Device fonts are always aliased and
therefore are unaffected by the _quality property.
The _quality property can be set to the following values:
• "LOW" Low rendering quality. Graphics are not anti-aliased, and bitmaps are not smoothed.
• "MEDIUM" Medium rendering quality. Graphics are anti-aliased using a 2 x 2 pixel grid, but bitmaps are not
smoothed. This is suitable for movies that do not contain text.
• "HIGH" High rendering quality. Graphics are anti-aliased using a 4 x 4 pixel grid, and bitmaps are smoothed if the
movie is static. This is the default rendering quality setting used by Flash.
Note: Although you can specify this property for a Button object, it is actually a global property, and you can specify
its value simply as _quality.
Availability
Flash Lite 2.0
Example
This example sets the rendering quality of a button named my_btn to LOW:
my_btn._quality = "LOW";
_rotation (Button._rotation property)
public _rotation : Number
The rotation of the button, in degrees, from its original orientation. Values from 0 to 180 represent clockwise rotation;
values from 0 to -180 represent counterclockwise rotation. Values outside this range are added to or subtracted from
360 to obtain a value within the range. For example, the statement my_btn._rotation = 450 is the same as
my_btn._rotation = 90.
Availability
Flash Lite 2.0
Example
The following example rotates two buttons on the Stage. Create two buttons on the Stage called control_btn and
my_btn. Make sure that my_btn is not perfectly round, so you can see it rotating. Then enter the following ActionScript
in Frame 1 of the Timeline:
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var control_btn:Button;
var my_btn:Button;
control_btn.onRelease = function() {
my_btn._rotation += 10;
};
Now create another button on the Stage called myOther_btn, making sure it isn’t perfectly round (so you can see it
rotate). Enter the following ActionScript in Frame 1 of the Timeline.
var myOther_btn:Button;
this.createEmptyMovieClip("rotater_mc", this.getNextHighestDepth());
rotater_mc.onEnterFrame = function() {
myOther_btn._rotation += 2;
};
See also
_rotation (MovieClip._rotation property), _rotation (TextField._rotation property)
_soundbuftime (Button._soundbuftime property)
public _soundbuftime : Number
Specifies the number of seconds a sound prebuffers before it starts to stream.
Note: Although you can specify this property for a Button object, it is actually a global property that applies to all
sounds loaded, and you can specify its value simply as _soundbuftime. Setting this property for a Button object
actually sets the global property.
For more information and an example, see _soundbuftime.
Availability
Flash Lite 2.0
See also
_soundbuftime property
tabEnabled (Button.tabEnabled property)
public tabEnabled : Boolean
Specifies whether my_btn is included in automatic tab ordering. It is undefined by default.
If the tabEnabled property is undefined or true, the object is included in automatic tab ordering. If the tabIndex
property is also set to a value, the object is included in custom tab ordering as well. If tabEnabled is false, the object
is not included in automatic or custom tab ordering, even if the tabIndex property is set.
Availability
Flash Lite 2.0
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Example
The following ActionScript is used to set the tabEnabled property for one of four buttons to false. However, all four
buttons (one_btn, two_btn, three_btn, and four_btn) are placed in a custom tab order using tabIndex. Although
tabIndex is set for three_btn, three_btn is not included in a custom or automatic tab order because tabEnabled
is set to false for that instance. To set the tab ordering for the four buttons, add the following ActionScript to Frame
1 of the Timeline:
three_btn.tabEnabled = false;
two_btn.tabIndex = 1;
four_btn.tabIndex = 2;
three_btn.tabIndex = 3;
one_btn.tabIndex = 4;
See also
tabIndex (Button.tabIndex property), tabEnabled (MovieClip.tabEnabled property), tabEnabled
(TextField.tabEnabled property)
tabIndex (Button.tabIndex property)
public tabIndex : Number
Lets you customize the tab ordering of objects in a SWF file. You can set the tabIndex property on a button, movie
clip, or text field instance; it is undefined by default.
If any currently displayed object in the SWF file contains a tabIndex property, automatic tab ordering is disabled, and
the tab ordering is calculated from the tabIndex properties of objects in the SWF file. The custom tab ordering only
includes objects that have tabIndex properties.
The tabIndex property may be a non-negative integer. The objects are ordered according to their tabIndex
properties, in ascending order. An object with a tabIndex value of 1 precedes an object with a tabIndex value of 2. If
two objects have the same tabIndex value, the one that precedes the other in the tab ordering is undefined.
The custom tab ordering defined by the tabIndex property is flat. This means that no attention is paid to the
hierarchical relationships of objects in the SWF file. All objects in the SWF file with tabIndex properties are placed in
the tab order, and the tab order is determined by the order of the tabIndex values. If two objects have the same
tabIndex value, the one that goes first is undefined. You shouldn’t use the same tabIndex value for multiple objects.
Availability
Flash Lite 2.0
Example
The following ActionScript is used to set the tabEnabled property for one of four buttons to false. However, all four
buttons (one_btn, two_btn, three_btn, and four_btn) are placed in a custom tab order using tabIndex. Although
tabIndex is set for three_btn, three_btn is not included in a custom or automatic tab order because tabEnabled
is set to false for that instance. To set the tab ordering for the four buttons, add the following ActionScript to Frame
1 of the Timeline:
three_btn.tabEnabled = false;
two_btn.tabIndex = 1;
four_btn.tabIndex = 2;
three_btn.tabIndex = 3;
one_btn.tabIndex = 4;
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See also
tabEnabled (Button.tabEnabled property), tabChildren (MovieClip.tabChildren property),
tabEnabled (MovieClip.tabEnabled property), tabIndex (MovieClip.tabIndex property), tabIndex
(TextField.tabIndex property)
_target (Button._target property)
public _target : String [read-only]
Returns the target path of the button instance specified by my_btn.
Availability
Flash Lite 2.0
Example
Add a button instance to the Stage with an instance name my_btn and add the following code to Frame 1 of the
Timeline:
trace(my_btn._target); //displays /my_btn
Select my_btn and convert it to a movie clip. Give the new movie clip an instance name my_mc. Delete the existing
ActionScript in Frame 1 of the Timeline and replace it with:
my_mc.my_btn.onRelease = function(){
trace(this._target); //displays /my_mc/my_btn
};
To convert the notation from slash notation to dot notation, modify the previous code example to the following:
my_mc.my_btn.onRelease = function(){
trace(eval(this._target)); //displays _level0.my_mc.my_btn
};
This lets you access methods and parameters of the target object, such as:
my_mc.my_btn.onRelease = function(){
var target_btn:Button = eval(this._target);
trace(target_btn._name); //displays my_btn
};
See also
_target (MovieClip._target property)
trackAsMenu (Button.trackAsMenu property)
public trackAsMenu : Boolean
A Boolean value that indicates whether other buttons or movie clips can receive a release event from a mouse or stylus.
If you drag a stylus or mouse pointer across a button and then release it on a second button, the onRelease event is
registered for the second button. This allows you to create menus for the second button. You can set the trackAsMenu
property on any button or movie clip object. If you have not defined the trackAsMenu property, the default behavior
is false.
You can change the trackAsMenu property at any time; the modified button immediately takes on the new behavior.
Note: The trackAsMenu property is supported for Flash Lite 2.0 only if System.capabilities.hasMouse is true
or System.capabilities.hasStylus is true..
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Availability
Flash Lite 2.0
Example
The following example demonstrates how to track two buttons as a menu. Place two button instances called one_btn
and two_btn on the Stage. Enter the following ActionScript in the Timeline:
var one_btn:Button;
var two_btn:Button;
one_btn.trackAsMenu = true;
two_btn.trackAsMenu = true;
one_btn.onRelease = function() {
trace("clicked one_btn");
};
two_btn.onRelease = function() {
trace("clicked two_btn");
};
To test the SWF file, click the Stage over one_btn, hold the mouse button down, and release it over two_btn. Then try
commenting out the two lines of ActionScript that contain trackAsMenu and test the SWF file again to see the
difference in button behavior.
See also
trackAsMenu (MovieClip.trackAsMenu property)
_url (Button._url property)
public _url : String [read-only]
Retrieves the URL of the SWF file that created the button.
Availability
Flash Lite 2.0
Example
Create two button instances on the Stage called one_btn and two_btn. Enter the following ActionScript in Frame 1 of
the Timeline:
var one_btn:Button;
var two_btn:Button;
this.createTextField("output_txt", 999, 0, 0, 100, 22);
output_txt.autoSize = true;
one_btn.onRelease = function() {
trace("clicked one_btn");
trace(this._url);
};
two_btn.onRelease = function() {
trace("clicked "+this._name);
var url_array:Array = this._url.split("/");
var my_str:String = String(url_array.pop());
output_txt.text = unescape(my_str);
};
When you click each button, the file name of the SWF containing the buttons displays in the Output panel.
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_visible (Button._visible property)
public _visible : Boolean
A Boolean value that indicates whether the button specified by my_btn is visible. Buttons that are not visible
(_visible property set to false) are disabled.
Availability
Flash Lite 2.0
Example
Create two buttons on the Stage with the instance names myBtn1_btn and myBtn2_btn. Enter the following
ActionScript in Frame 1 of the Timeline:
myBtn1_btn.onRelease = function() {
this._visible = false;
trace("clicked "+this._name);
};
myBtn2_btn.onRelease = function() {
this._alpha = 0;
trace("clicked "+this._name);
};
Notice how you can still click myBtn2_btn after the alpha is set to 0.
See also
_visible (MovieClip._visible property), _visible (TextField._visible property)
_width (Button._width property)
public _width : Number
The width of the button, in pixels.
Availability
Flash Lite 2.0
Example
The following example increases the width property of a button called my_btn, and displays the width in the Output
panel. Enter the following ActionScript in Frame 1 of the Timeline:
my_btn.onRelease = function() {
trace(this._width);
this._width *= 1.1;
};
See also
_width (MovieClip._width property)
_x (Button._x property)
public _x : Number
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An integer that sets the x coordinate of a button relative to the local coordinates of the parent movie clip. If a button
is on the main Timeline, then its coordinate system refers to the upper left corner of the Stage as (0, 0). If the button is
inside a movie clip that has transformations, the button is in the local coordinate system of the enclosing movie clip.
Thus, for a movie clip rotated 90 degrees counterclockwise, the enclosed button inherits a coordinate system that is
rotated 90 degrees counterclockwise. The button's coordinates refer to the registration point position.
Availability
Flash Lite 2.0
Example
The following example sets the coordinates of my_btn to 0 on the Stage. Create a button called my_btn and enter the
following ActionScript in Frame 1 of the Timeline:
my_btn._x = 0;
my_btn._y = 0;
See also
_xscale (Button._xscale property), _y (Button._y property), _yscale (Button._yscale property)
_xmouse (Button._xmouse property)
public _xmouse : Number [read-only]
Returns the x coordinate of the mouse position relative to the button.
Note: The _xmouse property is supported for Flash Lite 2.0 only if System.capabilities.hasMouse is true or
System.capabilities.hasStylus is true..
Availability
Flash Lite 2.0
Example
The following example displays the x coordinate of the mouse position for the Stage and a button called my_btn that
is placed on the Stage. Enter the following ActionScript in Frame 1 of the Timeline:
this.createTextField("mouse_txt", 999, 5, 5, 150, 40);
mouse_txt.html = true;
mouse_txt.wordWrap = true;
mouse_txt.border = true;
mouse_txt.autoSize = true;
mouse_txt.selectable = false;
//
var mouseListener:Object = new Object();
mouseListener.onMouseMove = function() {
var table_str:String = "<textformat tabstops='[50,100]'>";
table_str += "<b>Stage</b>\t"+"x:"+_xmouse+"\t"+"y:"+_ymouse+newline;
table_str += "<b>Button</b>\t"+"x:"+my_btn._xmouse+"\t"+"y:"+my_btn._ymouse+newline;
table_str += "</textformat>";
mouse_txt.htmlText = table_str;
};
Mouse.addListener(mouseListener);
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See also
_ymouse (Button._ymouse property)
_xscale (Button._xscale property)
public _xscale : Number
The horizontal scale of the button as applied from the registration point of the button, expressed as a percentage. The
default registration point is (0,0).
Scaling the local coordinate system affects the _x and _y property settings, which are defined in pixels. For example, if
the parent movie clip is scaled to 50%, setting the _x property moves an object in the button by half the number of
pixels that it would if the SWF file were at 100%.
Availability
Flash Lite 2.0
Example
The following example scales a button called my_btn. When you click and release the button, it grows 10% on the x
and y axes. Enter the following ActionScript in Frame 1 of the Timeline:
my_btn.onRelease = function(){
this._xscale *= 1.1;
this._yscale *= 1.1;
};
See also
_x (Button._x property), _y (Button._y property), _yscale (Button._yscale property)
_y (Button._y property)
public _y : Number
The y coordinate of the button relative to the local coordinates of the parent movie clip. If a button is in the main
Timeline, its coordinate system refers to the upper left corner of the Stage as (0, 0). If the button is inside another movie
clip that has transformations, the button is in the local coordinate system of the enclosing movie clip. Thus, for a movie
clip rotated 90 degrees counterclockwise, the enclosed button inherits a coordinate system that is rotated 90 degrees
counterclockwise. The button's coordinates refer to the registration point position.
Availability
Flash Lite 2.0
Example
The following example sets the coordinates of my_btn to 0 on the Stage. Create a button called my_btn and enter the
following ActionScript in Frame 1 of the Timeline:
my_btn._x = 0;
my_btn._y = 0;
See also
_x (Button._x property), _xscale (Button._xscale property), _yscale (Button._yscale property)
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_ymouse (Button._ymouse property)
public _ymouse : Number [read-only]
Returns the y coordinate of the mouse position relative to the button.
Note: The _ymouse property is supported for Flash Lite 2.0 only if System.capabilities.hasMouse is true or
System.capabilities.hasStylus is true..
Availability
Flash Lite 2.0
Example
The following example displays the x coordinate of the mouse position for the Stage and a button called my_btn that
is placed on the Stage. Enter the following ActionScript in Frame 1 of the Timeline:
this.createTextField("mouse_txt", 999, 5, 5, 150, 40);
mouse_txt.html = true;
mouse_txt.wordWrap = true;
mouse_txt.border = true;
mouse_txt.autoSize = true;
mouse_txt.selectable = false;
//
var mouseListener:Object = new Object();
mouseListener.onMouseMove = function() {
var table_str:String = "<textformat tabstops='[50,100]'>";
table_str += "<b>Stage</b>\t"+"x:"+_xmouse+"\t"+"y:"+_ymouse+newline;
table_str += "<b>Button</b>\t"+"x:"+my_btn._xmouse+"\t"+"y:"+my_btn._ymouse+newline;
table_str += "</textformat>";
mouse_txt.htmlText = table_str;
};
Mouse.addListener(mouseListener);
See also
_xmouse (Button._xmouse property)
_yscale (Button._yscale property)
public _yscale : Number
The vertical scale of the button as applied from the registration point of the button, expressed as a percentage. The
default registration point is (0,0).
Availability
Flash Lite 2.0
Example
The following example scales a button called my_btn. When you click and release the button, it grows 10% on the x
and y axes. Enter the following ActionScript in Frame 1 of the Timeline:
my_btn.onRelease = function(){
this._xscale *= 1.1;
this._yscale *= 1.1;
};
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See also
_y (Button._y property), _x (Button._x property), _xscale (Button._xscale property)
capabilities (System.capabilities)
Object
|
+-System.capabilities
public class capabilities
extends Object
The Capabilities class determines the abilities of the system and player that host a SWF file, which lets you tailor
content for different formats. For example, the screen of a mobile device is different from a computer screen. To
provide appropriate content to as many users as possible, you can use the System.capabilities object to determine
the type of device a user has. You can then either specify to the server to send different SWF files based on the device
capabilities or tell the SWF file to alter its presentation based on the capabilities of the device.
You can send capabilities information using a GET or POST HTTP method.
The following example shows a string for a mobile device:
• that indicates a normal screen orientation
• that is running an undetermined language
• that is running the Symbian7.0sSeries60V2 operating system
• that is configured so the user can't access hard disk, camera, or microphone
• that has the Flash Lite player as the official release version
• for which the Flash Lite player does not support the development nor playback of screen broadcast applications to
be run through Flash Media Server
• that does not support printing on the device
• that the Flash Lite player is running on a mobile device that supports embedded video.
undefinedScreenOrientation=normal
language=xu
OS=Symbian7.0sSeries60V2
localFileReadDisable=true
avHardwareDisable=true
isDebugger=false
hasScreenBroadcast=false
hasScreenPlayback=false
hasPrinting=false
hasEmbeddedVideo=true
Most properties of the System.capabilities object are read-only.
Availability
Flash Lite 2.0
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Property summary
Modifiers
Property
Description
static
audioMIMETypes:Array
[read-only]
Returns an array of MIME types for audio codecs supported by
a mobile device.
static
avHardwareDisable:Boole A Boolean value that specifies whether access to the user's
an [read-only]
camera and microphone has been administratively prohibited
(true) or allowed (false).
static
has4WayKeyAS:Boolean
[read-only]
A Boolean value that is true if the Flash Lite player executes
the ActionScript code associated with key event handlers that
are associated with the Left, Right, Up, and Down keys.
static
hasAccessibility:Boolean
[read-only]
A Boolean value that is true if the player is running in an
environment that supports communication between Flash
Lite player and accessibility aids; false otherwise.
static
hasAudio:Boolean [readonly]
Specifies if the system has audio capabilities.
static
hasAudioEncoder:Boolea
n [read-only]
Specifies if the Flash Lite player can encode an audio stream.
static
hasCMIDI:Boolean [readonly]
Returns true if the mobile device can play sound data in the
CMIDI audio format.
static
hasCompoundSound:Boo Returns true if the Flash Lite player can process compound
lean [read-only]
sound data.
static
hasDataLoading:Boolean
[read-only]
Returns true if the Flash Lite player can dynamically load
additional data through calls to specific functions.
static
hasEmail:Boolean [readonly]
Returns true if the Flash Lite player can send e-mail messages
with the GetURL ActionScript command.
static
hasEmbeddedVideo:Bool
ean [read-only]
A Boolean value that indicates whether the mobile device
supports embedded video.
static
hasMappableSoftKeys:Bo
olean
Returns true if the mobile device allows you to reset or
reassign softkey labels and handle events from those softkeys.
static
hasMFI:Boolean [readonly]
Returns true if the mobile device is capable of playing sound
data in the MFI audio format.
static
hasMIDI:Boolean [readonly]
Returns true if the mobile device is capable of playing sound
data in the MIDI audio format.
static
hasMMS:Boolean [readonly]
Returns true if the mobile device can send MMS messages
with the GetURL ActionScript command.
static
hasMouse:Boolean [readonly]
Indicates whether the mobile device sends mouse-related
events to a Flash Lite player.
static
hasMP3:Boolean [readonly]
Specifies if the mobile device has a MP3 decoder.
static
hasPrinting:Boolean
[read-only]
A Boolean value that is true if the player is running on a
mobile device that supports printing; false otherwise.
static
hasQWERTYKeyboard:Bo
olean [read-only]
Returns true if the Flash Lite player can process ActionScript
code associated with all keys found on a standard QWERTY
keyboard, including the BACKSPACE key.
static
hasScreenBroadcast:Bool
ean [read-only]
A Boolean value that is true if the player supports the
development of screen broadcast applications to be run
through Flash Media Server; false otherwise.
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Modifiers
Property
Description
static
hasScreenPlayback:Boole
an [read-only]
A Boolean value that is true if the player supports the
playback of screen broadcast applications that are being run
through Flash Media Server; false otherwise.
static
hasSharedObjects:Boolea
n [read-only]
Returns true if the Flash Lite content playing back in an
application can access the Flash Lite version of shared objects.
static
hasSMAF:Boolean [readonly]
Returns true if the mobile device is capable of playing sound
data in the SMAF audio format.
static
hasSMS:Number [readonly]
Indicates whether the mobile device can send SMS messages
with the GetURL ActionScript command.
static
hasStreamingAudio:Bool
ean [read-only]
A Boolean value that is true if the player can play streaming
audio; false otherwise.
static
hasStreamingVideo:Boole A Boolean value that indicates whether the player can play
an [read-only]
streaming video.
static
hasStylus:Boolean [readonly]
Indicates if the mobile device supports stylus-related events.
static
hasVideoEncoder:Boolea
n [read-only]
Specifies if the Flash Lite player can encode a video stream.
static
hasXMLSocket:Number
[read-only]
Indicates whether the host application supports XML sockets.
static
imageMIMETypes:Array
[read-only]
Returns an array that contains all MIME types that the
loadMovie function and the codecs for a mobile device
support for processing images.
static
isDebugger:Boolean
[read-only]
A Boolean value that indicates whether the player is an
officially released version (false) or a special debugging
version (true).
static
language:String [readonly]
Indicates the language of the system on which the player is
running.
static
localFileReadDisable:Bool A Boolean value that indicates whether read access to the
ean [read-only]
user's hard disk has been administratively prohibited (true) or
allowed (false).
static
MIMETypes:Array [readonly]
Returns an array that contains all MIME types that the
loadMovie function, Sound and Video objects support.
static
os:String [read-only]
A string that indicates the current operating system.
static
screenOrientation:String
[read-only]
This member variable of the System.capabilities object
that indicates the current screen orientation.
static
screenResolutionX:Numb
er [read-only]
An integer that indicates the maximum horizontal resolution
of the screen.
static
screenResolutionY:Numb
er [read-only]
An integer that indicates the maximum vertical resolution of
the screen.
static
softKeyCount:Number
[read-only]
Indicates the number of remappable soft keys that the mobile
device supports.
static
version:String [read-only]
A string that contains the Flash Lite player platform and
version information (for example, "WIN 7,1,0,0").
static
videoMIMETypes:Array
[read-only]
Indicates all the MIME types for video that the mobile device's
codecs support.
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Properties inherited from class Object
constructor (Object.constructor property), __proto__ (Object.__proto__
property)prototype (Object.prototype property), __resolve (Object.__resolve property)
Method summary
Methods inherited from class Object
addProperty (Object.addProperty method), hasOwnProperty (Object.hasOwnProperty
method)isPropertyEnumerable (Object.isPropertyEnumerable method)isPrototypeOf
(Object.isPrototypeOf method)registerClass (Object.registerClass method), toString
(Object.toString method)unwatch (Object.unwatch method), valueOf (Object.valueOf
method)watch (Object.watch method)
audioMIMETypes (capabilities.audioMIMETypes property)
public static audioMIMETypes : Array [read-only]
Returns an array of MIME types for audio codecs supported by a mobile device.
Availability
Flash Lite 2.0
Example
The following example traces the value of this read-only property:
trace(System.capabilities.audioMIMETypes);
avHardwareDisable (capabilities.avHardwareDisable property)
public static avHardwareDisable : Boolean [read-only]
A Boolean value that specifies whether access to the user's camera and microphone has been administratively
prohibited (true) or allowed (false). The server string is AVD.
Note: For Flash Lite 2.0, the value returned is always true.
Availability
Flash Lite 2.0
Example
The following example traces the value of this read-only property:
trace(System.capabilities.avHardwareDisable);
has4WayKeyAS (capabilities.has4WayKeyAS property)
public static has4WayKeyAS : Boolean [read-only]
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A Boolean value that is true if the Flash Lite player executes the ActionScript code associated with key event handlers
that are associated with the Left, Right, Up, and Down keys. Otherwise, this property returns false.
If the value of this variable is true, when one of the four-way keys is pressed, the player first looks for a handler for
that key. If none is found, Flash performs control navigation. However, if an event handler is found, no navigation
action occurs for that key. In other words, the presence of a keypress handler for a down key disables the ability to
navigate down.
Availability
Flash Lite 2.0
Example
The following example traces the value of this read-only property:
trace(System.capabilities.has4WayKeyAS);
hasAccessibility (capabilities.hasAccessibility property)
public static hasAccessibility : Boolean [read-only]
A Boolean value that is true if the player is running in an environment that supports communication between Flash
Lite player and accessibility aids; false otherwise. The server string is ACC.
Note: For Flash Lite 2.0, the value returned is always false.
Availability
Flash Lite 2.0
Example
The following example traces the value of this read-only property:
trace(System.capabilities.hasAccessibility);
hasAudio (capabilities.hasAudio property)
public static hasAudio : Boolean [read-only]
Specifies if the system has audio capabilities. A Boolean value that is true if the player is running on a system that has
audio capabilities; false otherwise. The server string is A.
Availability
Flash Lite 2.0
Example
The following example traces the value of this read-only property:
trace(System.capabilities.hasAudio);
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hasAudioEncoder (capabilities.hasAudioEncoder property)
public static hasAudioEncoder : Boolean [read-only]
Specifies if the Flash Lite player can encode an audio stream. A Boolean value that is true if the player can encode an
audio stream, such as that coming from a microphone; false otherwise. The server string is AE.
Note: For Flash Lite 2.0, the value returned is always false.
Availability
Flash Lite 2.0
Example
The following example traces the value of this read-only property:
trace(System.capabilities.hasAudioEncoder);
hasCMIDI (capabilities.hasCMIDI property)
public static hasCMIDI : Boolean [read-only]
Returns true if the mobile device can play sound data in the CMIDI audio format. Otherwise, this property returns
false.
Availability
Flash Lite 2.0
Example
The following example traces the value of this read-only property:
trace(System.capabilities.hasCMIDI);
hasCompoundSound (capabilities.hasCompoundSound property)
public static hasCompoundSound : Boolean [read-only]
Returns true if the Flash Lite player can process compound sound data. Otherwise, it returns false.
Availability
Flash Lite 2.0
Example
The following example traces the value of this read-only property:
trace(System.capabilities.hasCompoundSound);
hasDataLoading (capabilities.hasDataLoading property)
public static hasDataLoading : Boolean [read-only]
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Returns true if the Flash Lite player can dynamically load additional data through calls to specific functions.
You can call the following specific functions:
•
loadMovie()
•
loadMovieNum()
•
loadVariables()
•
loadVariablesNum()
•
XML.parseXML()
•
Sound.loadSound()
•
MovieClip.loadVariables()
•
MovieClip.loadMovie()
•
MovieClipLoader.loadClip()
•
LoadVars.load()
•
LoadVars.sendAndLoad()
Otherwise, this property returns false.
Availability
Flash Lite 2.0
Example
The following example traces the value of this read-only property:
trace(System.capabilities.hasDataLoading);
hasEmail (capabilities.hasEmail property)
public static hasEmail : Boolean [read-only]
Returns true if the Flash Lite player can send e-mail messages with the GetURL ActionScript command.
Otherwise, this property returns false.
Availability
Flash Lite 2.0
Example
The following example traces the value of this read-only property:
trace(System.capabilities.hasEmail);
hasEmbeddedVideo (capabilities.hasEmbeddedVideo property)
public static hasEmbeddedVideo : Boolean [read-only]
A Boolean value that indicates whether the mobile device supports embedded video.
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Note: The hasEmbeddedVideo property is always true in Flash Lite 2.0 and Flash Lite 2.1, indicating library support
for device video.
Availability
Flash Lite 2.0
Example
The following example traces the value of this read-only property:
trace(System.capabilities.hasEmbeddedVideo);
hasMappableSoftKeys (capabilities.hasMappableSoftKeys property)
public static hasMappableSoftKeys : Boolean
Returns true if the mobile device allows you to reset or reassign softkey labels and handle events from those softkeys.
Otherwise, false.
Availability
Flash Lite 2.0
Example
The following example traces the value of this read-only property:
trace(System.capabilities.hasMappableSoftKeys);
hasMFI (capabilities.hasMFI property)
public static hasMFI : Boolean [read-only]
Returns true if the mobile device is capable of playing sound data in the MFI audio format.
Otherwise, this property returns false.
Availability
Flash Lite 2.0
Example
The following example traces the value of this read-only property:
trace(System.capabilities.hasMFI);
hasMIDI (capabilities.hasMIDI property)
public static hasMIDI : Boolean [read-only]
Returns true if the mobile device is capable of playing sound data in the MIDI audio format.
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Otherwise, this property returns false.
Availability
Flash Lite 2.0
Example
The following example traces the value of this read-only property:
trace(System.capabilities.hasMIDI);
hasMMS (capabilities.hasMMS property)
public static hasMMS : Boolean [read-only]
Returns true if the mobile device can send MMS messages with the GetURL ActionScript command.
Otherwise, this property returns false.
Availability
Flash Lite 2.0
Example
The following example traces the value of this read-only property:
trace(System.capabilities.hasMMS);
hasMouse (capabilities.hasMouse property)
public static hasMouse : Boolean [read-only]
Indicates whether the mobile device sends mouse-related events to a Flash Lite player.
This property returns true if the mobile device sends mouse-related events to a Flash Lite player. Otherwise, it returns
false.
Availability
Flash Lite 2.0
Example
The following example traces the value of this read-only property:
trace(System.capabilities.hasMouse);
hasMP3 (capabilities.hasMP3 property)
public static hasMP3 : Boolean [read-only]
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Specifies if the mobile device has an MP3 decoder. A Boolean value that is true if the player is running on a system
that has an MP3 decoder; false otherwise. The server string is MP3.
Availability
Flash Lite 2.0
Example
The following example traces the value of this read-only property:
trace(System.capabilities.hasMP3);
hasPrinting (capabilities.hasPrinting property)
public static hasPrinting : Boolean [read-only]
A Boolean value that is true if the player is running on a mobile device that supports printing; false otherwise. The
server string is PR.
Note: For Flash Lite 2.0, the value returned is always false.
Availability
Flash Lite 2.0
Example
The following example traces the value of this read-only property:
trace(System.capabilities.hasPrinting);
hasQWERTYKeyboard (capabilities.hasQWERTYKeyboard property)
public static hasQWERTYKeyboard : Boolean [read-only]
Returns true if the Flash Lite player can process ActionScript code associated with all keys found on a standard
QWERTY keyboard, including the BACKSPACE key.
Otherwise, this property returns false.
Availability
Flash Lite 2.0
Example
The following example traces the value of this read-only property:
trace(System.capabilities.hasQWERTYKeyboard);
hasScreenBroadcast (capabilities.hasScreenBroadcast property)
public static hasScreenBroadcast : Boolean [read-only]
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A Boolean value that is true if the player supports the development of screen broadcast applications to be run through
Flash Media Server; false otherwise. The server string is SB.
Note: For Flash Lite 2.0, the value returned is always false.
Availability
Flash Lite 2.0
Example
The following example traces the value of this read-only property:
trace(System.capabilities.hasScreenBroadcast);
hasScreenPlayback (capabilities.hasScreenPlayback property)
public static hasScreenPlayback : Boolean [read-only]
A Boolean value that is true if the player supports the playback of screen broadcast applications that are being run
through Flash Media Server; false otherwise. The server string is SP.
Note: For Flash Lite 2.0, the value returned is always false.
Availability
Flash Lite 2.0
Example
The following example traces the value of this read-only property:
trace(System.capabilities.hasScreenPlayback);
hasSharedObjects (capabilities.hasSharedObjects property)
public static hasSharedObjects : Boolean [read-only]
Returns true if the Flash Lite content playing back in an application can access the Flash Lite version of shared objects.
Otherwise, this property returns false.
Availability
Flash Lite 2.0
Example
The following example traces the value of this read-only property:
trace(System.capabilities.hasSharedObjects);
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hasSMAF (capabilities.hasSMAF property)
public static hasSMAF : Boolean [read-only]
Returns true if the mobile device is capable of playing sound data in the SMAF audio format.
Otherwise, this property returns false.
Availability
Flash Lite 2.0
Example
The following example traces the value of this read-only property:
trace(System.capabilities.hasSMAF);
hasSMS (capabilities.hasSMS property)
public static hasSMS : Number [read-only]
Indicates whether the mobile device can send SMS messages with the GetURL ActionScript command.
If Flash Lite can send SMS messages, this variable is defined and has a value of 1. Otherwise, this variable is not defined.
Availability
Flash Lite 2.0
Example
The following example traces the value of this read-only property:
trace(System.capabilities.hasSMS);
hasStreamingAudio (capabilities.hasStreamingAudio property)
public static hasStreamingAudio : Boolean [read-only]
A Boolean value that is true if the player can play streaming audio; false otherwise. The server string is SA.
Availability
Flash Lite 2.0
Example
The following example traces the value of this read-only property:
trace(System.capabilities.hasStreamingAudio);
hasStreamingVideo (capabilities.hasStreamingVideo property)
public static hasStreamingVideo : Boolean [read-only]
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A Boolean value that indicates whether the player can play streaming video.
Note: The hasStreamingVideo property is always false in Flash Lite 2.0 and Flash Lite 2.1, indicating that streaming
FLV is not supported.
Availability
Flash Lite 2.0
Example
The following example traces the value of this read-only property:
trace(System.capabilities.hasStreamingVideo);
hasStylus (capabilities.hasStylus property)
public static hasStylus : Boolean [read-only]
Indicates if the mobile device supports stylus-related events.
This property returns true if the platform for the mobile device does not support stylus-related events. Otherwise, this
property returns false.
The stylus does not support the onMouseMove event. This capabilities flag allows the Flash content to check if the
platform for a mobile device supports this event.
Availability
Flash Lite 2.0
Example
The following example traces the value of this read-only property:
trace(System.capabilities.hasStylus);
hasVideoEncoder (capabilities.hasVideoEncoder property)
public static hasVideoEncoder : Boolean [read-only]
Specifies if the Flash Lite player can encode a video stream. A Boolean value that is true if the player can encode a
video stream, such as that coming from a web camera; false otherwise. The server string is VE.
Note: For Flash Lite 2.0, the value returned is always false.
Availability
Flash Lite 2.0
Example
The following example traces the value of this read-only property:
trace(System.capabilities.hasVideoEncoder);
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hasXMLSocket (capabilities.hasXMLSocket property)
public static hasXMLSocket : Number [read-only]
Indicates whether the host application supports XML sockets.
If the host application supports XML sockets, this variable is defined and has a value of 1. Otherwise, this variable is
not defined.
imageMIMETypes (capabilities.imageMIMETypes property)
public static imageMIMETypes : Array [read-only]
Returns an array that contains all MIME types that the loadMovie function and the codecs for a mobile device support
for processing images.
Availability
Flash Lite 2.0
Example
The following example traces the value of this read-only property:
trace(System.capabilities.imageMIMETypes);
isDebugger (capabilities.isDebugger property)
public static isDebugger : Boolean [read-only]
A Boolean value that indicates whether the player is an officially released version (false) or a special debugging
version (true). The server string is DEB.
Note: For Flash Lite 2.0, the value returned is always false.
Availability
Flash Lite 2.0
Example
The following example traces the value of this read-only property:
trace(System.capabilities.isDebugger);
***note about space instead of tab used for indents in code
language (capabilities.language property)
public static language : String [read-only]
Indicates the language of the system on which the player is running. This property is specified as a lowercase two-letter
language code from ISO 639-1. For Chinese, an additional uppercase two-letter country code subtag from ISO 3166
distinguishes between Simplified and Traditional Chinese. The languages themselves are named with the English tags.
For example, fr specifies French.
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This property changed in two ways for Flash Player 7. First, the language code for English systems no longer includes
the country code. In Flash Player 6, all English systems return the language code and the two-letter country code subtag
(en-US). In Flash Player 7, English systems return only the language code (en). Second, on Microsoft Windows
systems this property now returns the User Interface (UI) Language. In Flash Player 6 on the Microsoft Windows
platform, System.capabilities.language returns the User Locale, which controls settings for formatting dates, times,
currency, and large numbers. In Flash Player 7 on the Microsoft Windows platform, this property now returns the UI
Language, which refers to the language used for all menus, dialog boxes, error messages, and help files.
Language
Tag
Czech
cs
Danish
da
Dutch
nl
English
en
Finnish
fi
French
fr
German
de
Hungarian
hu
Italian
it
Japanese
ja
Korean
ko
Norwegian
no
Other/unknown
xu
Polish
pl
Portuguese
pt
Russian
ru
Simplified Chinese
zh-CN
Spanish
es
Swedish
sv
Traditional Chinese
zh-TW
Turkish
tr
Availability
Flash Lite 2.0
Example
The following example traces the value of this read-only property:
trace(System.capabilities.language);
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localFileReadDisable (capabilities.localFileReadDisable property)
public static localFileReadDisable : Boolean [read-only]
A Boolean value that indicates whether read access to the user's hard disk has been administratively prohibited (true)
or allowed (false). If set to true, Flash Lite player will be unable to read files (including the first SWF file that Flash
Lite player launches with) from the user's hard disk. For example, attempts to read a file on the user's hard disk using
XML.load(), LoadMovie(), or LoadVars.load() will fail if this property is set to true.
Reading runtime shared libraries will also be blocked if this property is set to true, but reading local shared objects is
allowed without regard to the value of this property. The server string is LFD.
Note: For Flash Lite 2.0, the value returned is always true.
Availability
Flash Lite 2.0
Example
The following example traces the value of this read-only property:
trace(System.capabilities.localFileReadDisable);
MIMETypes (capabilities.MIMETypes property)
public static MIMETypes : Array [read-only]
Returns an array that contains all MIME types that the loadMovie function, Sound and Video objects support.
Availability
Flash Lite 2.0
Example
The following example traces the value of this read-only property:
trace(System.capabilities.MIMETypes);
os (capabilities.os property)
public static os : String [read-only]
A string that indicates the current operating system. The os property can return the following strings: "Windows XP",
"Windows 2000", "Windows NT", "Windows 98/ME", "Windows 95", "Windows CE" (available only in Flash Player SDK,
not in the desktop version), "Linux", and "MacOS". The server string is OS.
Availability
Flash Lite 2.0
Example
The following example traces the value of this read-only property:
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trace(System.capabilities.os);
screenOrientation (capabilities.screenOrientation property)
public static screenOrientation : String [read-only]
A member variable of the System.capabilities object that indicates the current screen orientation.
Possible values for screenOrientation property:
•
normal the screen is in its normal orientation
•
rotated90 the screen is rotated by 90 degrees
•
rotated180 the screen is rotated by 180 degrees
•
rotated270 the screen is rotated by 270 degrees
Availability
Flash Lite 2.0
Example
The following example traces the value of this read-only property:
trace(System.capabilities.screenOrientation);
screenResolutionX (capabilities.screenResolutionX property)
public static screenResolutionX : Number [read-only]
An integer that indicates the maximum horizontal resolution of the screen. The server string is R (which returns both
the width and height of the screen).
Availability
Flash Lite 2.0
Example
The following example traces the value of this read-only property:
trace(System.capabilities.screenResolutionX);
screenResolutionY (capabilities.screenResolutionY property)
public static screenResolutionY : Number [read-only]
An integer that indicates the maximum vertical resolution of the screen. The server string is R (which returns both the
width and height of the screen).
Availability
Flash Lite 2.0
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Example
The following example traces the value of this read-only property:
trace(System.capabilities.screenResolutionY);
softKeyCount (capabilities.softKeyCount property)
public static softKeyCount : Number [read-only]
Indicates the number of remappable soft keys that the mobile device supports.
Availability
Flash Lite 2.0
Example
The following example traces the value of this read-only property:
trace(System.capabilities.softKeyCount);
version (capabilities.version property)
public static version : String [read-only]
A string that contains the Flash Lite player platform and version information (for example, "WIN 7,1,0,0"). The
server string is V.
Availability
Flash Lite 2.0
Example
The following example traces the value of this read-only property:
trace(System.capabilities.version);
videoMIMETypes (capabilities.videoMIMETypes property)
public static videoMIMETypes : Array [read-only]
Indicates all the MIME types for video that the mobile device's codecs support.
This property returns an array of all the MIME types for video that the mobile device's codecs support.
Availability
Flash Lite 2.0
Example
The following example traces the value of this read-only property:
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trace(System.capabilities.videoMIMETypes);
Color
Object
|
+-Color
public class Color
extends Object
The Color class lets you set the RGB color value and color transform of movie clips and retrieve those values once they
have been set.
You must use the constructor new Color() to create a Color object before calling its methods.
Availability
Flash Lite 2.0
Property summary
Properties inherited from class Object
constructor (Object.constructor property), __proto__ (Object.__proto__
property)prototype (Object.prototype property), __resolve (Object.__resolve property)
Constructor summary
Signature
Description
Color(target:Object)
Creates a Color object for the movie clip specified by the target_mc parameter.
Method summary
Modifiers
Signature
Description
getRGB() : Number
Returns the R+G+B combination currently in use by the color
object.
getTransform() : Object Returns the transform value set by the last
Color.setTransform() call.
setRGB(offset:Number
Specifies an RGB color for a Color object.
) : Void
setTransform(transform Sets color transform information for a Color object.
Object:Object) : Void
Methods inherited from class Object
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addProperty (Object.addProperty method), hasOwnProperty (Object.hasOwnProperty
method)isPropertyEnumerable (Object.isPropertyEnumerable method)isPrototypeOf
(Object.isPrototypeOf method)registerClass (Object.registerClass method), toString
(Object.toString method)unwatch (Object.unwatch method), valueOf (Object.valueOf
method)watch (Object.watch method)
Color constructor
public Color(target:Object)
Creates a Color object for the movie clip specified by the target_mc parameter. You can then use the methods of that
Color object to change the color of the entire target movie clip.
Availability
Flash Lite 2.0
Parameters
target:Object - The instance name of a movie clip.
Example
The following example creates a Color object called my_color for the movie clip my_mc and sets its RGB value to
orange:
var my_color:Color = new Color(my_mc);
my_color.setRGB(0xff9933);
getRGB (Color.getRGB method)
public getRGB() : Number
Returns the R+G+B combination currently in use by the color object.
Availability
Flash Lite 2.0
Returns
Number - A number that represents the RGB numeric value for the color specified.
Example
The following code retrieves the RGB value for the Color object my_color, converts the value to a hexadecimal string,
and assigns it to the myValue variable. To see this code work, add a movie clip instance to the Stage, and give it the
instance name my_mc:
var my_color:Color = new Color(my_mc);
// set the color
my_color.setRGB(0xff9933);
var myValue:String = my_color.getRGB().toString(16);
// trace the color value
trace(myValue); // traces ff9933
See also
setRGB (Color.setRGB method)
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getTransform (Color.getTransform method)
public getTransform() : Object
Returns the transform value set by the last Color.setTransform() call.
Availability
Flash Lite 2.0
Returns
Object - An object whose properties contain the current offset and percentage values for the specified color.
Example
The following example gets the transform object, and then sets new percentages for colors and alpha of my_mc relative
to their current values. To see this code work, place a multicolored movie clip on the Stage with the instance name
my_mc. Then place the following code on Frame 1 in the main Timeline and select Control > Test Movie:
var my_color:Color = new Color(my_mc);
var myTransform:Object = my_color.getTransform();
myTransform = { ra: 50, ba: 50, aa: 30};
my_color.setTransform(myTransform);
For descriptions of the parameters for a color transform object, see Color.setTransform().
See also
setTransform (Color.setTransform method)
setRGB (Color.setRGB method)
public setRGB(offset:Number) : Void
Specifies an RGB color for a Color object. Calling this method overrides any previous Color.setTransform()
settings.
Availability
Flash Lite 2.0
Parameters
offset:Number - 0xRRGGBB The hexadecimal or RGB color to be set. RR, GG, and BB each consist of two hexadecimal
digits that specify the offset of each color component. The 0x tells the ActionScript compiler that the number is a
hexadecimal value.
Example
This example sets the RGB color value for the movie clip my_mc. To see this code work, place a movie clip on the Stage
with the instance name my_mc. Then place the following code on Frame 1 in the main Timeline and select Control >
Test Movie:
var my_color:Color = new Color(my_mc);
my_color.setRGB(0xFF0000); // my_mc turns red
See also
setTransform (Color.setTransform method)
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setTransform (Color.setTransform method)
public setTransform(transformObject:Object) : Void
Sets color transform information for a Color object. The colorTransformObject parameter is a generic object that you
create from the new Object constructor. It has parameters specifying the percentage and offset values for the red,
green, blue, and alpha (transparency) components of a color, entered in the format 0xRRGGBBAA.
The parameters for a color transform object correspond to the settings in the Advanced Effect dialog box and are
defined as follows:
• ra is the percentage for the red component (-100 to 100).
• rb is the offset for the red component (-255 to 255).
• ga is the percentage for the green component (-100 to 100).
• gb is the offset for the green component (-255 to 255).
• ba is the percentage for the blue component (-100 to 100).
• bb is the offset for the blue component (-255 to 255).
• aa is the percentage for alpha (-100 to 100).
• ab is the offset for alpha (-255 to 255).
You create a colorTransformObject parameter as follows:
var myColorTransform:Object = new Object();
myColorTransform.ra = 50;
myColorTransform.rb = 244;
myColorTransform.ga = 40;
myColorTransform.gb = 112;
myColorTransform.ba = 12;
myColorTransform.bb = 90;
myColorTransform.aa = 40;
myColorTransform.ab = 70;
You can also use the following syntax to create a colorTransformObject parameter:
var myColorTransform:Object = { ra: 50, rb: 244, ga: 40, gb: 112, ba: 12, bb: 90, aa: 40, ab: 70}
Availability
Flash Lite 2.0
Parameters
transformObject:Object - An object created with the new Object constructor. This instance of the Object class must
have the following properties that specify color transform values: ra, rb, ga, gb, ba, bb, aa, ab. These properties
are explained below.
Example
This example creates a new Color object for a target SWF file, creates a generic object called myColorTransform with
the properties defined above, and uses the setTransform() method to pass the colorTransformObject to a Color
object. To use this code in a Flash (FLA) document, place it on Frame 1 on the main Timeline and place a movie clip
on the Stage with the instance name my_mc, as in the following code:
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// Create a color object called my_color for the target my_mc
var my_color:Color = new Color(my_mc);
// Create a color transform object called myColorTransform using
// Set the values for myColorTransform
var myColorTransform:Object = { ra: 50, rb: 244, ga: 40, gb: 112, ba: 12, bb: 90, aa: 40, ab:
70};
// Associate the color transform object with the Color object
// created for my_mc
my_color.setTransform(myColorTransform);
See also
Object
ColorTransform (flash.geom.ColorTransform)
Object
|
+-flash.geom.ColorTransform
public class ColorTransform
extends Object
The ColorTransform class lets you mathematically adjust all of the color values in a movie clip. The color adjustment
function or color transformation can be applied to all four channels: red, green, blue, and alpha transparency.
When a ColorTransform object is applied to a movie clip, a new value for each color channel is calculated like this:
• New red value = (old red value * redMultiplier) + redOffset
• New green value = (old green value * greenMultiplier) + greenOffset
• New blue value = (old blue value * blueMultiplier) + blueOffset
• New alpha value = (old alpha value * alphaMultiplier) + alphaOffset
If any of the color channel values is greater than 255 after the calculation, it is set to 255. If it is less than 0, it is set to 0.
You must use the new ColorTransform() constructor to create a ColorTransform object before you can call the
methods of the ColorTransform object.
Color transformations do not apply to the background color of a movie clip (such as a loaded SWF object). They apply
only to graphics and symbols that are attached to the movie clip.
Availability
Flash Lite 3.1
See also
colorTransform (Transform.colorTransform property)
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Property summary
Modifiers
Property
Description
alphaMultiplier:Number
A decimal value that is multiplied by the alpha transparency
channel value.
alphaOffset:Number
A number from -255 to 255 that is added to the alpha transparency
channel value after it has been multiplied by the
alphaMultiplier value.
blueMultiplier:Number
A decimal value that is multiplied by the blue channel value.
blueOffset:Number
A number from -255 to 255 that is added to the blue channel value
after it has been multiplied by the blueMultiplier value.
greenMultiplier:Number
A decimal value that is multiplied by the green channel value.
greenOffset:Number
A number from -255 to 255 that is added to the green channel
value after it has been multiplied by the greenMultiplier value.
redMultiplier:Number
A decimal value that is multiplied by the red channel value.
redOffset:Number
A number from -255 to 255 that is added to the red channel value
after it has been multiplied by the redMultiplier value.
rgb:Number
The RGB color value for a ColorTransform object.
“constructor (Object.constructor property)” on page 496, __proto__ (Object.__proto__
property),prototype (Object.prototype property), “__resolve (Object.__resolve
property)” on page 501
Constructor summary
Signature
Description
ColorTransform([redMult Creates a ColorTransform object for a display object with the specified color channel
iplier:Number],
values and alpha values.
[greenMultiplier:Number
],
[blueMultiplier:Number]
,
[alphaMultiplier:Number
],
[redOffset:Number],
[greenOffset:Number],
[blueOffset:Number],
[alphaOffset:Number])
Method summary
Modifiers
Signature
Description
concat(second:ColorT
Applies a second, additive color transformation to the movie clip.
ransform) : Void
toString() : String
Formats and returns a string that describes all of the properties of
the ColorTransform object.
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“addProperty (Object.addProperty method)” on page 494, “hasOwnProperty
(Object.hasOwnProperty method)” on page 497, “isPropertyEnumerable
(Object.isPropertyEnumerable method)” on page 497, “isPrototypeOf (Object.isPrototypeOf
method)” on page 498, “registerClass (Object.registerClass method)” on page 500, “toString
(Object.toString method)” on page 504, “unwatch (Object.unwatch method)” on page 505, valueOf
(Object.valueOf method),“watch (Object.watch method)” on page 507
alphaMultiplier (ColorTransform.alphaMultiplier property)
public alphaMultiplier : Number
A decimal value that is multiplied by the alpha transparency channel value.
If you set the alpha transparency value of a movie clip directly by using the MovieClip._alpha property, it affects the
value of the alphaMultiplier property of that movie clip's ColorTransform object.
Availability
Flash Lite 3.1
Example
The following example creates the ColorTransform object colorTrans and adjusts its alphaMultiplier value from
1 to .5.
import flash.geom.ColorTransform;
import flash.geom.Transform;
var colorTrans:ColorTransform = new ColorTransform();
trace(colorTrans.alphaMultiplier); // 1
colorTrans.alphaMultiplier = .5;
trace(colorTrans.alphaMultiplier); // .5
var rect:MovieClip = createRectangle(20, 80, 0x000000);
var trans:Transform = new Transform(rect);
trans.colorTransform = colorTrans;
function createRectangle(width:Number, height:Number, color:Number, scope:MovieClip):MovieClip {
scope = (scope == undefined) ? this : scope;
var depth:Number = scope.getNextHighestDepth();
var mc:MovieClip = scope.createEmptyMovieClip("mc_" + depth, depth);
mc.beginFill(color);
mc.lineTo(0, height);
mc.lineTo(width, height);
mc.lineTo(width, 0);
mc.lineTo(0, 0);
return mc;
}
See also
_alpha (MovieClip._alpha property)
alphaOffset (ColorTransform.alphaOffset property)
public alphaOffset : Number
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A number from -255 to 255 that is added to the alpha transparency channel value after it has been multiplied by the
alphaMultiplier value.
Availability
Flash Lite 3.1
Example
The following example creates the ColorTransform object colorTrans and adjusts its alphaOffset value from 0 to
-128.
import flash.geom.ColorTransform;
import flash.geom.Transform;
var colorTrans:ColorTransform = new ColorTransform();
trace(colorTrans.alphaOffset); // 0
colorTrans.alphaOffset = -128;
trace(colorTrans.alphaOffset); // -128
var rect:MovieClip = createRectangle(20, 80, 0x000000);
var trans:Transform = new Transform(rect);
trans.colorTransform = colorTrans;
function createRectangle(width:Number, height:Number, color:Number, scope:MovieClip):MovieClip {
scope = (scope == undefined) ? this : scope;
var depth:Number = scope.getNextHighestDepth();
var mc:MovieClip = scope.createEmptyMovieClip("mc_" + depth, depth);
mc.beginFill(color);
mc.lineTo(0, height);
mc.lineTo(width, height);
mc.lineTo(width, 0);
mc.lineTo(0, 0);
return mc;
}
blueMultiplier (ColorTransform.blueMultiplier property)
public blueMultiplier : Number
A decimal value that is multiplied by the blue channel value.
Availability
Flash Lite 3.1
Example
The following example creates the ColorTransform object colorTrans and adjusts its blueMultiplier value from 1
to .5.
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import flash.geom.ColorTransform;
import flash.geom.Transform;
var colorTrans:ColorTransform = new ColorTransform();
trace(colorTrans.blueMultiplier); // 1
colorTrans.blueMultiplier = .5;
trace(colorTrans.blueMultiplier); // .5
var rect:MovieClip = createRectangle(20, 80, 0x0000FF);
var trans:Transform = new Transform(rect);
trans.colorTransform = colorTrans;
function createRectangle(width:Number, height:Number, color:Number, scope:MovieClip):MovieClip {
scope = (scope == undefined) ? this : scope;
var depth:Number = scope.getNextHighestDepth();
var mc:MovieClip = scope.createEmptyMovieClip("mc_" + depth, depth);
mc.beginFill(color);
mc.lineTo(0, height);
mc.lineTo(width, height);
mc.lineTo(width, 0);
mc.lineTo(0, 0);
return mc;
}
blueOffset (ColorTransform.blueOffset property)
public blueOffset : Number
A number from -255 to 255 that is added to the blue channel value after it has been multiplied by the blueMultiplier
value.
Availability
Flash Lite 3.1
Example
The following example creates the ColorTransform object colorTrans and adjusts its blueOffset value from 0 to 255.
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import flash.geom.ColorTransform;
import flash.geom.Transform;
var colorTrans:ColorTransform = new ColorTransform();
trace(colorTrans.blueOffset); // 0
colorTrans.blueOffset = 255;
trace(colorTrans.blueOffset); // 255
var rect:MovieClip = createRectangle(20, 80, 0x000000);
var trans:Transform = new Transform(rect);
trans.colorTransform = colorTrans;
function createRectangle(width:Number, height:Number, color:Number, scope:MovieClip):MovieClip {
scope = (scope == undefined) ? this : scope;
var depth:Number = scope.getNextHighestDepth();
var mc:MovieClip = scope.createEmptyMovieClip("mc_" + depth, depth);
mc.beginFill(color);
mc.lineTo(0, height);
mc.lineTo(width, height);
mc.lineTo(width, 0);
mc.lineTo(0, 0);
return mc;
}
ColorTransform constructor
public ColorTransform([redMultiplier:Number], [greenMultiplier:Number],
[blueMultiplier:Number], [alphaMultiplier:Number], [redOffset:Number], [greenOffset:Number],
[blueOffset:Number], [alphaOffset:Number])
Creates a ColorTransform object for a display object with the specified color channel values and alpha values.
Availability
Flash Lite 3.1
Parameters
redMultiplier:Number [optional] - The value for the red multiplier, in the range from 0 to 1. The default value is 1.
greenMultiplier:Number [optional] - The value for the green multiplier, in the range from 0 to 1. The default value is 1.
blueMultiplier:Number [optional] - The value for the blue multiplier, in the range from 0 to 1. The default value is 1.
alphaMultiplier:Number [optional] - The value for the alpha transparency multiplier, in the range from 0 to 1. The
default value is 1.
redOffset:Number [optional] - The offset for the red color channel value (-255 to 255). The default value is 0.
greenOffset:Number [optional] - The offset for the green color channel value (-255 to 255). The default value is 0.
blueOffset:Number [optional] - The offset for the blue color channel value (-255 to 255). The default value is 0.
alphaOffset:Number [optional] - The offset for alpha transparency channel value (-255 to 255). The default value is 0.
Example
The following example creates a ColorTransform object called greenTransform:
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var greenTransform:flash.geom.ColorTransform = new flash.geom.ColorTransform(0.5, 1.0, 0.5,
0.5, 10, 10, 10, 0);
The following example creates the ColorTransform object colorTrans_1 with the default constructor values. The fact
that colorTrans_1 and colorTrans_2 trace the same values is evidence that the default constructor values are used.
import flash.geom.ColorTransform;
var colorTrans_1:ColorTransform = new ColorTransform(1, 1, 1, 1, 0, 0, 0, 0);
trace(colorTrans_1);
//(redMultiplier=1, greenMultiplier=1, blueMultiplier=1, alphaMultiplier=1, redOffset=0,
greenOffset=0, blueOffset=0, alphaOffset=0)
var colorTrans_2:ColorTransform = new ColorTransform();
trace(colorTrans_2);
//(redMultiplier=1, greenMultiplier=1, blueMultiplier=1, alphaMultiplier=1, redOffset=0,
greenOffset=0, blueOffset=0, alphaOffset=0)
concat (ColorTransform.concat method)
public concat(second:ColorTransform) : Void
Applies a second, additive color transformation to the movie clip. The second set of transformation parameters is
applied to the colors of the movie clip after the first transformation has been completed.
Availability
Flash Lite 3.1
Parameters
second:ColorTransform - A second ColorTransform object to be combined with the current ColorTransform object.
Example
The following example concatenates the ColorTransform object colorTrans_2 to colorTrans_1 resulting in a full
red offset combined with a .5 alpha multiplier.
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import flash.geom.ColorTransform;
import flash.geom.Transform;
var colorTrans_1:ColorTransform = new ColorTransform(1, 1, 1, 1, 255, 0, 0, 0);
trace(colorTrans_1);
// (redMultiplier=1, greenMultiplier=1, blueMultiplier=1, alphaMultiplier=1, redOffset=255,
greenOffset=0, blueOffset=0, alphaOffset=0)
var colorTrans_2:ColorTransform = new ColorTransform(1, 1, 1, .5, 0, 0, 0, 0);
trace(colorTrans_2);
// (redMultiplier=1, greenMultiplier=1, blueMultiplier=1, alphaMultiplier=0.5, redOffset=0,
greenOffset=0, blueOffset=0, alphaOffset=0)
colorTrans_1.concat(colorTrans_2);
trace(colorTrans_1);
// (redMultiplier=1, greenMultiplier=1, blueMultiplier=1, alphaMultiplier=0.5, redOffset=255,
greenOffset=0, blueOffset=0, alphaOffset=0)
var rect:MovieClip = createRectangle(20, 80, 0x000000);
var trans:Transform = new Transform(rect);
trans.colorTransform = colorTrans_1;
function createRectangle(width:Number, height:Number, color:Number, scope:MovieClip):MovieClip {
scope = (scope == undefined) ? this : scope;
var depth:Number = scope.getNextHighestDepth();
var mc:MovieClip = scope.createEmptyMovieClip("mc_" + depth, depth);
mc.beginFill(color);
mc.lineTo(0, height);
mc.lineTo(width, height);
mc.lineTo(width, 0);
mc.lineTo(0, 0);
return mc;
}
greenMultiplier (ColorTransform.greenMultiplier property)
public greenMultiplier : Number
A decimal value that is multiplied by the green channel value.
Availability
Flash Lite 3.1
Example
The following example creates the ColorTransform object colorTrans and adjusts its greenMultiplier from 1 to .5.
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import flash.geom.ColorTransform;
import flash.geom.Transform;
var colorTrans:ColorTransform = new ColorTransform();
trace(colorTrans.greenMultiplier); // 1
colorTrans.greenMultiplier = .5;
trace(colorTrans.greenMultiplier); // .5
var rect:MovieClip = createRectangle(20, 80, 0x00FF00), this;
var trans:Transform = new Transform(rect);
trans.colorTransform = colorTrans;
function createRectangle(width:Number, height:Number, color:Number, scope:MovieClip):MovieClip {
scope = (scope == undefined) ? this : scope;
var depth:Number = scope.getNextHighestDepth();
var mc:MovieClip = scope.createEmptyMovieClip("mc_" + depth, depth);
mc.beginFill(color);
mc.lineTo(0, height);
mc.lineTo(width, height);
mc.lineTo(width, 0);
mc.lineTo(0, 0);
return mc;
}
greenOffset (ColorTransform.greenOffset property)
public greenOffset : Number
A number from -255 to 255 that is added to the green channel value after it has been multiplied by the
greenMultiplier value.
Availability
Flash Lite 2.0
Example
The following example creates the ColorTransform object colorTrans and adjusts its greenOffset value from 0 to 255.
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import flash.geom.ColorTransform;
import flash.geom.Transform;
var colorTrans:ColorTransform = new ColorTransform();
trace(colorTrans.greenOffset); // 0
colorTrans.greenOffset = 255;
trace(colorTrans.greenOffset); // 255
var rect:MovieClip = createRectangle(20, 80, 0x000000);
var trans:Transform = new Transform(rect);
trans.colorTransform = colorTrans;
function createRectangle(width:Number, height:Number, color:Number, scope:MovieClip):MovieClip {
scope = (scope == undefined) ? this : scope;
var depth:Number = scope.getNextHighestDepth();
var mc:MovieClip = scope.createEmptyMovieClip("mc_" + depth, depth);
mc.beginFill(color);
mc.lineTo(0, height);
mc.lineTo(width, height);
mc.lineTo(width, 0);
mc.lineTo(0, 0);
return mc;
}
redMultiplier (ColorTransform.redMultiplier property)
public redMultiplier : Number
A decimal value that is multiplied by the red channel value.
Availability
Flash Lite 2.0
Example
The following example creates the ColorTransform object colorTrans and adjusts its redMultiplier value from 1
to .5.
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import flash.geom.ColorTransform;
import flash.geom.Transform;
var colorTrans:ColorTransform = new ColorTransform();
trace(colorTrans.redMultiplier); // 1
colorTrans.redMultiplier = .5;
trace(colorTrans.redMultiplier); // .5
var rect:MovieClip = createRectangle(20, 80, 0xFF0000);
var trans:Transform = new Transform(rect);
trans.colorTransform = colorTrans;
function createRectangle(width:Number, height:Number, color:Number, scope:MovieClip):MovieClip {
scope = (scope == undefined) ? this : scope;
var depth:Number = scope.getNextHighestDepth();
var mc:MovieClip = scope.createEmptyMovieClip("mc_" + depth, depth);
mc.beginFill(color);
mc.lineTo(0, height);
mc.lineTo(width, height);
mc.lineTo(width, 0);
mc.lineTo(0, 0);
return mc;
}
redOffset (ColorTransform.redOffset property)
public redOffset : Number
A number from -255 to 255 that is added to the red channel value after it has been multiplied by the redMultiplier
value.
Availability
Flash Lite 2.0
Example
The following example creates the ColorTransform object colorTrans and adjusts its redOffset value from 0 to 255.
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import flash.geom.ColorTransform;
import flash.geom.Transform;
var colorTrans:ColorTransform = new ColorTransform();
trace(colorTrans.redOffset); // 0
colorTrans.redOffset = 255;
trace(colorTrans.redOffset); // 255
var rect:MovieClip = createRectangle(20, 80, 0x000000);
var trans:Transform = new Transform(rect);
trans.colorTransform = colorTrans;
function createRectangle(width:Number, height:Number, color:Number, scope:MovieClip):MovieClip {
scope = (scope == undefined) ? this : scope;
var depth:Number = scope.getNextHighestDepth();
var mc:MovieClip = scope.createEmptyMovieClip("mc_" + depth, depth);
mc.beginFill(color);
mc.lineTo(0, height);
mc.lineTo(width, height);
mc.lineTo(width, 0);
mc.lineTo(0, 0);
return mc;
}
rgb (ColorTransform.rgb property)
public rgb : Number
The RGB color value for a ColorTransform object.
When you set this property, it changes the three color offset values (redOffset, greenOffset, and blueOffset), and
sets the three color multiplier values (redMultiplier, greenMultiplier, and blueMultiplier) to 0. The alpha
transparency multiplier and offset values do not change.
Pass a value for this property in the format: 0xRRGGBB. RR, GG, and BB each consist of two hexadecimal digits that
specify the offset of each color component. The 0x tells the ActionScript compiler that the number is a hexadecimal
value.
Availability
Flash Lite 2.0
Example
The following example creates the ColorTransform object colorTrans and adjusts its rgb value to 0xFF0000.
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import flash.geom.ColorTransform;
import flash.geom.Transform;
var colorTrans:ColorTransform = new ColorTransform();
trace(colorTrans.rgb); // 0
colorTrans.rgb = 0xFF0000;
trace(colorTrans.rgb); // 16711680
trace("0x" + colorTrans.rgb.toString(16)); // 0xff0000
var rect:MovieClip = createRectangle(20, 80, 0x000000);
var trans:Transform = new Transform(rect);
trans.colorTransform = colorTrans;
function createRectangle(width:Number, height:Number, color:Number, scope:MovieClip):MovieClip {
scope = (scope == undefined) ? this : scope;
var depth:Number = scope.getNextHighestDepth();
var mc:MovieClip = scope.createEmptyMovieClip("mc_" + depth, depth);
mc.beginFill(color);
mc.lineTo(0, height);
mc.lineTo(width, height);
mc.lineTo(width, 0);
mc.lineTo(0, 0);
return mc;
}
toString (ColorTransform.toString method)
public toString() : String
Formats and returns a string that describes all of the properties of the ColorTransform object.
Availability
Flash Lite 2.0
Returns
String A string that lists all of the properties of the ColorTransform object.
Example
The following example creates the ColorTransform object colorTrans and calls its toSting() method. This method
results in a string with the following format: (redMultiplier=RM, greenMultiplier=GM, blueMultiplier=BM,
alphaMultiplier=AM, redOffset=RO, greenOffset=GO, blueOffset=BO, alphaOffset=AO).
import flash.geom.ColorTransform;
var colorTrans:ColorTransform = new ColorTransform(1, 2, 3, 4, -255, -128, 128, 255);
trace(colorTrans.toString());
// (redMultiplier=1, greenMultiplier=2, blueMultiplier=3, alphaMultiplier=4, redOffset=-255,
greenOffset=-128, blueOffset=128, alphaOffset=255)
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Date
Object
|
+-Date
public class Date
extends Object
The Date class lets you retrieve date and time values relative to Universal Time (Greenwich Mean Time, now called
universal time or UTC) or relative to the operating system on which Flash Lite player is running. The methods of the
Date class are not static but apply only to the individual Date object specified when the method is called. The
Date.UTC() method is an exception; it is a static method.
The Date class handles daylight saving time differently, depending on the operating system and Flash Player version.
Flash Player 6 and later versions handle daylight saving time on the following operating systems in these ways:
• Windows - the Date object automatically adjusts its output for daylight saving time. The Date object detects
whether daylight saving time is employed in the current locale, and if so, it detects the standard-to-daylight saving
time transition date and times. However, the transition dates currently in effect are applied to dates in the past and
the future, so the daylight saving time bias might calculate incorrectly for dates in the past when the locale had
different transition dates.
• Mac OS X - the Date object automatically adjusts its output for daylight saving time. The time zone information
database in Mac OS X is used to determine whether any date or time in the present or past should have a daylight
saving time bias applied.
• Mac OS 9 - the operating system provides only enough information to determine whether the current date and time
should have a daylight saving time bias applied. Accordingly, the date object assumes that the current daylight
saving time bias applies to all dates and times in the past or future.
Flash Player 5 handles daylight saving time on the following operating systems as follows:
• Windows - the U.S. rules for daylight saving time are always applied, which leads to incorrect transitions in Europe
and other areas that employ daylight saving time but have different transition times than the U.S. Flash correctly
detects whether daylight saving time is used in the current locale.
To call the methods of the Date class, you must first create a Date object using the constructor for the Date class,
described later in this section.
Availability
Flash Lite 2.0
Property summary
Properties inherited from class Object
constructor (Object.constructor property), __proto__ (Object.__proto__
property)prototype (Object.prototype property), __resolve (Object.__resolve property)
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Constructor summary
Signature
Description
Date([yearOrTimevalue:Number],
[month:Number], [date:Number],
[hour:Number],
[minute:Number],
[second:Number],
[millisecond:Number])
Constructs a new Date object that holds the specified date and time.
Method summary
Modifiers
Signature
Description
getDate():Number
Returns the day of the month (an integer from 1 to 31) of the
specified Date object according to local time.
getDay():Number
Returns the day of the week (0 for Sunday, 1 for Monday, and
so on) of the specified Date object according to local time.
getFullYear() : Number Returns the full year (a four-digit number, such as 2000) of the
specified Date object, according to local time.
getHours() : Number
Returns the hour (an integer from 0 to 23) of the specified Date
object, according to local time.
getLocaleLongDate() :
String
Returns a string representing the current date, in long form,
formatted according to the currently defined locale.
getLocaleShortDate() :
String
Returns a string representing the current date, in short form,
formatted according to the currently defined locale.
getLocaleTime() :
String
Returns a string representing the current time, formatted
according to the currently defined locale.
getMilliseconds() :
Number
Returns the milliseconds (an integer from 0 to 999) of the
specified Date object, according to local time.
getMinutes() : Number Returns the minutes (an integer from 0 to 59) of the specified
Date object, according to local time.
getMonth() : Number
Returns the month (0 for January, 1 for February, and so on) of
the specified Date object, according to local time.
getSeconds() : Number Returns the seconds (an integer from 0 to 59) of the specified
Date object, according to local time.
getTime() : Number
Returns the number of milliseconds since midnight January 1,
1970, universal time, for the specified Date object.
getTimezoneOffset() :
Number
Returns the difference, in minutes, between the computer's
local time and universal time.
getUTCDate() : Number Returns the day of the month (an integer from 1 to 31) in the
specified Date object, according to universal time.
getUTCDay() : Number Returns the day of the week (0 for Sunday, 1 for Monday, and
so on) of the specified Date object, according to universal time.
getUTCFullYear() :
Number
Returns the four-digit year of the specified Date object,
according to universal time.
getUTCHours() :
Number
Returns the hour (an integer from 0 to 23) of the specified Date
object, according to universal time.
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Modifiers
Signature
Description
getUTCMilliseconds() :
Number
Returns the milliseconds (an integer from 0 to 999) of the
specified Date object, according to universal time.
getUTCMinutes() :
Number
Returns the minutes (an integer from 0 to 59) of the specified
Date object, according to universal time.
getUTCMonth() :
Number
Returns the month (0 [January] to 11 [December]) of the
specified Date object, according to universal time.
getUTCSeconds() :
Number
Returns the seconds (an integer from 0 to 59) of the specified
Date object, according to universal time.
getUTCYear() : Number Returns the year of this Date according to universal time (UTC).
getYear() : Number
Returns the year of the specified Date object, according to local
time.
setDate(date:Number)
: Number
Sets the day of the month for the specified Date object,
according to local time, and returns the new time in
milliseconds.
setFullYear(year:Numbe Sets the year of the specified Date object, according to local
r, [month:Number],
time and returns the new time in milliseconds.
[date:Number]) :
Number
setHours(hour:Number) Sets the hours for the specified Date object according to local
: Number
time and returns the new time in milliseconds.
setMilliseconds(millise
cond:Number) :
Number
Sets the milliseconds for the specified Date object according to
local time and returns the new time in milliseconds.
setMinutes(minute:Nu
mber) : Number
Sets the minutes for a specified Date object according to local
time and returns the new time in milliseconds.
setMonth(month:Numbe Sets the month for the specified Date object in local time and
r, [date:Number]) : returns the new time in milliseconds.
Number
setSeconds(second:Nu
mber) : Number
Sets the seconds for the specified Date object in local time and
returns the new time in milliseconds.
setTime(millisecond:
Number) : Number
Sets the date for the specified Date object in milliseconds since
midnight on January 1, 1970, and returns the new time in
milliseconds.
setUTCDate(date:Numb
er) : Number
Sets the date for the specified Date object in universal time and
returns the new time in milliseconds.
setUTCFullYear(year:Nu
mber,
[month:Number],
[date:Number]) :
Number
Sets the year for the specified Date object (my_date) in
universal time and returns the new time in milliseconds.
setUTCHours(hour:Num
ber,
[minute:Number],
[second:Number],
[millisecond:Number
]) : Number
Sets the hour for the specified Date object in universal time
and returns the new time in milliseconds.
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Modifiers
Signature
Description
setUTCMilliseconds(mill Sets the milliseconds for the specified Date object in universal
isecond:Number) :
time and returns the new time in milliseconds.
Number
setUTCMinutes(minute:
Number,
[second:Number],
[millisecond:Number
]) : Number
Sets the minute for the specified Date object in universal time
and returns the new time in milliseconds.
setUTCMonth(month:Nu
mber,
[date:Number]) :
Number
Sets the month, and optionally the day, for the specified Date
object in universal time and returns the new time in
milliseconds.
setUTCSeconds(second: Sets the seconds for the specified Date object in universal time
Number,
and returns the new time in milliseconds.
[millisecond:Number
]) : Number
static
setYear(year:Number)
: Number
Sets the year for the specified Date object in local time and
returns the new time in milliseconds.
toString() : String
Returns a string value for the specified date object in a
readable format.
UTC(year:Number,
month:Number,
[date:Number],
[hour:Number],
[minute:Number],
[second:Number],
[millisecond:Number
]) : Number
Returns the number of milliseconds between midnight on
January 1, 1970, universal time, and the time specified in the
parameters.
valueOf() : Number
Returns the number of milliseconds since midnight January 1,
1970, universal time, for this Date.
Methods inherited from class Object
addProperty (Object.addProperty method), hasOwnProperty (Object.hasOwnProperty
method)isPropertyEnumerable (Object.isPropertyEnumerable method)isPrototypeOf
(Object.isPrototypeOf method)registerClass (Object.registerClass method), toString
(Object.toString method)unwatch (Object.unwatch method), valueOf (Object.valueOf
method)watch (Object.watch method)
Date constructor
public Date([yearOrTimevalue:Number], [month:Number], [date:Number], [hour:Number],
[minute:Number], [second:Number], [millisecond:Number])
Constructs a new Date object that holds the specified date and time.
The Date() constructor takes up to seven parameters to specify a date and time to the millisecond. Alternatively, you
can pass a single value to the Date() constructor that indicates a time value based on the number of milliseconds since
January 1, 1970 0:00:000 GMT. Or you can specify no parameters, and the Date() date object is assigned the current
date and time.
The following code shows several different ways to create a Date object:
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var
var
var
var
d1:Date
d3:Date
d4:Date
d5:Date
=
=
=
=
new
new
new
new
Date();
Date(2000, 0, 1);
Date(65, 2, 6, 9, 30, 15, 0);
Date(-14159025000);
In the first line of code, a Date object is set to the time when the assignment statement is run.
In the second line, a Date object is created with year, month, and date parameters passed to it, resulting in the time
0:00:00 GMT January 1, 2000.
In the third line, a Date object is created with year, month, and date parameters passed to it, resulting in the time
09:30:15 GMT (+ 0 milliseconds) March 6, 1965. Note that since the year parameter is specified as a two-digit integer,
it is interpreted as 1965.
In the fourth line, only one parameter is passed, which is a time value representing the number of milliseconds before
or after 0:00:00 GMT January 1, 1970; since the value is negative, it represents a time before 0:00:00 GMT January 1,
1970, and in this case the time is 02:56:15 GMT July, 21 1969.
Availability
Flash Lite 2.0
Parameters
yearOrTimevalue:Number [optional] - If other parameters are specified, this number represents a year (such as
1965); otherwise, it represents a time value. If the number represents a year, a value of 0 to 99 indicates 1900 through
1999; otherwise all four digits of the year must be specified. If the number represents a time value (no other parameters
are specified), it is the number of milliseconds before or after 0:00:00 GMT January 1, 1970; a negative value represents
a time before 0:00:00 GMT January 1, 1970, and a positive value represents a time after.
month:Number [optional] - An integer from 0 (January) to 11 (December).
date:Number [optional] - An integer from 1 to 31.
hour:Number [optional] - An integer from 0 (midnight) to 23 (11 p.m.).
minute:Number [optional] - An integer from 0 to 59.
second:Number [optional] - An integer from 0 to 59.
millisecond:Number [optional] - An integer from 0 to 999 of milliseconds.
Example
The following example retrieves the current date and time:
var now_date:Date = new Date();
The following example creates a new Date object for Mary's birthday, August 12, 1974 (because the month parameter
is zero-based, the example uses 7 for the month, not 8):
var maryBirthday:Date = new Date (74, 7, 12);
The following example creates a new Date object and concatenates the returned values of Date.getMonth(),
Date.getDate(), and Date.getFullYear():
var today_date:Date = new Date();
var date_str:String =
((today_date.getMonth()+1)+"/"+today_date.getDate()+"/"+today_date.getFullYear());
trace(date_str); // displays current date in United States date format
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See also
getMonth (Date.getMonth method), getDate (Date.getDate method), getFullYear (Date.getFullYear
method)
getDate (Date.getDate method)
public getDate() : Number
Returns the day of the month (an integer from 1 to 31) of the specified Date object according to local time. Local time
is determined by the operating system on which Flash Lite player is running.
Availability
Flash Lite 2.0
Returns
Number - An integer.
Example
The following example creates a new Date object and concatenates the returned values of Date.getMonth(),
Date.getDate(), and Date.getFullYear():
var today_date:Date = new Date();
var date_str:String =
(today_date.getDate()+"/"+(today_date.getMonth()+1)+"/"+today_date.getFullYear());
trace(date_str); // displays current date in United States date format
See also
getMonth (Date.getMonth method), getFullYear (Date.getFullYear method)
getDay (Date.getDay method)
public getDay() : Number
Returns the day of the week (0 for Sunday, 1 for Monday, and so on) of the specified Date object according to local
time. Local time is determined by the operating system on which Flash Lite player is running.
Availability
Flash Lite 2.0
Returns
Number -- An integer representing the day of the week.
Example
The following example creates a new Date object and uses getDay() to determine the current day of the week:
var dayOfWeek_array:Array = new Array("Sunday", "Monday", "Tuesday", "Wednesday", "Thursday",
"Friday", "Saturday");
var today_date:Date = new Date();
var day_str:String = dayOfWeek_array[today_date.getDay()];
trace("Today is "+day_str);
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getFullYear (Date.getFullYear method)
public getFullYear() : Number
Returns the full year (a four-digit number, such as 2000) of the specified Date object, according to local time. Local
time is determined by the operating system on which Flash Lite player is running.
Availability
Flash Lite 2.0
Returns
Number - An integer representing the year.
Example
The following example uses the constructor to create a Date object. The trace statement shows the value returned by
the getFullYear() method.
var my_date:Date = new Date();
trace(my_date.getYear()); // displays 104
trace(my_date.getFullYear()); // displays current year
getHours (Date.getHours method)
public getHours() : Number
Returns the hour (an integer from 0 to 23) of the specified Date object, according to local time. Local time is
determined by the operating system on which Flash Lite player is running.
Availability
Flash Lite 2.0
Returns
Number - An integer.
Example
The following example uses the constructor to create a Date object based on the current time and uses the getHours()
method to display hour values from that object:
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var my_date:Date = new Date();
trace(my_date.getHours());
var my_date:Date = new Date();
var hourObj:Object = getHoursAmPm(my_date.getHours());
trace(hourObj.hours);
trace(hourObj.ampm);
function getHoursAmPm(hour24:Number):Object {
var returnObj:Object = new Object();
returnObj.ampm = (hour24<12) ? "AM" : "PM";
var hour12:Number = hour24%12;
if (hour12 == 0) {
hour12 = 12;
}
returnObj.hours = hour12;
return returnObj;
}
getLocaleLongDate (Date.getLocaleLongDate method)
public getLocaleLongDate() : String
Returns a string representing the current date, in long form, formatted according to the currently defined locale.
Note: The format of the date depends on the mobile device and the locale.
Availability
Flash Lite 2.0
Returns
String - A string representing the current date, in long form, formatted according to the currently defined locale.
Example
The following example uses the constructor to create a Date object based on the current time. It also uses the
getLocaleLongDate() method to return the current date, in long form, formatted according to the currently defined
locale, as follows:
var my_date:Date = new Date();
trace(my_date.getLocaleLongDate());
The following are sample return values that getLocaleLongDate() returns:
October 16, 2005
16 October 2005
getLocaleShortDate (Date.getLocaleShortDate method)
public getLocaleShortDate() : String
Returns a string representing the current date, in short form, formatted according to the currently defined locale.
Note: The format of the date depends on the mobile device and the locale.
Availability
Flash Lite 2.0
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Returns
String - A string representing the current date, in short form, formatted according to the currently defined locale.
Example
The following example uses the constructor to create a Date object based on the current time. It also uses the
getLocaleShortDate() method to return the current date, in short form, formatted according to the currently
defined locale, as follows:
var my_date:Date = new Date();
trace(my_date.getLocaleShortDate());
The following are sample return values that getLocaleLongDate() returns:
10/16/2005
16-10-2005
getLocaleTime (Date.getLocaleTime method)
public getLocaleTime() : String
Returns a string representing the current time, formatted according to the currently defined locale.
Note: The format of the date depends on the mobile device and the locale.
Availability
Flash Lite 2.0
Returns
String - A string representing the current time, formatted according to the currently defined locale.
Example
The following example uses the constructor to create a Date object based on the current time. It also uses the
getLocaleTime() method to return the time of the current locale, as follows:
var my_date:Date = new Date();
trace(my_date.getLocaleTime());
The following are sample return values that getLocaleTime() returns:
6:10:44 PM
18:10:44
getMilliseconds (Date.getMilliseconds method)
public getMilliseconds() : Number
Returns the milliseconds (an integer from 0 to 999) of the specified Date object, according to local time. Local time is
determined by the operating system on which Flash Lite player is running.
Availability
Flash Lite 2.0
Returns
Number An integer.
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Example
The following example uses the constructor to create a Date object based on the current time and uses the
getMilliseconds() method to return the milliseconds value from that object:
var my_date:Date = new Date();
trace(my_date.getMilliseconds());
getMinutes (Date.getMinutes method)
public getMinutes() : Number
Returns the minutes (an integer from 0 to 59) of the specified Date object, according to local time. Local time is
determined by the operating system on which Flash Lite player is running.
Availability
Flash Lite 2.0
Returns
Number - An integer.
Example
The following example uses the constructor to create a Date object based on the current time, and uses the
getMinutes() method to return the minutes value from that object:
var my_date:Date = new Date();
trace(my_date.getMinutes());
getMonth (Date.getMonth method)
public getMonth() : Number
Returns the month (0 for January, 1 for February, and so on) of the specified Date object, according to local time. Local
time is determined by the operating system on which Flash Lite player is running.
Availability
Flash Lite 2.0
Returns
Number - An integer.
Example
The following example uses the constructor to create a Date object based on the current time and uses the getMonth()
method to return the month value from that object:
var my_date:Date = new Date();
trace(my_date.getMonth());
The following example uses the constructor to create a Date object based on the current time and uses the getMonth()
method to display the current month as a numeric value, and display the name of the month.
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var my_date:Date = new Date();
trace(my_date.getMonth());
trace(getMonthAsString(my_date.getMonth()));
function getMonthAsString(month:Number):String {
var monthNames_array:Array = new Array("January", "February", "March", "April", "May",
"June", "July", "August", "September", "October", "November", "December");
return monthNames_array[month];
}
getSeconds (Date.getSeconds method)
public getSeconds() : Number
Returns the seconds (an integer from 0 to 59) of the specified Date object, according to local time. Local time is
determined by the operating system on which Flash Lite player is running.
Availability
Flash Lite 2.0
Returns
Number - An integer.
Example
The following example uses the constructor to create a Date object based on the current time and uses the
getSeconds() method to return the seconds value from that object:
var my_date:Date = new Date();
trace(my_date.getSeconds());
getTime (Date.getTime method)
public getTime() : Number
Returns the number of milliseconds since midnight January 1, 1970, universal time, for the specified Date object. Use
this method to represent a specific instant in time when comparing two or more Date objects.
Availability
Flash Lite 2.0
Returns
Number - An integer.
Example
The following example uses the constructor to create a Date object based on the current time, and uses the getTime()
method to return the number of milliseconds since midnight January 1, 1970:
var my_date:Date = new Date();
trace(my_date.getTime());
getTimezoneOffset (Date.getTimezoneOffset method)
public getTimezoneOffset() : Number
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Returns the difference, in minutes, between the computer's local time and universal time.
Availability
Flash Lite 2.0
Returns
Number - An integer.
Example
The following example returns the difference between the local daylight saving time for San Francisco and universal
time. Daylight saving time is factored into the returned result only if the date defined in the Date object occurs during
daylight saving time. The output in this example is 420 minutes and displays in the Output panel (7 hours * 60
minutes/hour = 420 minutes). This example is Pacific Daylight Time (PDT, GMT-0700). The result varies depending
on location and time of year.
var my_date:Date = new Date();
trace(my_date.getTimezoneOffset());
getUTCDate (Date.getUTCDate method)
public getUTCDate() : Number
Returns the day of the month (an integer from 1 to 31) in the specified Date object, according to universal time.
Availability
Flash Lite 2.0
Returns
Number - An integer.
Example
The following example creates a new Date object and uses Date.getUTCDate() and Date.getDate(). The value
returned by Date.getUTCDate() can differ from the value returned by Date.getDate(), depending on the
relationship between your local time zone and universal time.
var my_date:Date = new Date(2004,8,25);
trace(my_date.getUTCDate()); // output: 25
See also
getDate (Date.getDate method)
getUTCDay (Date.getUTCDay method)
public getUTCDay() : Number
Returns the day of the week (0 for Sunday, 1 for Monday, and so on) of the specified Date object, according to universal time.
Availability
Flash Lite 2.0
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Returns
Number
An integer.
Example
The following example creates a new Date object and uses Date.getUTCDay() and Date.getDay(). The value
returned by Date.getUTCDay() can differ from the value returned by Date.getDay(), depending on the
relationship between your local time zone and universal time.
var today_date:Date = new Date();
trace(today_date.getDay()); // output will be based on local timezone
trace(today_date.getUTCDay()); // output will equal getDay() plus or minus one
See also
getDay (Date.getDay method)
getUTCFullYear (Date.getUTCFullYear method)
public getUTCFullYear() : Number
Returns the four-digit year of the specified Date object, according to universal time.
Availability
Flash Lite 2.0
Returns
Number - An integer.
Example
The following example creates a new Date object and uses Date.getUTCFullYear() and Date.getFullYear(). The
value returned by Date.getUTCFullYear() may differ from the value returned by Date.getFullYear() if today's
date is December 31 or January 1, depending on the relationship between your local time zone and universal time.
var today_date:Date = new Date();
trace(today_date.getFullYear()); // display based on local timezone
trace(today_date.getUTCFullYear()); // displays getYear() plus or minus 1
See also
getFullYear (Date.getFullYear method)
getUTCHours (Date.getUTCHours method)
public getUTCHours() : Number
Returns the hour (an integer from 0 to 23) of the specified Date object, according to universal time.
Availability
Flash Lite 2.0
Returns
Number - An integer.
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Example
The following example creates a new Date object and uses Date.getUTCHours() and Date.getHours(). The value
returned by Date.getUTCHours() may differ from the value returned by Date.getHours(), depending on the
relationship between your local time zone and universal time.
var today_date:Date = new Date();
trace(today_date.getHours()); // display based on local timezone
trace(today_date.getUTCHours()); // display equals getHours() plus or minus 12
See also
getHours (Date.getHours method)
getUTCMilliseconds (Date.getUTCMilliseconds method)
public getUTCMilliseconds() : Number
Returns the milliseconds (an integer from 0 to 999) of the specified Date object, according to universal time.
Availability
Flash Lite 2.0
Returns
Number - An integer.
Example
The following example creates a new Date object and uses getUTCMilliseconds() to return the milliseconds value
from the Date object.
var today_date:Date = new Date();
trace(today_date.getUTCMilliseconds());
getUTCMinutes (Date.getUTCMinutes method)
public getUTCMinutes() : Number
Returns the minutes (an integer from 0 to 59) of the specified Date object, according to universal time.
Availability
Flash Lite 2.0
Returns
Number - An integer.
Example
The following example creates a new Date object and uses getUTCMinutes() to return the minutes value from the
Date object:
var today_date:Date = new Date();
trace(today_date.getUTCMinutes());
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getUTCMonth (Date.getUTCMonth method)
public getUTCMonth() : Number
Returns the month (0 [January] to 11 [December]) of the specified Date object, according to universal time.
Availability
Flash Lite 2.0
Returns
Number - An integer.
Example
The following example creates a new Date object and uses Date.getUTCMonth() and Date.getMonth(). The value
returned by Date.getUTCMonth() can differ from the value returned by Date.getMonth() if today's date is the first
or last day of a month, depending on the relationship between your local time zone and universal time.
var today_date:Date = new Date();
trace(today_date.getMonth()); // output based on local timezone
trace(today_date.getUTCMonth()); // output equals getMonth() plus or minus 1
See also
getMonth (Date.getMonth method)
getUTCSeconds (Date.getUTCSeconds method)
public getUTCSeconds() : Number
Returns the seconds (an integer from 0 to 59) of the specified Date object, according to universal time.
Availability
Flash Lite 2.0
Returns
Number - An integer.
Example
The following example creates a new Date object and uses getUTCSeconds() to return the seconds value from the
Date object:
var today_date:Date = new Date();
trace(today_date.getUTCSeconds());
getUTCYear (Date.getUTCYear method)
public getUTCYear() : Number
Returns the year of this Date according to universal time (UTC). The year is the full year minus 1900. For example,
the year 2000 is represented as 100.
Availability
Flash Lite 2.0
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Returns
Number Example
The following example creates a new Date object and uses Date.getUTCFullYear() and Date.getFullYear(). The
value returned by Date.getUTCFullYear() may differ from the value returned by Date.getFullYear() if today's
date is December 31 or January 1, depending on the relationship between your local time zone and universal time.
var today_date:Date = new Date();
trace(today_date.getFullYear()); // display based on local timezone
trace(today_date.getUTCFullYear()); // displays getYear() plus or minus 1
getYear (Date.getYear method)
public getYear() : Number
Returns the year of the specified Date object, according to local time. Local time is determined by the operating system
on which Flash Lite player is running. The year is the full year minus 1900. For example, the year 2000 is represented
as 100.
Availability
Flash Lite 2.0
Returns
Number - An integer.
Example
The following example creates a Date object with the month and year set to May 2004. The Date.getYear() method
returns 104, and Date.getFullYear() returns 2004:
var today_date:Date = new Date(2004,4);
trace(today_date.getYear()); // output: 104
trace(today_date.getFullYear()); // output: 2004
See also
getFullYear (Date.getFullYear method)
setDate (Date.setDate method)
public setDate(date:Number) : Number
Sets the day of the month for the specified Date object, according to local time, and returns the new time in
milliseconds. Local time is determined by the operating system on which Flash Lite player is running.
Availability
Flash Lite 2.0
Parameters
date:Number - An integer from 1 to 31.
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Returns
Number - An integer.
Example
The following example initially creates a new Date object, setting the date to May 15, 2004, and uses Date.setDate()
to change the date to May 25, 2004:
var today_date:Date = new Date(2004,4,15);
trace(today_date.getDate()); //displays 15
today_date.setDate(25);
trace(today_date.getDate()); //displays 25
setFullYear (Date.setFullYear method)
public setFullYear(year:Number, [month:Number], [date:Number]) : Number
Sets the year of the specified Date object, according to local time and returns the new time in milliseconds. If the month
and date parameters are specified, they are set to local time. Local time is determined by the operating system on
which Flash Lite player is running.
Calling this method does not modify the other fields of the specified Date object but Date.getUTCDay() and
Date.getDay() can report a new value if the day of the week changes as a result of calling this method.
Availability
Flash Lite 2.0
Parameters
year:Number - A four-digit number specifying a year. Two-digit numbers do not represent four-digit years; for
example, 99 is not the year 1999, but the year 99.
month:Number [optional] - An integer from 0 (January) to 11 (December). If you omit this parameter, the month
field of the specified Date object will not be modified.
date:Number [optional] - A number from 1 to 31. If you omit this parameter, the date field of the specified Date object
will not be modified.
Returns
Number - An integer.
Example
The following example initially creates a new Date object, setting the date to May 15, 2004, and uses
Date.setFullYear() to change the date to May 15, 2002:
var my_date:Date = new Date(2004,4,15);
trace(my_date.getFullYear()); //output: 2004
my_date.setFullYear(2002);
trace(my_date.getFullYear()); //output: 2002
See also
getUTCDay (Date.getUTCDay method), getDay (Date.getDay method)
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setHours (Date.setHours method)
public setHours(hour:Number) : Number
Sets the hours for the specified Date object according to local time and returns the new time in milliseconds. Local time
is determined by the operating system on which Flash Lite player is running.
Availability
Flash Lite 2.0
Parameters
hour:Number - An integer from 0 (midnight) to 23 (11 p.m.).
Returns
Number - An integer.
Example
The following example initially creates a new Date object, setting the time and date to 8:00 a.m. on May 15, 2004, and
uses Date.setHours() to change the time to 4:00 p.m.:
var my_date:Date = new Date(2004,4,15,8);
trace(my_date.getHours()); // output: 8
my_date.setHours(16);
trace(my_date.getHours()); // output: 16
setMilliseconds (Date.setMilliseconds method)
public setMilliseconds(millisecond:Number) : Number
Sets the milliseconds for the specified Date object according to local time and returns the new time in milliseconds.
Local time is determined by the operating system on which Flash Lite player is running.
Availability
Flash Lite 2.0
Parameters
millisecond:Number - An integer from 0 to 999.
Returns
Number - An integer.
Example
The following example initially creates a new Date object, setting the date to 8:30 a.m. on May 15, 2004 with the
milliseconds value set to 250, and then uses Date.setMilliseconds() to change the milliseconds value to 575:
var my_date:Date = new Date(2004,4,15,8,30,0,250);
trace(my_date.getMilliseconds()); // output: 250
my_date.setMilliseconds(575);
trace(my_date.getMilliseconds()); // output: 575
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setMinutes (Date.setMinutes method)
public setMinutes(minute:Number) : Number
Sets the minutes for a specified Date object according to local time and returns the new time in milliseconds. Local
time is determined by the operating system on which Flash Lite player is running.
Availability
Flash Lite 2.0
Parameters
minute:Number - An integer from 0 to 59.
Returns
Number - An integer.
Example
The following example initially creates a new Date object, setting the time and date to 8:00 a.m. on May 15, 2004, and
then uses Date.setMinutes() to change the time to 8:30 a.m.:
var my_date:Date = new Date(2004,4,15,8,0);
trace(my_date.getMinutes()); // output: 0
my_date.setMinutes(30);
trace(my_date.getMinutes()); // output: 30
setMonth (Date.setMonth method)
public setMonth(month:Number, [date:Number]) : Number
Sets the month for the specified Date object in local time and returns the new time in milliseconds. Local time is
determined by the operating system on which Flash Lite player is running.
Availability
Flash Lite 2.0
Parameters
month:Number - An integer from 0 (January) to 11 (December).
date:Number [optional] - An integer from 1 to 31. If you omit this parameter, the date field of the specified Date object
will not be modified.
Returns
Number - An integer.
Example
The following example initially creates a new Date object, setting the date to May 15, 2004, and uses Date.setMonth()
to change the date to June 15, 2004:
var my_date:Date = new Date(2004,4,15);
trace(my_date.getMonth()); //output: 4
my_date.setMonth(5);
trace(my_date.getMonth()); //output: 5
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setSeconds (Date.setSeconds method)
public setSeconds(second:Number) : Number
Sets the seconds for the specified Date object in local time and returns the new time in milliseconds. Local time is
determined by the operating system on which Flash Lite player is running.
Availability
Flash Lite 2.0
Parameters
second:Number - An integer from 0 to 59.
Returns
Number - An integer.
Example
The following example initially creates a new Date object, setting the time and date to 8:00:00 a.m. on May 15, 2004,
and uses Date.setSeconds() to change the time to 8:00:45 a.m.:
var my_date:Date = new Date(2004,4,15,8,0,0);
trace(my_date.getSeconds()); // output: 0
my_date.setSeconds(45);
trace(my_date.getSeconds()); // output: 45
setTime (Date.setTime method)
public setTime(millisecond:Number) : Number
Sets the date for the specified Date object in milliseconds since midnight on January 1, 1970, and returns the new time
in milliseconds.
Availability
Flash Lite 2.0
Parameters
millisecond:Number - A number; an integer value where 0 is midnight on January 1, universal time.
Returns
Number - An integer.
Example
The following example initially creates a new Date object, setting the time and date to 8:00 a.m. on May 15, 2004, and
uses Date.setTime() to change the time to 8:30 a.m.:
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var my_date:Date = new Date(2004,4,15,8,0,0);
var myDate_num:Number = my_date.getTime(); // convert my_date to milliseconds
myDate_num += 30 * 60 * 1000; // add 30 minutes in milliseconds
my_date.setTime(myDate_num); // set my_date Date object 30 minutes forward
trace(my_date.getFullYear()); // output: 2004
trace(my_date.getMonth()); // output: 4
trace(my_date.getDate()); // output: 15
trace(my_date.getHours()); // output: 8
trace(my_date.getMinutes()); // output: 30
setUTCDate (Date.setUTCDate method)
public setUTCDate(date:Number) : Number
Sets the date for the specified Date object in universal time and returns the new time in milliseconds. Calling this
method does not modify the other fields of the specified Date object, but Date.getUTCDay() and Date.getDay() can
report a new value if the day of the week changes as a result of calling this method.
Availability
Flash Lite 2.0
Parameters
date:Number - A number; an integer from 1 to 31.
Returns
Number - An integer.
Example
The following example initially creates a new Date object with today's date, uses Date.setUTCDate() to change the
date value to 10, and changes it again to 25:
var my_date:Date = new Date();
my_date.setUTCDate(10);
trace(my_date.getUTCDate()); // output: 10
my_date.setUTCDate(25);
trace(my_date.getUTCDate()); // output: 25
See also
getUTCDay (Date.getUTCDay method), getDay (Date.getDay method)
setUTCFullYear (Date.setUTCFullYear method)
public setUTCFullYear(year:Number, [month:Number], [date:Number]) : Number
Sets the year for the specified Date object (my_date) in universal time and returns the new time in milliseconds.
Optionally, this method can also set the month and date represented by the specified Date object. Calling this method
does not modify the other fields of the specified Date object, but Date.getUTCDay() and Date.getDay() can report
a new value if the day of the week changes as a result of calling this method.
Availability
Flash Lite 2.0
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Parameters
year:Number - An integer that represents the year specified as a full four-digit year, such as 2000.
month:Number [optional] - An integer from 0 (January) to 11 (December). If you omit this parameter, the month
field of the specified Date object will not be modified.
date:Number [optional] - An integer from 1 to 31. If you omit this parameter, the date field of the specified Date object
will not be modified.
Returns
Number - An integer.
Example
The following example initially creates a new Date object with today's date, uses Date.setUTCFullYear() to change
the year value to 2001, and changes the date to May 25, 1995:
var my_date:Date = new Date();
my_date.setUTCFullYear(2001);
trace(my_date.getUTCFullYear()); // output: 2001
my_date.setUTCFullYear(1995, 4, 25);
trace(my_date.getUTCFullYear()); // output: 1995
trace(my_date.getUTCMonth()); // output: 4
trace(my_date.getUTCDate()); // output: 25
See also
getUTCDay (Date.getUTCDay method), getDay (Date.getDay method)
setUTCHours (Date.setUTCHours method)
public setUTCHours(hour:Number, [minute:Number], [second:Number], [millisecond:Number]) :
Number
Sets the hour for the specified Date object in universal time and returns the new time in milliseconds.
Availability
Flash Lite 2.0
Parameters
hour:Number - A number; an integer from 0 (midnight) to 23 (11 p.m.).
minute:Number [optional] - A number; an integer from 0 to 59. If you omit this parameter, the minutes field of the
specified Date object will not be modified.
second:Number [optional] - A number; an integer from 0 to 59. If you omit this parameter, the seconds field of the
specified Date object will not be modified.
millisecond:Number [optional] - A number; an integer from 0 to 999. If you omit this parameter, the milliseconds
field of the specified Date object will not be modified.
Returns
Number - An integer.
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Example
The following example initially creates a new Date object with today's date, uses Date.setUTCHours() to change the
time to 8:30 a.m., and changes the time again to 5:30:47 p.m.:
var my_date:Date = new Date();
my_date.setUTCHours(8,30);
trace(my_date.getUTCHours()); // output: 8
trace(my_date.getUTCMinutes()); // output: 30
my_date.setUTCHours(17,30,47);
trace(my_date.getUTCHours()); // output: 17
trace(my_date.getUTCMinutes()); // output: 30
trace(my_date.getUTCSeconds()); // output: 47
setUTCMilliseconds (Date.setUTCMilliseconds method)
public setUTCMilliseconds(millisecond:Number) : Number
Sets the milliseconds for the specified Date object in universal time and returns the new time in milliseconds.
Availability
Flash Lite 2.0
Parameters
millisecond:Number - An integer from 0 to 999.
Returns
Number - An integer.
Example
The following example initially creates a new Date object, setting the date to 8:30 a.m. on May 15, 2004 with the
milliseconds value set to 250, and uses Date.setUTCMilliseconds() to change the milliseconds value to 575:
var my_date:Date = new Date(2004,4,15,8,30,0,250);
trace(my_date.getUTCMilliseconds()); // output: 250
my_date.setUTCMilliseconds(575);
trace(my_date.getUTCMilliseconds()); // output: 575
setUTCMinutes (Date.setUTCMinutes method)
public setUTCMinutes(minute:Number, [second:Number], [millisecond:Number]) : Number
Sets the minute for the specified Date object in universal time and returns the new time in milliseconds.
Availability
Flash Lite 2.0
Parameters
minute:Number - An integer from 0 to 59.
second:Number [optional] - An integer from 0 to 59. If you omit this parameter, the seconds field of the specified
Date object will not be modified.
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millisecond:Number [optional] - An integer from 0 to 999. If you omit this parameter, the milliseconds field of the
specified Date object will not be modified.
Returns
Number - An integer.
Example
The following example initially creates a new Date object, setting the time and date to 8:00 a.m. on May 15, 2004, and
uses Date.setUTCMinutes() to change the time to 8:30 a.m.:
var my_date:Date = new Date(2004,4,15,8,0);
trace(my_date.getUTCMinutes()); // output: 0
my_date.setUTCMinutes(30);
trace(my_date.getUTCMinutes()); // output: 30
setUTCMonth (Date.setUTCMonth method)
public setUTCMonth(month:Number, [date:Number]) : Number
Sets the month, and optionally the day, for the specified Date object in universal time and returns the new time in
milliseconds. Calling this method does not modify the other fields of the specified Date object, but Date.getUTCDay()
and Date.getDay() might report a new value if the day of the week changes as a result of specifying a value for the
date parameter.
Availability
Flash Lite 2.0
Parameters
month:Number - An integer from 0 (January) to 11 (December).
date:Number [optional] - An integer from 1 to 31. If you omit this parameter, the date field of the specified Date object
will not be modified.
Returns
Number - An integer.
Example
The following example initially creates a new Date object, setting the date to May 15, 2004, and uses Date.setMonth()
to change the date to June 15, 2004:
var today_date:Date = new Date(2004,4,15);
trace(today_date.getUTCMonth()); // output: 4
today_date.setUTCMonth(5);
trace(today_date.getUTCMonth()); // output: 5
See also
getUTCDay (Date.getUTCDay method), getDay (Date.getDay method)
setUTCSeconds (Date.setUTCSeconds method)
public setUTCSeconds(second:Number, [millisecond:Number]) : Number
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Sets the seconds for the specified Date object in universal time and returns the new time in milliseconds.
Availability
Flash Lite 2.0
Parameters
second:Number - An integer from 0 to 59.
millisecond:Number [optional] - An integer from 0 to 999. If you omit this parameter, the milliseconds field of the
specified Date object will not be modified.
Returns
Number - An integer.
Example
The following example initially creates a new Date object, setting the time and date to 8:00:00 a.m. on May 15, 2004,
and uses Date.setSeconds() to change the time to 8:30:45 a.m.:
var my_date:Date = new Date(2004,4,15,8,0,0);
trace(my_date.getUTCSeconds()); // output: 0
my_date.setUTCSeconds(45);
trace(my_date.getUTCSeconds()); // output: 45
setYear (Date.setYear method)
public setYear(year:Number) : Number
Sets the year for the specified Date object in local time and returns the new time in milliseconds. Local time is
determined by the operating system on which Flash Lite player is running.
Availability
Flash Lite 2.0
Parameters
year:Number - A number that represents the year. If year is an integer between 0 and 99, setYear sets the year at
1900 + year; otherwise, the year is the value of the year parameter.
Returns
Number - An integer.
Example
The following example creates a new Date object with the date set to May 25, 2004, uses setYear() to change the year
to 1999, and changes the year to 2003:
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var my_date:Date = new Date(2004,4,25);
trace(my_date.getYear()); // output: 104
trace(my_date.getFullYear()); // output: 2004
my_date.setYear(99);
trace(my_date.getYear()); // output: 99
trace(my_date.getFullYear()); // output: 1999
my_date.setYear(2003);
trace(my_date.getYear()); // output: 103
trace(my_date.getFullYear()); // output: 2003
toString (Date.toString method)
public toString() : String
Returns a string value for the specified date object in a readable format.
Availability
Flash Lite 2.0
Returns
String - A string.
Example
The following example returns the information in the dateOfBirth_date Date object as a string. The output from the
trace statements are in local time and vary accordingly. For Pacific Daylight Time the output is seven hours earlier than
universal time: Mon Aug 12 18:15:00 GMT-0700 1974.
var dateOfBirth_date:Date = new Date(74, 7, 12, 18, 15);
trace (dateOfBirth_date);
trace (dateOfBirth_date.toString());
UTC (Date.UTC method)
public static UTC(year:Number, month:Number, [date:Number], [hour:Number], [minute:Number],
[second:Number], [millisecond:Number]) : Number
Returns the number of milliseconds between midnight on January 1, 1970, universal time, and the time specified in
the parameters. This is a static method that is invoked through the Date object constructor, not through a specific Date
object. This method lets you create a Date object that assumes universal time, whereas the Date constructor assumes
local time.
Availability
Flash Lite 2.0
Parameters
year:Number - A four-digit integer that represents the year (for example, 2000).
month:Number - An integer from 0 (January) to 11 (December).
date:Number [optional] - An integer from 1 to 31.
hour:Number [optional] - An integer from 0 (midnight) to 23 (11 p.m.).
minute:Number [optional] - An integer from 0 to 59.
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second:Number [optional] - An integer from 0 to 59.
millisecond:Number [optional] - An integer from 0 to 999.
Returns
Number - An integer.
Example
The following example creates a new maryBirthday_date Date object defined in universal time. This is the universal
time variation of the example used for the new Date constructor method. The output is in local time and varies
accordingly. For Pacific Daylight Time the output is seven hours earlier than UTC: Sun Aug 11 17:00:00 GMT-0700
1974.
var maryBirthday_date:Date = new Date(Date.UTC(1974, 7, 12));
trace(maryBirthday_date);
valueOf (Date.valueOf method)
public valueOf() : Number
Returns the number of milliseconds since midnight January 1, 1970, universal time, for this Date.
Availability
Flash Lite 2.0
Returns
Number - The number of milliseconds.
Error
Object
|
+-Error
public class Error
extends Object
Contains information about an error that occurred in a script. You create an Error object using the Error constructor
function. Typically, you throw a new Error object from within a try code block that is then caught by a catch or
finally code block.
You can also create a subclass of the Error class and throw instances of that subclass.
Availability
Flash Lite 2.0
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Property summary
Modifiers
Property
Description
message:String
Contains the message associated with the Error object.
name:String
Contains the name of the Error object.
Properties inherited from class Object
constructor (Object.constructor property), __proto__ (Object.__proto__
property)prototype (Object.prototype property), __resolve (Object.__resolve property)
Constructor summary
Signature
Description
Error([message:String
Creates a new Error object.
])
Method summary
Modifiers
Signature
Description
toString() : String
Returns the string "Error" by default or the value contained in
Error.message, if defined.
Methods inherited from class Object
addProperty (Object.addProperty method), hasOwnProperty (Object.hasOwnProperty
method)isPropertyEnumerable (Object.isPropertyEnumerable method)isPrototypeOf
(Object.isPrototypeOf method)registerClass (Object.registerClass method), toString
(Object.toString method)unwatch (Object.unwatch method), valueOf (Object.valueOf
method)watch (Object.watch method)
Error constructor
public Error([message:String])
Creates a new Error object. If you pass a message parameter, its value is assigned to the Error.message property.
Availability
Flash Lite 2.0
Parameters
message:String [optional] - A string associated with the Error object.
Example
In the following example, a function throws an error (with a specified message) if the two strings that are passed to it
are not identical:
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function compareStrings(str1_str:String, str2_str:String):Void {
if (str1_str != str2_str) {
throw new Error("Strings do not match.");
}
}
try {
compareStrings("Dog", "dog");
// output: Strings do not match.
} catch (e_err:Error) {
trace(e_err.toString());
}
See also
throw statement, try..catch..finally statement
message (Error.message property)
public message : String
The message associated with the Error object. By default, the value of this property is "Error". You can specify a
message property when you create an Error object by passing the error string to the Error constructor function.
Availability
Flash Lite 2.0
Example
In the following example, a function throws a specified message depending on the parameters entered into theNum. If
two numbers can be divided, SUCCESS and the number are shown. Specific errors are shown if you try to divide by 0
or enter only 1 parameter:
function divideNum(num1:Number, num2:Number):Number {
if (isNaN(num1) || isNaN(num2)) {
throw new Error("divideNum function requires two numeric parameters.");
} else if (num2 == 0) {
throw new Error("cannot divide by zero.");
}
return num1/num2;
}
try {
var theNum:Number = divideNum(1, 0);
trace("SUCCESS! "+theNum);
} catch (e_err:Error) {
trace("ERROR! "+e_err.message);
trace("\t"+e_err.name);
}
If you test this ActionScript without any modifications to the numbers you divide, you see an error displayed in the
Output panel because you are trying to divide by 0.
See also
throw statement, try..catch..finally statement
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name (Error.name property)
public name : String
Contains the name of the Error object. By default, the value of this property is "Error".
Availability
Flash Lite 2.0
Example
In the following example, a function throws a specified error depending on the two numbers that you try to divide.
Add the following ActionScript to Frame 1 of the Timeline:
function divideNumber(numerator:Number, denominator:Number):Number {
if (isNaN(numerator) || isNaN(denominator)) {
throw new Error("divideNumber() function requires two numeric parameters.");
} else if (denominator == 0) {
throw new DivideByZeroError();
}
return numerator/denominator;
}
try {
var theNum:Number = divideNumber(1, 0);
trace("SUCCESS! "+theNum);
// output: DivideByZeroError -> Unable to divide by zero.
} catch (e_err:DivideByZeroError) {
// divide by zero error occurred
trace(e_err.name+" -> "+e_err.toString());
} catch (e_err:Error) {
// generic error occurred
trace(e_err.name+" -> "+e_err.toString());
}
Add the following code to an .as file called DivideByZeroError.as and save the class file in the same directory as your
.fla document.
class DivideByZeroError extends Error {
var name:String = "DivideByZeroError";
var message:String = "Unable to divide by zero.";
}
See also
throw statement, try..catch..finally statement
toString (Error.toString method)
public toString() : String
Returns the string "Error" or the value contained in Error.message, if defined.
Availability
Flash Lite 2.0
Returns
String A String
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Example
In the following example, a function throws an error (with a specified message) if the two strings that are passed to it
are not identical:
function compareStrings(str1_str:String, str2_str:String):Void {
if (str1_str != str2_str) {
throw new Error("Strings do not match.");
}
}
try {
compareStrings("Dog", "dog");
// output: Strings do not match.
} catch (e_err:Error) {
trace(e_err.toString());
}
See also
message (Error.message property), throw statement, try..catch..finally statement
ExtendedKey
Object
|
+-ExtendedKey
public class ExtendedKey
extends Object
Provides extended key codes that can be returned from the Key.getCode() method.
Availability
Flash Lite 2.0
Example
The following example creates a listener that is called when a key is pressed. It uses the Key.getCode() method to get
the key code for the key that was pressed:
var myListener = new Object();
myListener.onKeyDown = function() {
var code = Key.getCode();
trace(code + " down");
}
myListener.onKeyUp = function() {
trace("onKeyUp called");
}
Key.addListener(myListener);
See also
getCode (Key.getCode method)
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Property summary
Modifiers
Property
Description
static
SOFT1:String
The key code value for the SOFT1 soft key.
static
SOFT3:String
The key code value for the SOFT3 soft key.
static
SOFT4:String
The key code value for the SOFT4 soft key.
static
SOFT5:String
The key code value for the SOFT5 soft key.
static
SOFT6:String
The key code value for the SOFT6 soft key.
static
SOFT7:String
The key code value for the SOFT7 soft key.
static
SOFT8:String
The key code value for the SOFT8 soft key.
static
SOFT9:String
The key code value for the SOFT9 soft key.
static
SOFT10:String
The key code value for the SOFT10 soft key.
static
SOFT11:String
The key code value for the SOFT11 soft key.
static
SOFT12:String
The key code value for the SOFT12 soft key.
static
SOFT2:String
The key code value for the SOFT2 soft key.
Properties inherited from class Object
constructor (Object.constructor property), __proto__ (Object.__proto__
property)prototype (Object.prototype property), __resolve (Object.__resolve property)
Method summary
Methods inherited from class Object
addProperty (Object.addProperty method), hasOwnProperty (Object.hasOwnProperty
method)isPropertyEnumerable (Object.isPropertyEnumerable method)isPrototypeOf
(Object.isPrototypeOf method)registerClass (Object.registerClass method), toString
(Object.toString method)unwatch (Object.unwatch method), valueOf (Object.valueOf
method)watch (Object.watch method)
SOFT1 (ExtendedKey.SOFT1 property)
public static SOFT1 : String
The key code value for the SOFT1 soft key. The SOFT1 key code always corresponds to the left soft key; the SOFT2
always corresponds to the right soft key.
Availability
Flash Lite 2.0
Example
The following example creates a listener that handles the left and right soft keys:
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var myListener:Object = new Object();
myListener.onKeyDown = function () {
var keyCode = Key.getCode();
switch (keyCode) {
case ExtendedKey.SOFT1:
// Handle left soft key.
break;
case ExtendedKey.SOFT2:
// Handle right soft key
break;
}
}
Key.addListener(myListener);
SOFT2 (ExtendedKey.SOFT2 property)
public static SOFT2 : String
The key code value for the SOFT2 soft key. The SOFT2 key code always corresponds to the right soft key; the SOFT1
key code always corresponds to the left soft key.
Availability
Flash Lite 2.0
See also
SOFT1 (ExtendedKey.SOFT1 property)
SOFT3 (ExtendedKey.SOFT3 property)
public static SOFT3 : String
The key code value for the SOFT3 soft key.
Availability
Flash Lite 2.0
SOFT4 (ExtendedKey.SOFT4 property)
public static SOFT4 : String
The key code value for the SOFT4 soft key.
Availability
Flash Lite 2.0
SOFT5 (ExtendedKey.SOFT5 property)
public static SOFT5 : String
The key code value for the SOFT5 soft key.
Availability
Flash Lite 2.0
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SOFT6 (ExtendedKey.SOFT6 property)
public static SOFT6 : String
The key code value for the SOFT6 soft key.
Availability
Flash Lite 2.0
SOFT7 (ExtendedKey.SOFT7 property)
public static SOFT7 : String
The key code value for the SOFT7 soft key.
Availability
Flash Lite 2.0
SOFT8 (ExtendedKey.SOFT8 property)
public static SOFT8 : String
The key code value for the SOFT8 soft key.
Availability
Flash Lite 2.0
SOFT9 (ExtendedKey.SOFT9 property)
public static SOFT9 : String
The key code value for the SOFT9 soft key.
SOFT10 (ExtendedKey.SOFT10 property)
public static SOFT10 : String
The key code value for the SOFT10 soft key.
Availability
Flash Lite 2.0
SOFT11 (ExtendedKey.SOFT11 property)
public static SOFT11 : String
The key code value for the SOFT11 soft key.
Availability
Flash Lite 2.0
SOFT12 (ExtendedKey.SOFT12 property)
public static SOFT12 : String
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The key code value for the SOFT12 soft key.
Availability
Flash Lite 2.0
Function
Object
|
+-Function
public dynamic class Function
extends Object
Both user-defined and built-in functions in ActionScript are represented by Function objects, which are instances of
the Function class.
Availability
Flash Lite 2.0
Property summary
Properties inherited from class Object
constructor (Object.constructor property), __proto__ (Object.__proto__
property)prototype (Object.prototype property), __resolve (Object.__resolve property)
Method summary
Modifiers
Signature
Description
apply(thisObject:Obje Specifies the value of thisObject to be used within any
ct, [argArray:Array]) function that ActionScript calls.
call(thisObject:Object
Invokes the function represented by a Function object.
,
[parameter1:Object])
Methods inherited from class Object
addProperty (Object.addProperty method), hasOwnProperty (Object.hasOwnProperty
method)isPropertyEnumerable (Object.isPropertyEnumerable method)isPrototypeOf
(Object.isPrototypeOf method)registerClass (Object.registerClass method), toString
(Object.toString method)unwatch (Object.unwatch method), valueOf (Object.valueOf
method)watch (Object.watch method)
apply (Function.apply method)
public apply(thisObject:Object, [argArray:Array])
Specifies the value of thisObject to be used within any function that ActionScript calls. This method also specifies
the parameters to be passed to any called function. Because apply() is a method of the Function class, it is also a
method of every Function object in ActionScript.
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The parameters are specified as an Array object, unlike Function.call(), which specifies parameters as a commadelimited list. This is often useful when the number of parameters to be passed is not known until the script actually
executes.
Returns the value that the called function specifies as the return value.
Availability
Flash Lite 2.0
Parameters
thisObject:Object - The object to which myFunction is applied.
argArray:Array [optional] - An array whose elements are passed to myFunction as parameters.
Returns
Any value that the called function specifies.
Example
The following function invocations are equivalent:
Math.atan2(1, 0)
Math.atan2.apply(null, [1, 0])
The following example shows how apply() passes an array of parameters:
function theFunction() {
trace(arguments);
}
// create a new array to pass as a parameter to apply()
var firstArray:Array = new Array(1,2,3);
theFunction.apply(null,firstArray);
// outputs: 1,2,3
// create a second array to pass as a parameter to apply()
var secondArray:Array = new Array("a", "b", "c");
theFunction.apply(null,secondArray);
// outputs a,b,c
The following example shows how apply() passes an array of parameters and specifies the value of this:
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// define a function
function theFunction() {
trace("this == myObj? " + (this == myObj));
trace("arguments: " + arguments);
}
// instantiate an object
var myObj:Object = new Object();
// create arrays to pass as a parameter to apply()
var firstArray:Array = new Array(1,2,3);
var secondArray:Array = new Array("a", "b", "c");
// use apply() to set the value of this to be myObj and send firstArray
theFunction.apply(myObj,firstArray);
// output:
// this == myObj? true
// arguments: 1,2,3
// use apply() to set the value of this to be myObj and send secondArray
theFunction.apply(myObj,secondArray);
// output:
// this == myObj? true
// arguments: a,b,c
See also
call (Function.call method)
call (Function.call method)
public call(thisObject:Object, [parameter1:Object])
Invokes the function represented by a Function object. Every function in ActionScript is represented by a Function
object, so all functions support this method.
In almost all cases, the function call (()) operator can be used instead of this method. The function call operator
produces code that is concise and readable. This method is primarily useful when the thisObject parameter of the
function invocation needs to be explicitly controlled. Normally, if a function is invoked as a method of an object,
within the body of the function, thisObject is set to myObject, as shown in the following example:
myObject.myMethod(1, 2, 3);
In some situations, you might want thisObject to point somewhere else; for example, if a function must be invoked
as a method of an object, but is not actually stored as a method of that object:
myObject.myMethod.call(myOtherObject, 1, 2, 3);
You can pass the value null for the thisObject parameter to invoke a function as a regular function and not as a
method of an object. For example, the following function invocations are equivalent:
Math.sin(Math.PI / 4)
Math.sin.call(null, Math.PI / 4)
Returns the value that the called function specifies as the return value.
Availability
Flash Lite 2.0
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Parameters
thisObject:Object - An object that specifies the value of thisObject within the function body.
parameter1:Object [optional] - A parameter to be passed to the myFunction. You can specify zero or more
parameters.
Example
The following example uses Function.call() to make a function behave as a method of another object, without
storing the function in the object:
function myObject() {
}
function myMethod(obj) {
trace("this == obj? " + (this == obj));
}
var obj:Object = new myObject();
myMethod.call(obj, obj);
The trace() statement displays:
this == obj? true
See also
apply (Function.apply method)
Key
Object
|
+-Key
public class Key
extends Object
The Key class is a top-level class whose methods and properties you can use without a constructor. Use the methods
of the Key class to build interfaces. The properties of the Key class are constants representing the keys most commonly
used to control applications, such as Arrow keys, Page Up, and Page Down. Use the System.capabilities properties to
determine which keys a device supports.
Not all devices and Flash Lite content types support all keys. For example, devices that support two-way navigation
don’t support the left and right navigation keys. Also, not all devices have access to a device’s soft keys. For
information, see Developing Flash Lite 2.x and 3.x Applications.
Availability
Flash Lite 2.0
See also
ExtendedKey
“has4WayKeyAS (capabilities.has4WayKeyAS property)” on page 244
“hasMappableSoftKeys (capabilities.hasMappableSoftKeys property)” on page 248
“hasQWERTYKeyboard (capabilities.hasQWERTYKeyboard property)” on page 250
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“softKeyCount (capabilities.softKeyCount property)” on page 258
Property summary
Modifiers
Property
Description
static
BACKSPACE:Number
The key code value for the Backspace key (8).
static
CAPSLOCK:Number
The key code value for the Caps Lock key (20).
static
CONTROL:Number
The key code value for the Control key (17).
static
DELETEKEY:Number
The key code value for the Delete key (46).
static
DOWN:Number
The key code value for the Down Arrow key (40).
static
END:Number
The key code value for the End key (35).
static
ENTER:Number
The key code value for the Enter key (13).
static
ESCAPE:Number
The key code value for the Escape key (27).
static
HOME:Number
The key code value for the Home key (36).
static
INSERT:Number
The key code value for the Insert key (45).
static
LEFT:Number
The key code value for the Left Arrow key (37).
static
_listeners:Array [readonly]
A list of references to all listener objects registered with the
Key object.
static
PGDN:Number
The key code value for the Page Down key (34).
static
PGUP:Number
The key code value for the Page Up key (33).
static
RIGHT:Number
The key code value for the Right Arrow key (39).
static
SHIFT:Number
The key code value for the Shift key (16).
static
SPACE:Number
The key code value for the Spacebar (32).
static
TAB:Number
The key code value for the Tab key (9).
static
UP:Number
The key code value for the Up Arrow key (38).
Properties inherited from class Object
constructor (Object.constructor property), __proto__ (Object.__proto__ property),
prototype (Object.prototype property), __resolve (Object.__resolve property)
Event summary
Event
Description
onKeyDown =
Notified when a key is pressed.
function() {}
onKeyUp =
Notified when a key is released.
function() {}
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Method summary
Modifiers
Signature
Description
static
addListener(listener:
Object) : Void
Registers an object to receive onKeyDown and onKeyUp
notification.
static
getAscii() : Number
Returns the ASCII code of the last key pressed or released.
static
getCode() : Number
Returns the key code value of the last key pressed.
static
isDown(code:Number)
: Boolean
Returns true if the key specified in code is pressed; false
otherwise.
static
removeListener(listene Removes an object previously registered with
r:Object) : Boolean
Key.addListener().
Methods inherited from class Object
addProperty (Object.addProperty method), hasOwnProperty (Object.hasOwnProperty method),
isPropertyEnumerable (Object.isPropertyEnumerable method), isPrototypeOf
(Object.isPrototypeOf method)registerClass (Object.registerClass method), toString
(Object.toString method)unwatch (Object.unwatch method), valueOf (Object.valueOf
method), watch (Object.watch method)
addListener (Key.addListener method)
public static addListener(listener:Object) : Void
Registers an object to receive onKeyDown and onKeyUp notifications. When a key is pressed or released, regardless of
the input focus, all listening objects registered with addListener() have either their onKeyDown method or their
onKeyUp method invoked. Multiple objects can listen for keyboard notifications.
Availability
Flash Lite 2.0
Parameters
listener:Object - An object with onKeyDown and onKeyUp methods.
Example
The following example creates a new listener object and defines functions for onKeyDown and onKeyUp. The last line
calls addListener() to register the listener with the Key object so that it can receive notification from the key down
and key up events.
var myListener:Object = new Object();
myListener.onKeyDown = function () {
trace ("You pressed a key.");
}
myListener.onKeyUp = function () {
trace ("You released a key.");
}
Key.addListener(myListener);
See also
getCode (Key.getCode method), isDown (Key.isDown method), onKeyDown (Key.onKeyDown event
listener), onKeyUp (Key.onKeyUp event listener), removeListener (Key.removeListener method)
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BACKSPACE (Key.BACKSPACE property)
public static BACKSPACE : Number
The key code value for the Backspace key (8).
Availability
Flash Lite 2.0
Example
The following example creates a new listener object and defines a function for onKeyDown. The last line uses
addListener() to register the listener with the Key object so that it can receive notification from the key down event.
var keyListener:Object = new Object();
keyListener.onKeyDown = function() {
if (Key.isDown(Key.BACKSPACE)) {
trace("you pressed the Backspace key.");
} else {
trace("you DIDN'T press the Backspace key.");
}
};
Key.addListener(keyListener);
CAPSLOCK (Key.CAPSLOCK property)
public static CAPSLOCK : Number
The key code value for the Caps Lock key (20).
Availability
Flash Lite 2.0
CONTROL (Key.CONTROL property)
public static CONTROL : Number
The key code value for the Control key (17).
Availability
Flash Lite 2.0
DELETEKEY (Key.DELETEKEY property)
public static DELETEKEY : Number
The key code value for the Delete key (46).
Availability
Flash Lite 2.0
DOWN (Key.DOWN property)
public static DOWN : Number
The key code value for the Down Arrow key (40).
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Availability
Flash Lite 2.0
Example
The following example moves a movie clip called car_mc a constant distance (10) when you press the arrow keys. Place
any movie clip on the Stage and give it the instance name car_mc.
var DISTANCE:Number = 10;
var keyListener_obj:Object = new Object();
keyListener_obj.onKeyDown = function() {
switch (Key.getCode()) {
case Key.LEFT :
car_mc._x -= DISTANCE;
break;
case Key.UP :
car_mc._y -= DISTANCE;
break;
case Key.RIGHT :
car_mc._x += DISTANCE;
break;
case Key.DOWN :
car_mc._y += DISTANCE;
break;
}
};
Key.addListener(keyListener_obj);
END (Key.END property)
public static END : Number
The key code value for the End key (35).
Availability
Flash Lite 2.0
ENTER (Key.ENTER property)
public static ENTER : Number
The key code value for the Enter key (13).
Availability
Flash Lite 2.0
Example
The following example moves a movie clip when you press the arrow keys. The movie clip stops when you press Select
and delete the onEnterFrame event. Place any movie clip on the Stage and give it the instance name car_mc.
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var DISTANCE:Number = 5;
var keyListener:Object = new Object();
keyListener.onKeyDown = function() {
switch (Key.getCode()) {
case Key.LEFT :
car_mc.onEnterFrame = function() {
this._x -= DISTANCE;
};
break;
case Key.UP :
car_mc.onEnterFrame = function() {
this._y -= DISTANCE;
};
break;
case Key.RIGHT :
car_mc.onEnterFrame = function() {
this._x += DISTANCE;
};
break;
case Key.DOWN :
car_mc.onEnterFrame = function() {
this._y += DISTANCE;
};
break;
case Key.ENTER :
delete car_mc.onEnterFrame;
break;
}
};
Key.addListener(keyListener);
ESCAPE (Key.ESCAPE property)
public static ESCAPE : Number
The key code value for the Escape key (27).
Availability
Flash Lite 2.0
Example
The following example sets a timer. When you press Select, the Output panel displays how long it took you to press
the key.
var keyListener:Object = new Object();
keyListener.onKeyDown = function() {
if (Key.isDown(Key.ENTER)) {
// get the current timer, convert the value
// to seconds and round it to two decimal places.
var timer:Number = Math.round(getTimer()/10)/100;
trace("You pressed the Select key after: "+getTimer()+"ms ("+timer+"s)");
}
};
Key.addListener(keyListener);
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getAscii (Key.getAscii method)
public static getAscii() : Number
Returns the ASCII code of the last key pressed or released. The ASCII values returned are English keyboard values. For
example, if you press Shift+2 on either a Japanese or English keyboard, Key.getAscii() returns @.
Availability
Flash Lite 2.0
Returns
Number - The ASCII value of the last key pressed. This method returns 0 if no key was pressed or released, or if the
ASCII value is not accessible for security reasons.
Example
The following example calls the getAscii() method any time a key is pressed. The example creates a listener object
named keyListener and defines a function that responds to the onKeyDown event by calling Key.getAscii(). The
keyListener object is then registered to the Key object, which broadcasts the onKeyDown message whenever a key is
pressed while the SWF file plays.
var keyListener:Object = new Object();
keyListener.onKeyDown = function() {
trace("The ASCII code for the last key typed is: "+Key.getAscii());
};
Key.addListener(keyListener);
The following example adds a call to Key.getAscii() to show how getAscii() and getCode() differ. The main
difference is that Key.getAscii() differentiates between uppercase and lowercase letters, and Key.getCode() does not.
var keyListener:Object = new Object();
keyListener.onKeyDown = function() {
trace("For the last key typed:");
trace("\tThe Key code is: "+Key.getCode());
trace("\tThe ASCII value is: "+Key.getAscii());
trace("");
};
Key.addListener(keyListener);
getCode (Key.getCode method)
public static getCode() : Number
Returns the key code value of the last key pressed.
The Flash Lite implementation of this method returns a string or a number, depending on the key code passed in by
the platform. The only valid key codes are the standard key codes accepted by this class and the special key codes listed
as properties of the ExtendedKey class.
Availability
Flash Lite 2.0
Returns
Number - The key code of the last key pressed. This method returns 0 if no key was pressed or released, or if the key
code is not accessible for security reasons.
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Example
The following example calls the getCode() method any time a key is pressed. The example creates a listener object
named keyListener and defines a function that responds to the onKeyDown event by calling Key.getCode(). The
keyListener object is registered to the Key object, which broadcasts the onKeyDown message whenever a key is pressed
while the SWF file plays.
var keyListener:Object = new Object();
keyListener.onKeyDown = function() {
// Compare return value of getCode() to constant
if (Key.getCode() == Key.ENTER) {
trace ("Virtual key code: "+Key.getCode()+" (ENTER key)");
}
else {
trace("Virtual key code: "+Key.getCode());
}
};
Key.addListener(keyListener);
The following example adds a call to Key.getAscii() to show how the two methods differ. The main difference is
that Key.getAscii() differentiates between uppercase and lowercase letters, and Key.getCode() does not.
var keyListener:Object = new Object();
keyListener.onKeyDown = function() {
trace("For the last key typed:");
trace("\tThe Key code is: "+Key.getCode());
trace("\tThe ASCII value is: "+Key.getAscii());
trace("");
};
Key.addListener(keyListener);
Availability
Flash Lite 2.0
See also
getAscii (Key.getAscii method)
HOME (Key.HOME property)
public static HOME : Number
The key code value for the Home key (36).
Availability
Flash Lite 2.0
INSERT (Key.INSERT property)
public static INSERT : Number
The key code value for the Insert key (45).
Availability
Flash Lite 2.0
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isDown (Key.isDown method)
public static isDown(code:Number) : Boolean
Returns true if the key specified in code is pressed; false otherwise.
Availability
Flash Lite 2.0
Parameters
code:Number - The key code value assigned to a specific key or a Key class property associated with a specific key.
Returns
Boolean - The value true if the key specified in code is pressed; false otherwise.
Example
The following script lets the user use the Left and Right keys to control the location of a movie clip on the Stage called
car_mc:
car_mc.onEnterFrame = function() {
if (Key.isDown(Key.RIGHT)) {
this._x += 10;
} else if (Key.isDown(Key.LEFT)) {
this._x -= 10;
}
};
LEFT (Key.LEFT property)
public static LEFT : Number
The key code value for the Left Arrow key (37).
Availability
Flash Lite 2.0
_listeners (Key._listeners property)
public static _listeners : Array [read-only]
A list of references to all listener objects registered with the Key object. This property is intended for internal use, but
may be useful if you want to ascertain the number of listeners currently registered with the Key object. Objects are
added and removed from this array by calls to the addListener() and removeListener() methods.
Availability
Flash Lite 2.0
Example
The following example shows how to use the length property to ascertain the number of listener objects currently
registered to the Key object.
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var myListener:Object = new Object();
myListener.onKeyDown = function () {
trace ("You pressed a key.");
}
Key.addListener(myListener);
trace(Key._listeners.length); // Output: 1
onKeyDown (Key.onKeyDown event listener)
onKeyDown = function() {}
Notified when a key is pressed. To use onKeyDown, you must create a listener object. You can then define a function
for onKeyDown and use addListener() to register the listener with the Key object, as shown in the following example:
var keyListener:Object = new Object();
keyListener.onKeyDown = function() {
trace("DOWN -> Code: "+Key.getCode()+"\tACSII: "+Key.getAscii()+"\tKey:
"+chr(Key.getAscii()));
};
keyListener.onKeyUp = function() {
trace("UP -> Code: "+Key.getCode()+"\tACSII: "+Key.getAscii()+"\tKey:
"+chr(Key.getAscii()));
};
Key.addListener(keyListener);
Listeners enable different pieces of code to cooperate because multiple listeners can receive notification about a single
event.
Availability
Flash Lite 2.0
See also
addListener (Key.addListener method)
onKeyUp (Key.onKeyUp event listener)
onKeyUp = function() {}
Notified when a key is released. To use onKeyUp, you must create a listener object. You can then define a function for
onKeyUp and use addListener() to register the listener with the Key object, as shown in the following example:
var keyListener:Object = new Object();
keyListener.onKeyDown = function() {
trace("DOWN -> Code: "+Key.getCode()+"\tACSII: "+Key.getAscii()+"\tKey:
"+chr(Key.getAscii()));
};
keyListener.onKeyUp = function() {
trace("UP -> Code: "+Key.getCode()+"\tACSII: "+Key.getAscii()+"\tKey:
"+chr(Key.getAscii()));
};
Key.addListener(keyListener);
Listeners enable different pieces of code to cooperate because multiple listeners can receive notification about a single
event.
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Availability
Flash Lite 2.0
See also
addListener (Key.addListener method)
PGDN (Key.PGDN property)
public static PGDN : Number
The key code value for the Page Down key (34).
Availability
Flash Lite 2.0
PGUP (Key.PGUP property)
public static PGUP : Number
The key code value for the Page Up key (33).
Availability
Flash Lite 2.0
removeListener (Key.removeListener method)
public static removeListener(listener:Object) : Boolean
Removes an object previously registered with Key.addListener().
Availability
Flash Lite 2.0
Parameters
listener:Object - An object.
Returns
Boolean - If listener was successfully removed, the method returns true. If listener was not successfully removed (for
example, because listener was not on the Key objects listener list), the method returns false.
RIGHT (Key.RIGHT property)
public static RIGHT : Number
The key code value for the Right Arrow key (39).
Availability
Flash Lite 2.0
Example
The following example moves a movie clip on the Stage called car_mc when you press the arrow keys.
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var DISTANCE:Number = 10;
var keyListener_obj:Object = new Object();
keyListener_obj.onKeyDown = function() {
switch (Key.getCode()) {
case Key.LEFT :
car_mc._x -= DISTANCE;
break;
case Key.UP :
car_mc._y -= DISTANCE;
break;
case Key.RIGHT :
car_mc._x += DISTANCE;
break;
case Key.DOWN :
car_mc._y += DISTANCE;
break;
}
};
Key.addListener(keyListener_obj);
SHIFT (Key.SHIFT property)
public static SHIFT : Number
The key code value for the Shift key (16).
Availability
Flash Lite 2.0
SPACE (Key.SPACE property)
public static SPACE : Number
The key code value for the Spacebar (32).
Availability
Flash Lite 2.0
TAB (Key.TAB property)
public static TAB : Number
The key code value for the Tab key (9).
Availability
Flash Lite 2.0
UP (Key.UP property)
public static UP : Number
The key code value for the Up Arrow key (38).
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Availability
Flash Lite 2.0
Example
The following example moves a movie clip on the Stage called car_mc a constant distance (10) when you press the
arrow keys.
var DISTANCE:Number = 10;
var keyListener_obj:Object = new Object();
keyListener_obj.onKeyDown = function() {
switch (Key.getCode()) {
case Key.LEFT :
car_mc._x -= DISTANCE;
break;
case Key.UP :
car_mc._y -= DISTANCE;
break;
case Key.RIGHT :
car_mc._x += DISTANCE;
break;
case Key.DOWN :
car_mc._y += DISTANCE;
break;
}
};
Key.addListener(keyListener_obj);
LoadVars
Object
|
+-LoadVars
public dynamic class LoadVars
extends Object
The LoadVars class is an alternative to the loadVariables() function for transferring variables between a Flash Lite and
a web server over HTTP. Use the LoadVars class to obtain verification of successful data loading and to monitor
download progress.
The LoadVars class lets you send all the variables in an object to a specified URL and load all the variables at a specified
URL into an object. It also lets you send specific variables, rather than all the variables, which can make your
application more efficient. Use the LoadVars.onLoad handler to ensure that your application runs when data is loaded,
and not before.
The LoadVars class works much like the XML class; it uses the methods load(), send(), and sendAndLoad() to
communicate with a server. The main difference between the LoadVars class and the XML class is that LoadVars
transfers ActionScript name and value pairs, rather than an XML DOM tree stored in the XML object. The LoadVars
class follows the same security restrictions as the XML class.
Availability
Flash Lite 2.0
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See also
loadVariables function, onLoad (LoadVars.onLoad handler), hasXMLSocket
(capabilities.hasXMLSocket property)
Property summary
Modifiers
Property
Description
contentType:String
The MIME type that is sent to the server when you call
LoadVars.send() or LoadVars.sendAndLoad().
loaded:Boolean
A Boolean value that indicates whether a load or
sendAndLoad operation has completed, undefined by
default.
Properties inherited from class Object
constructor (Object.constructor property), __proto__ (Object.__proto__
property)prototype (Object.prototype property), __resolve (Object.__resolve property)
Event summary
Event
Description
onData =
Invoked when data has completely downloaded from the server or when an error
occurs while data is downloading from a server.
function(src:String)
{}
onLoad =
Invoked when a LoadVars.load() or LoadVars.sendAndLoad() operation has
function(success:Bo ended.
olean) {}
Constructor summary
Signature
Description
LoadVars()
Creates a LoadVars object.
Method summary
Modifiers
Signature
Description
addRequestHeader(head
er:Object,
headerValue:String) :
Type or SOAPAction) sent with POST actions.
Adds or changes HTTP request headers (such as Content-
Void
decode(queryString:S
tring) : Void
Converts the variable string to properties of the specified
LoadVars object.
getBytesLoaded() :
Number
Returns the number of bytes downloaded by
LoadVars.load() or LoadVars.sendAndLoad().
getBytesTotal() :
Number
Returns the total number of bytes downloaded by
LoadVars.load() or LoadVars.sendAndLoad().
load(url:String) :
Boolean
Downloads variables from the specified URL, parses the
variable data, and places the resulting variables into the
LoadVars object.
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Modifiers
Signature
Description
send(url:String,
target:String,
[method:String]) :
Boolean
Sends the variables in the LoadVars object to the specified URL.
sendAndLoad(url:Strin
g, target:Object,
[method:String]) :
Boolean
Posts variables in the LoadVars object to the specified URL.
toString() : String
Returns a string containing all enumerable variables in the
LoadVars object, in the MIME content encoding application/xwww-form-urlencoded.
Methods inherited from class Object
addProperty (Object.addProperty method), hasOwnProperty (Object.hasOwnProperty method),
isPropertyEnumerable (Object.isPropertyEnumerable method)isPrototypeOf
(Object.isPrototypeOf method), registerClass (Object.registerClass method), toString
(Object.toString method)unwatch (Object.unwatch method), valueOf (Object.valueOf
method), watch (Object.watch method)
addRequestHeader (LoadVars.addRequestHeader method)
public addRequestHeader(header:Object, headerValue:String) : Void
Adds or changes HTTP request headers (such as Content-Type or SOAPAction) sent with POST actions. In the first
usage, you pass two strings to the method: header and headerValue. In the second usage, you pass an array of strings,
alternating header names and header values.
If multiple calls are made to set the same header name, each successive value will replace the value set in the previous call.
The following standard HTTP headers cannot be added or changed with this method: Accept-Ranges, Age, Allow,
Allowed, Connection, Content-Length, Content-Location, Content-Range, ETag, Host, Last-Modified,
Locations, Max-Forwards, Proxy-Authenticate, Proxy-Authorization, Public, Range, Retry-After, Server,
TE, Trailer, Transfer-Encoding, Upgrade, URI, Vary, Via, Warning, and WWW-Authenticate.
Availability
Flash Lite 2.0
Parameters
header:Object - A string or array of strings that represents an HTTP request header name.
headerValue:String - A string that represents the value associated with header.
Example
The following example adds a custom HTTP header named SOAPAction with a value of Foo to the my_lv object:
my_lv.addRequestHeader("SOAPAction", "'Foo'");
The following example creates an array named headers that contains two alternating HTTP headers and their
associated values. The array is passed as an argument to addRequestHeader().
var headers = ["Content-Type", "text/plain", "X-ClientAppVersion", "2.0"];
my_lv.addRequestHeader(headers);
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The following example creates a new LoadVars object that adds a request header called FLASH-UUID. The header
contains a variable that can be checked by the server.
var my_lv:LoadVars = new LoadVars();
my_lv.addRequestHeader("FLASH-UUID", "41472");
my_lv.name = "Mort";
my_lv.age = 26;
my_lv.send("http://flash-mx.com/mm/cgivars.cfm", "_blank", "POST");
See also
addRequestHeader (XML.addRequestHeader method)
contentType (LoadVars.contentType property)
public contentType : String
The MIME type that is sent to the server when you call LoadVars.send() or LoadVars.sendAndLoad(). The default
is application/x-www-form-urlencoded.
Availability
Flash Lite 2.0
Example
The following example creates a LoadVars object and displays the default content type of the data that is sent to the
server.
var my_lv:LoadVars = new LoadVars();
trace(my_lv.contentType); // output: application/x-www-form-urlencoded
See also
send (LoadVars.send method), sendAndLoad (LoadVars.sendAndLoad method)
decode (LoadVars.decode method)
public decode(queryString:String) : Void
Converts the variable string to properties of the specified LoadVars object.
This method is used internally by the LoadVars.onData event handler. Most users do not need to call this method
directly. If you override the LoadVars.onData event handler, you can explicitly call LoadVars.decode() to parse a
string of variables.
Availability
Flash Lite 2.0
Parameters
queryString:String - A URL-encoded query string containing name/value pairs.
Example
The following example traces the three variables:
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// Create a new LoadVars object
var my_lv:LoadVars = new LoadVars();
//Convert the variable string to properties
my_lv.decode("name=Mort&score=250000");
trace(my_lv.toString());
// Iterate over properties in my_lv
for (var prop in my_lv) {
trace(prop+" -> "+my_lv[prop]);
}
See also
onData (LoadVars.onData handler), parseXML (XML.parseXML method)
getBytesLoaded (LoadVars.getBytesLoaded method)
public getBytesLoaded() : Number
Returns the number of bytes downloaded by a call to LoadVars.load() or LoadVars.sendAndLoad(). This method
returns undefined if no load operation is in progress or if a load operation has not yet begun.
Note: You cannot use this method to return information about a local file on your hard disk.
Availability
Flash Lite 2.0
Returns
Number - An integer.
See also
load (LoadVars.load method), sendAndLoad (LoadVars.sendAndLoad method)
getBytesTotal (LoadVars.getBytesTotal method)
public getBytesTotal() : Number
Returns the total number of bytes downloaded by LoadVars.load() or LoadVars.sendAndLoad(). This method
returns undefined if no load operation is in progress or if a load operation has not started. This method also returns
undefined if the number of total bytes can't be determined (for example, if the download was initiated but the server
did not transmit an HTTP content-length).
Note: You cannot use this method to return information about a local file on your hard disk.
Availability
Flash Lite 2.0
Returns
Number - An integer.
See also
load (LoadVars.load method), sendAndLoad (LoadVars.sendAndLoad method)
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load (LoadVars.load method)
public load(url:String) : Boolean
Downloads variables from the specified URL, parses the variable data, and places the resulting variables into a
LoadVars object. Any properties in the LoadVars object with the same names as downloaded variables are overwritten.
Any properties in the LoadVars object with different names than downloaded variables are not deleted. This is an
asynchronous action.
The downloaded data must be in the MIME content type application/x-www-form-urlencoded.
This is the same format used by loadVariables().
In SWF files running in a version of the player earlier than Flash Player 7, url must be in the same superdomain as the
SWF file that is issuing this call. A superdomain is derived by removing the left-most component of a file's URL. For
example, a SWF file at www.someDomain.com can load data from sources at store.someDomain.com because both
files are in the same superdomain named someDomain.com.
In SWF files of any version running in Flash Player 7 or later, url must be in exactly the same domain. For example,
a SWF file at www.someDomain.com can load data only from sources that are also at www.someDomain.com. If you
want to load data from a different domain, you can place a cross-domain policy file on the server hosting the SWF file.
Also, in files published for Flash Player 7, case-sensitivity is supported for external variables loaded with
LoadVars.load().
This method is similar to XML.load().
Availability
Flash Lite 2.0
Parameters
url:String - The URL from which to download the variables. If the SWF file issuing this call is running in a web
browser, url must be in the same domain as the SWF file; for details, see the Description section.
Returns
Boolean - If no parameter (null) is passed, false ; otherwise, true . Use the onLoad() event handler to check the
success of loaded data.
Example
The following code defines an onLoad handler that signals when data is returned to the application from a text file,
then loads the data from the text file and sends it to the Output window.
var my_lv:LoadVars = new LoadVars();
my_lv.onLoad = function(success:Boolean) {
if (success) {
trace(this.toString());
} else {
trace("Error loading/parsing LoadVars.");
}
};
my_lv.load("http://www.helpexamples.com/flash/params.txt");
See also
load (XML.load method), loaded (LoadVars.loaded property), onLoad (LoadVars.onLoad handler)
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loaded (LoadVars.loaded property)
public loaded : Boolean
A Boolean value that indicates whether a load or sendAndLoad operation has completed, undefined by default.
When a LoadVars.load() or LoadVars.sendAndLoad() operation is started, the loaded property is set to false;
when the operation completes, the loaded property is set to true. If the operation has not completed or has failed with
an error, the loaded property remains set to false.
This property is similar to the XML.loadedproperty.
Availability
Flash Lite 2.0
Example
The following example loads a text file and displays information in the Output panel when the operation completes.
var my_lv:LoadVars = new LoadVars();
my_lv.onLoad = function(success:Boolean) {
trace("LoadVars loaded successfully: "+this.loaded);
};
my_lv.load("http://www.helpexamples.com/flash/params.txt");
See also
load (LoadVars.load method), sendAndLoad (LoadVars.sendAndLoad method), load (XML.load method)
LoadVars constructor
public LoadVars()
Creates a LoadVars object. Call the methods of that LoadVars object to send and load data.
Availability
Flash Lite 2.0
Example
The following example creates a LoadVars object called my_lv:
var my_lv:LoadVars = new LoadVars();
onData (LoadVars.onData handler)
onData = function(src:String) {}
Invoked when data has completely downloaded from the server or when an error occurs while data is downloading
from a server. This handler is invoked before the data is parsed and can be used to call a custom parsing routine instead
of the one built in to Flash Lite. The value of the src parameter passed to the function assigned to LoadVars.onData
can be either undefined or a string that contains the URL-encoded name-value pairs downloaded from the server. If
the src parameter is undefined, an error occurred while downloading the data from the server.
The default implementation of LoadVars.onData invokes LoadVars.onLoad. You can override this default
implementation by assigning a custom function to LoadVars.onData, but LoadVars.onLoad is not called unless you
call it in your implementation of LoadVars.onData.
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Availability
Flash Lite 2.0
Parameters
src:String - A string or undefined; the raw (unparsed) data from a LoadVars.load() or LoadVars.sendAndLoad()
method call.
Example
The following example loads a text file and displays content in a TextField instance called content_txt when the
operation completes. If an error occurs, information displays in the Output panel.
var my_lv:LoadVars = new LoadVars();
my_lv.onData = function(src:String) {
if (src == undefined) {
trace("Error loading content.");
return;
}
content_txt.text = src;
};
my_lv.load("http://www.helpexamples.com/flash/params.txt", my_lv, "GET");
See also
onLoad (LoadVars.onLoad handler), load (LoadVars.load method), sendAndLoad (LoadVars.sendAndLoad
method)
onLoad (LoadVars.onLoad handler)
onLoad = function(success:Boolean) {}
Invoked when a LoadVars.load() or LoadVars.sendAndLoad() operation has ended. If the operation was
successful, my_lv is populated with variables downloaded by the operation, and these variables are available when this
handler is invoked.
This handler is undefined by default.
This event handler is similar to XML.onLoad.
Availability
Flash Lite 2.0
Parameters
success:Boolean - Indicates whether the load operation ended in success (true) or failure (false).
Example
See the example for the LoadVars.sendAndLoad() method.
See also
onLoad (XML.onLoad handler), loaded (LoadVars.loaded property), load (LoadVars.load method),
sendAndLoad (LoadVars.sendAndLoad method)
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send (LoadVars.send method)
public send(url:String, target:String, [method:String]) : Boolean
Sends the variables in the LoadVars object to the specified URL. Variables are concatenated into a string in the
application/x-www-form-urlencoded format, or the value of LoadVars.contentType. The POST method is used unless
GET is specified.
You must specify the target parameter to execute that the script or application at the specified URL. If you omit the
target parameter, the function returns true, but the script or application is not executed.
The send() method is useful if you want the server response to:
• Replace the SWF content (use "_self" as the target parameter);
• Appear in a new window (use "_blank" as the target parameter);
• Appear in the parent or top-level frame (use "_parent" or "_top" as the target parameter);
• Appear in a named frame (use the frame's name as a string for the target parameter).
A successful send() method call always opens a new browser window or replaces content in an existing window or
frame. If you would rather send information to a server and continue playing your SWF file without opening a new
window or replacing content in a window or frame, use the LoadVars.sendAndLoad() method.
This method is similar to XML.send().
Availability
Flash Lite 2.0
Parameters
url:String - The URL to which to upload variables.
target:String - The browser window or frame in which a response appears. You can enter the name of a specific
window or select from the following reserved target names:
•
"_self" specifies the current frame in the current window.
•
"_blank" specifies a new window.
•
"_parent" specifies the parent of the current frame.
•
"_top" specifies the top-level frame in the current window.
method:String (optional) - The GET or POST method of the HTTP protocol. The default value is POST.
Returns
Boolean - If no parameters are specified, false, otherwise, true.
Example
The following example copies two values from text fields and sends the data to a CFM script, which is used to handle
the information. For example, the script might check if the user got a high score and then insert that data into a
database table.
var my_lv:LoadVars = new LoadVars();
my_lv.playerName = playerName_txt.text;
my_lv.playerScore = playerScore_txt.text;
my_lv.send("setscore.cfm", "_blank", "POST");
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See also
sendAndLoad (LoadVars.sendAndLoad method), send (XML.send method)
sendAndLoad (LoadVars.sendAndLoad method)
public sendAndLoad(url:String, target:Object, [method:String]) : Boolean
Posts variables in the LoadVars object to the specified URL. The server response is downloaded, parsed, and the
resulting variables are placed in the target object.
Variables are posted in the same manner as LoadVars.send(). Variables are downloaded into target in the same
manner as LoadVars.load().
In SWF files running in a version of the player earlier than Flash Player 7 (i.e. Flash Lite 1.x), url must be in the same
superdomain as the SWF file that is issuing this call. A superdomain is derived by removing the left-most component
of a file's URL. For example, a SWF file at www.someDomain.com can load data from sources at
store.someDomain.com, because both files are in the same superdomain of someDomain.com.
In SWF files of any version running in Flash Player 7 or later (i.e. Flash Lite 2.x and 3.x), url must be in exactly the
same domain. For example, a SWF file at www.someDomain.com can load data only from sources that are also at
www.someDomain.com. If you want to load data from a different domain, you can place a cross-domain policy file on
the server hosting the SWF file.
This method is similar to XML.sendAndLoad().
Availability
Flash Lite 2.0
Parameters
url:String - The URL to which to upload variables. If the SWF file issuing this call is running in a web browser, url
must be in the same domain as the SWF file.
target:Object - The LoadVars or XML object that receives the downloaded variables.
method:String (optional) - The GET or POST method of the HTTP protocol. The default value is POST.
Returns
Boolean
Example
For the following example, add an Input text field called name_txt, a Dynamic text field called result_txt, and a
button called submit_btn to the Stage. When the user clicks the button, two LoadVars objects are created: send_lv
and result_lv. The send_lv object copies the name from the name_txt instance and sends the data to greeting.cfm.
The result from this script loads into the result_lv object, and the server response displays in the result_txt text field.
Add the following ActionScript to Frame 1 of the Timeline:
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var send_lv:LoadVars = new LoadVars();
var result_lv:LoadVars = new LoadVars();
result_lv.onLoad = function(success:Boolean) {
if (success) {
result_txt.text = result_lv.welcomeMessage;
} else {
result_txt.text = "Error connecting to server.";
}
};
submit_btn.onRelease = function(){
send_lv.name = name_txt.text;
send_lv.sendAndLoad("http://www.flash-mx.com/mm/greeting.cfm", result_lv);
}
See also
send (LoadVars.send method), load (LoadVars.load method), sendAndLoad (XML.sendAndLoad method)
toString (LoadVars.toString method)
public toString() : String
Returns a string containing all enumerable variables in the LoadVars object, in the MIME content encoding
application/x-www-form-urlencoded.
Availability
Flash Lite 2.0
Returns
String
Example
The following example instantiates a new LoadVars() object, creates two properties, and uses toString() to return
a string containing both properties in URL encoded format:
var my_lv:LoadVars = new LoadVars();
my_lv.name = "Gary";
my_lv.age = 26;
trace (my_lv.toString()); //output: age=26&name=Gary
LocalConnection
Object
|
+-LocalConnection
public dynamic class LocalConnection
extends Object
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The LocalConnection class lets you develop SWF files that can send instructions to each other without the use of
fscommand() or JavaScript. LocalConnection objects can communicate only among SWF files that are running on the
same client device, but they can be running in different applications. You can use LocalConnection objects to send and
receive data within a single SWF file, but this is not a standard implementation; all the examples in this section
illustrate communication between different SWF files.
Use the LocalConnection.send() and LocalConnection.connect()methods to send and receive data. Notice that
both the LocalConnection.send() and LocalConnection.connect() commands specify the same connection
name, lc_name:
// Code in the receiving SWF file
this.createTextField("result_txt", 1, 10, 10, 100, 22);
result_txt.border = true;
var receiving_lc:LocalConnection = new LocalConnection();
receiving_lc.methodToExecute = function(param1:Number, param2:Number) {
result_txt.text = param1+param2;
};
receiving_lc.connect("lc_name");
// Code in the sending SWF file
var sending_lc:LocalConnection = new LocalConnection();
sending_lc.send("lc_name", "methodToExecute", 5, 7);
The simplest way to use a LocalConnection object is to allow communication only between LocalConnection objects
located in the same domain because you won't have security issues. However, if you need to allow communication
between domains, you have several ways to implement security measures. For more information, see the discussion of
the connectionName parameter in LocalConnection.send() and the LocalConnection.allowDomain and
LocalConnection.domain() entries.
Availability
Flash Lite 3.1
Property summary
constructor (Object.constructor property), __proto__ (Object.__proto__ property),
prototype (Object.prototype property), __resolve (Object.__resolve property)
Event summary
Event
Description
allowDomain =
Invoked whenever a LocalConnection object receives a request to invoke a method from
another LocalConnection object.
function([sendi
ngDomain:])
{}String
allowInsecureDomai
n =
function([sendi
ngDomain:])
{}String
onStatus =
function(infoOb
ject:Object){}
Invoked whenever a receiving LocalConnection object, which is in a SWF file hosted at a
domain using a secure protocol (HTTPS), receives a request to invoke a method from a
sending LocalConnection object that is in a SWF file hosted at a nonsecure protocol.
Invoked after a sending LocalConnection object tries to send a command to a receiving
LocalConnection object.
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Constructor summary
Signature
Description
LocalConnection()
Creates a LocalConnection object.
Method summary
Modifiers
Signature
Description
close() : Void
Closes (disconnects) a LocalConnection object.
connect(connectionNa
me:String) :Boolean
Prepares a LocalConnection object to receive commands from a
LocalConnection.send() command (called the sending
LocalConnection object).
domain() : String
Returns a string representing the domain of the location of the
current SWF file.
send(connectionName: Invokes the method named method on a connection opened with
String,
the LocalConnection.connect(connectionName)
methodName:String,
command (the receiving LocalConnection object).
[args: Object])
:Boolean
addProperty (Object.addProperty method), hasOwnProperty (Object.hasOwnProperty method),
isPropertyEnumerable (Object.isPropertyEnumerable method), isPrototypeOf
(Object.isPrototypeOf method), registerClass (Object.registerClass method), toString
(Object.toString method), unwatch (Object.unwatch method), valueOf (Object.valueOf
method), watch (Object.watch method)
allowDomain (LocalConnection.allowDomain handler)
allowDomain = function([sendingDomain:String]) {}
Invoked whenever receiving_lc receives a request to invoke a method from a sending LocalConnection object. Flash
expects the code you implement in this handler to return a Boolean value of true or false. If the handler doesn't return
true, the request from the sending object is ignored, and the method is not invoked.
When this event handler is absent, Flash Lite player applies a default security policy, which is equivalent to the
following code:
my_lc.allowDomain = function (sendingDomain)
{
return (sendingDomain == this.domain());
}
Use LocalConnection.allowDomain to explicitly permit LocalConnection objects from specified domains, or from
any domain, to execute methods of the receiving LocalConnection object. If you don't declare the sendingDomain
parameter, you probably want to accept commands from any domain, and the code in your handler would be simply
return true. If you do declare sendingDomain, you probably want to compare the value of sendingDomain with
domains from which you want to accept commands. The following examples show both implementations.
In files authored for Flash Player 6 or earlier (i.e. Flash Lite 1.x), the sendingDomain parameter contains the
superdomain of the caller. In files authored for Flash Player 7 or later (i.e. Flash Lite 2.x and 3.x), the sendingDomain
parameter contains the exact domain of the caller. In the latter case, to allow access by SWF files hosted at either
www.domain.com or store.domain.com, you must explicitly allow access from both domains.
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// For Flash Player 6
receiving_lc.allowDomain = function(sendingDomain) {
return(sendingDomain=="domain.com");
}
// For Flash Player 7 or later
receiving_lc.allowDomain = function(sendingDomain) {
return(sendingDomain=="www.domain.com" ||
sendingDomain=="store.domain.com");
}
Also, for files authored for Flash Player 7 or later (i.e. Flash Lite 2.x and 3.x), you can't use this method to let SWF files
hosted using a secure protocol (HTTPS) allow access from SWF files hosted in nonsecure protocols; you must use the
LocalConnection.allowInsecureDomain event handler instead.
Occasionally, you might encounter the following situation. Suppose you load a child SWF file from a different domain.
You want to implement this method so that the child SWF file can make LocalConnection calls to the parent SWF file,
but you don't know the final domain from which the child SWF file will come. This can happen, for example, when
you use load-balancing redirects or third-party servers.
In this situation, you can use the MovieClip._url property in your implementation of this method. For example, if
you load a SWF file into my_mc, you can then implement this method by checking whether the domain argument
matches the domain of my_mc._url. (You must parse the domain out of the full URL contained in my_mc._url.)
If you do this, make sure that you wait until the SWF file in my_mc is loaded, because the _url property will not have
its final, correct value until the file is completely loaded. The best way to determine when a child SWF file finishes
loading is to use MovieClipLoader.onLoadComplete.
The opposite situation can also occur: You might create a child SWF file that wants to accept LocalConnection calls
from its parent but doesn't know the domain of its parent. In this situation, implement this method by checking
whether the domain argument matches the domain of _parent._url. Again, you must parse the domain out of the full
URL from _parent._url. In this situation, you don't have to wait for the parent SWF file to load; the parent will already
be loaded by the time the child loads.
Availability
Flash Lite 3.1
Parameters
sendingDomain:String [optional] - A string that specifies the domain of the SWF file that contains the sending
LocalConnection object.
Example
The following example shows how a LocalConnection object in a receiving SWF file can permit SWF files from any
domain to invoke its methods. Compare this to the example in LocalConnection.connect(), in which only SWF
files from the same domain can invoke the trace() method in the receiving SWF file. For a discussion of the use of
the underscore (_) in the connection name, see LocalConnection.send().
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this.createTextField("welcome_txt", this.getNextHighestDepth(), 10, 10, 100, 20);
var my_lc:LocalConnection = new LocalConnection();
my_lc.allowDomain = function(sendingDomain:String) {
domain_txt.text = sendingDomain;
return true;
};
my_lc.allowInsecureDomain = function(sendingDomain:String) {
return (sendingDomain == this.domain());
}
my_lc.sayHello = function(name:String) {
welcome_txt.text = "Hello, "+name;
};
my_lc.connect("_mylc");
The following example sends a string to the previous SWF file and displays a status message about whether the local
connection was able to connect to the file. A TextInput component called name_ti, a TextArea instance called
status_ta and a Button instance called send_button are used to display content.
var sending_lc:LocalConnection;
var sendListener:Object = new Object();
sendListener.click = function(evt:Object) {
sending_lc = new LocalConnection();
sending_lc.onStatus = function(infoObject:Object) {
switch (infoObject.level) {
case 'status' :
status_ta.text = "LocalConnection connected successfully.";
break;
case 'error' :
status_ta.text = "LocalConnection encountered an error.";
break;
}
};
sending_lc.send("_mylc", "sayHello", name_ti.text);
};
send_button.addEventListener("click", sendListener);
In the following example, the receiving SWF file, which resides in thisDomain.com, accepts commands only from
SWF files located in thisDomain.com or thatDomain.com:
var aLocalConn:LocalConnection = new LocalConnection();
aLocalConn.Trace = function(aString) {
aTextField += aString+newline;
};
aLocalConn.allowDomain = function(sendingDomain) {
return (sendingDomain == this.domain() || sendingDomain == "www.macromedia.com");
};
aLocalConn.connect("_mylc");
When published for Flash Player 7 or later (Flash Lite 2.x and 3.x), exact domain matching is used. This means that
the example will fail if the SWF files are located at www.thatDomain.com but will work if the files are located at
thatDomain.com.
See also
connect (LocalConnection.connect method), domain (LocalConnection.domain method), send
(LocalConnection.send method), _url (MovieClip._url property), onLoadComplete
(MovieClipLoader.onLoadComplete event listener), _parent property
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allowInsecureDomain (LocalConnection.allowInsecureDomain handler)
allowInsecureDomain = function([sendingDomain:String]) {}
Invoked whenever receiving_lc, which is in a SWF file hosted at a domain using a secure protocol (HTTPS), receives
a request to invoke a method from a sending LocalConnection object that is in a SWF file hosted at a nonsecure
protocol. Flash expects the code you implement in this handler to return a Boolean value of true or false. If the
handler doesn't return true, the request from the sending object is ignored, and the method is not invoked.
By default, SWF files hosted using the HTTPS protocol can be accessed only by other SWF files hosted using the
HTTPS protocol. This implementation maintains the integrity provided by the HTTPS protocol.
Using this method to override the default behavior is not recommended, as it compromises HTTPS security. However,
you might need to do so, for example, if you need to permit access to HTTPS files published for Flash Player 7 or later
(i.e. Flash Lite 2.x and 3.x) from HTTP files published for Flash Player 6.
A SWF file published for Flash Player 6 can use the LocalConnection.allowDomain event handler to permit HTTP
to HTTPS access. However, because security is implemented differently in Flash Player 7, you must use the
LocalConnection.allowInsecureDomain() method to permit such access in SWF files published for Flash Player
7 or later.
Availability
Flash Lite 3.1
Parameters
sendingDomain:String [optional] - A string that specifies the domain of the SWF file that contains the sending
LocalConnection object.
Example
The following example allows connections from the current domain or from www.macromedia.com, or allows
insecure connections only from the current domain.
this.createTextField("welcome_txt", this.getNextHighestDepth(), 10, 10, 100, 20);
var my_lc:LocalConnection = new LocalConnection();
my_lc.allowDomain = function(sendingDomain:String) {
domain_txt.text = sendingDomain;
return (sendingDomain == this.domain() || sendingDomain == "www.macromedia.com");
};
my_lc.allowInsecureDomain = function(sendingDomain:String) {
return (sendingDomain == this.domain());
}
my_lc.sayHello = function(name:String) {
welcome_txt.text = "Hello, "+name;
};
my_lc.connect("lc_name");
See also
allowDomain (LocalConnection.allowDomain handler), connect (LocalConnection.connect method)
close (LocalConnection.close method)
public close() : Void
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Closes (disconnects) a LocalConnection object. Issue this command when you no longer want the object to accept
commands—for example, when you want to issue a LocalConnection.connect() command using the same
connectionName parameter in another SWF file.
Availability
Flash Lite 3.1
See also
connect (LocalConnection.connect method)
connect (LocalConnection.connect method)
public connect(connectionName:String) : Boolean
Prepares a LocalConnection object to receive commands from a LocalConnection.send() command (called the
sending LocalConnection object). The object that calls this command is called the receiving LocalConnection object. The
receiving and sending objects must be running on the same client computer.
Make sure you define the methods attached to receiving_lc before calling this method, as shown in all the examples in
this section.
By default, Flash Lite resolves connectionName into a value of "superdomain:connectionName", where superdomain
is the superdomain of the SWF file containing the LocalConnection.connect() command. For example, if the SWF
file containing the receiving LocalConnection object is located at www.someDomain.com, connectionName resolves
to "someDomain.com:connectionName". (If a SWF file is located on the client computer, the value assigned to
superdomain is "localhost".)
Also by default, Flash Lite lets the receiving LocalConnection object accept commands only from sending
LocalConnection objects whose connection name also resolves into a value of "superdomain:connectionName". In
this way, Flash Lite makes it simple for SWF files located in the same domain to communicate with each other.
If you are implementing communication only between SWF files in the same domain, specify a string for
connectionName that does not begin with an underscore (_) and that does not specify a domain name (for example,
"myDomain:connectionName"). Use the same string in the LocalConnection.connect(connectionName)
command.
If you are implementing communication between SWF files in different domains, specifying a string for
connectionName that begins with an underscore (_) will make the SWF with the receiving LocalConnection object
more portable between domains. Here are the two possible cases:
• If the string for connectionName does not begin with an underscore (_), Flash Lite adds a prefix with the
superdomain and a colon (for example, "myDomain:connectionName"). Although this ensures that your
connection does not conflict with connections of the same name from other domains, any sending
LocalConnection objects must specify this superdomain (for example, "myDomain:connectionName"). If the SWF
with the receiving LocalConnection object is moved to another domain, the player changes the prefix to reflect the
new superdomain (for example, "anotherDomain:connectionName"). All sending LocalConnection objects
would have to be manually edited to point to the new superdomain.
• If the string for connectionName begins with an underscore (for example, "_connectionName"), Flash Lite does
not add a prefix to the string. This means that the receiving and sending LocalConnection objects will use identical
strings for connectionName. If the receiving object uses LocalConnection.allowDomain to specify that
connections from any domain will be accepted, the SWF with the receiving LocalConnection object can be moved
to another domain without altering any sending LocalConnection objects.
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For more information, see the discussion of connectionName in LocalConnection.send() and also the
LocalConnection.allowDomain and LocalConnection.domain() entries.
Note: Colons are used as special characters to separate the superdomain from the connectionName string. A string for
connectionName that contains a colon is not valid.
Availability
Flash Lite 3.1
Parameters
connectionName:String - A string that corresponds to the connection name specified in the
LocalConnection.send() command that wants to communicate with receiving_lc.
Returns
Boolean - A Boolean value: true if no other process running on the same client computer has already issued this
command using the same value for the connectionName parameter; false otherwise.
Example
The following example shows how a SWF file in a particular domain can invoke a method named printOut in a
receiving SWF file in the same domain.
First, create one SWF file with the following code:
this.createTextField("tf", this.getNextHighestDepth(), 10, 10, 300, 100);
var aLocalConnection:LocalConnection = new LocalConnection();
aLocalConnection.connect("demoConnection");
aLocalConnection.printOut = function(aString:String):Void{
tf.text += aString;
}
Then create a second with the following code:
var sending_lc:LocalConnection = new LocalConnection();
sending_lc.send("demoConnection", "printOut", "This is a message from file B. Hello.");
To test this example, run the first SWF file, and then run the second one.
See also
send (LocalConnection.send method), allowDomain (LocalConnection.allowDomain handler), domain
(LocalConnection.domain method)
domain (LocalConnection.domain method)
public domain() : String
Returns a string representing the domain of the location of the current SWF file.
In SWF files published for Flash Player 6 or earlier (i.e. Flash Lite 1.x), the returned string is the superdomain of the
current SWF file. For example, if the SWF file is located at www.adobe.com, this command returns "adobe.com".
In SWF files published for Flash Player 7 or later (i.e. Flash Lite 2.x and 3.x), the returned string is the exact domain of
the current SWF file. For example, if the SWF file is located at www.adobe.com, this command returns
"www.adobe.com".
If the current SWF file is a local file residing on the client computer, this command returns "localhost".
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The most common way to use this command is to include the domain name of the sending LocalConnection object as
a parameter to the method you plan to invoke in the receiving LocalConnection object or with
LocalConnection.allowDomain to accept commands from a specified domain. If you are enabling communication
only between LocalConnection objects that are located in the same domain, you probably don't need to use this
command.
Availability
Flash Lite 3.1
Returns
String - A string representing the domain of the location of the current SWF file; for more information, see the
Description section.
Example
In the following example, a receiving SWF file accepts commands only from SWF files located in the same domain or
at example.com:
// If both the sending and receiving SWF files are Flash Player 6,
// then use the superdomain
var my_lc:LocalConnection = new LocalConnection();
my_lc.allowDomain = function(sendingDomain):String{
return (sendingDomain==this.domain() || sendingDomain=="example.com");
}
// If either the sending or receiving SWF file is Flash Player 7 or later,
// then use the exact domain. In this case, commands from a SWF file posted
// at www.example.com will be accepted, but those from one posted at
// a different subdomain, e.g. test.example.com, will not.
var my_lc:LocalConnection = new LocalConnection();
my_lc.allowDomain = function(sendingDomain):String{
return (sendingDomain==this.domain() || sendingDomain=="www.example.com");
}
In the following example, a sending SWF file located at www.yourdomain.com invokes a method in a receiving SWF
file located at www.mydomain.com. The sending SWF file includes its domain name as a parameter to the method it
invokes, so the receiving SWF file can return a reply value to a LocalConnection object in the correct domain. The
sending SWF file also specifies that it will accept commands only from SWF files at mydomain.com.
Line numbers are included for reference purposes. The sequence of events is described in the following list:
• The receiving SWF file prepares to receive commands on a connection named "sum" (line 11). The Flash Lite player
resolves the name of this connection to "mydomain.com:sum" (see LocalConnection.connect()).
• The sending SWF file prepares to receive a reply on the LocalConnection object named "result" (line 67). It also
specifies that it will accept commands only from SWF files at mydomain.com (lines 51 to 53).
• The sending SWF file invokes the aSum method of a connection named "mydomain.com:sum" (line 68) and passes
the following parameters: its superdomain, the name of the connection to receive the reply ("result"), and the
values to be used by aSum (123 and 456).
• The aSum method (line 6) is invoked with the following values: sender = "mydomain.com:result", replyMethod
= "aResult", n1 = 123, and n2 = 456. It then executes the following line of code:
this.send("mydomain.com:result", "aResult", (123 + 456));
• The aResult method (line 54) shows the value returned by aSum (579).
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// The receiving SWF at http://www.mydomain.com/folder/movie.swf
// contains the following code
1 var aLocalConnection:LocalConnection = new LocalConnection();
2 aLocalConnection.allowDomain = function()
3 {
// Allow connections from any domain
4 return true;
5 }
6 aLocalConnection.aSum = function(sender, replyMethod, n1, n2)
7 {
8 this.send(sender, replyMethod, (n1 + n2));
9 }
10
11 aLocalConnection.connect("sum");
// The sending SWF at http://www.yourdomain.com/folder/movie.swf
// contains the following code
50 var lc:LocalConnection = new LocalConnection();
51 lc.allowDomain = function(aDomain) {
// Allow connections only from mydomain.com
52 return (aDomain == "mydomain.com");
53 }
54 lc.aResult = function(aParam) {
55 trace("The sum is " + aParam);
56 }
// determine our domain and see if we need to truncate it
57 var channelDomain:String = lc.domain();
58 if (getVersion() >= 7 && this.getSWFVersion() >= 7)
59 {
// split domain name into elements
60 var domainArray:Array = channelDomain.split(".");
61
62
63
64
65
66
// if more than two elements are found,
// chop off first element to create superdomain
if (domainArray.length > 2)
{
domainArray.shift();
channelDomain = domainArray.join(".");
}
}
67 lc.connect("result");
68 lc.send("mydomain.com:sum", "aSum", channelDomain + ':' + "result",
"aResult", 123, 456);
See also
allowDomain (LocalConnection.allowDomain handler), connect (LocalConnection.connect method)
LocalConnection constructor
public LocalConnection()
Creates a LocalConnection object.
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Availability
Flash Lite 3.1
Example
The following example shows how receiving and sending SWF files create LocalConnnection objects. The two SWF
files can use the same name or different names for their respective LocalConnection objects. In this example they use
different names.
// Code in the receiving SWF file
this.createTextField("result_txt", 1, 10, 10, 100, 22);
result_txt.border = true;
var receiving_lc:LocalConnection = new LocalConnection();
receiving_lc.methodToExecute = function(param1:Number, param2:Number) {
result_txt.text = param1+param2;
};
receiving_lc.connect("lc_name");
The following SWF file sends the request to the first SWF file.
// Code in the sending SWF file
var sending_lc:LocalConnection = new LocalConnection();
sending_lc.send("lc_name", "methodToExecute", 5, 7);
See also
connect (LocalConnection.connect method), send (LocalConnection.send method)
onStatus (LocalConnection.onStatus handler)
onStatus = function(infoObject:Object) {}
Invoked after a sending LocalConnection object tries to send a command to a receiving LocalConnection object. If you
want to respond to this event handler, you must create a function to process the information object sent by the
LocalConnection object.
If the information object returned by this event handler contains a level value of status, Flash successfully sent the
command to a receiving LocalConnection object. This does not mean that Flash successfully invoked the specified
method of the receiving LocalConnection object; it means only that Flash could send the command. For example, the
method is not invoked if the receiving LocalConnection object doesn't allow connections from the sending domain or
if the method does not exist. The only way to know for sure if the method was invoked is to have the receiving object
send a reply to the sending object.
If the information object returned by this event handler contains a level value of error, Flash cannot send the command
to a receiving LocalConnection object, most likely because there is no receiving LocalConnection object connected
whose name corresponds to the name specified in the sending_lc.send() command that invoked this handler.
In addition to this onStatus handler, Flash also provides a "super" function called System.onStatus. If onStatus is
invoked for a particular object and there is no function assigned to respond to it, Flash processes a function assigned
to System.onStatus if it exists.
In most cases, you implement this handler only to respond to error conditions, as shown in the following example.
Availability
Flash Lite 3.1
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Parameters
infoObject:Object - A parameter defined according to the status message. For details about this parameter, see the
Description section.
Example
The following example displays a status message about whether the SWF file connects to another local connection
object called lc_name. A TextInput component called name_ti, a TextArea instance called status_ta and a Button
instance called send_button are used to display content.
var sending_lc:LocalConnection;
var sendListener:Object = new Object();
sendListener.click = function(evt:Object) {
sending_lc = new LocalConnection();
sending_lc.onStatus = function(infoObject:Object) {
switch (infoObject.level) {
case 'status' :
status_ta.text = "LocalConnection connected successfully.";
break;
case 'error' :
status_ta.text = "LocalConnection encountered an error.";
break;
}
};
sending_lc.send("lc_name", "sayHello", name_ti.text);
};
send_button.addEventListener("click", sendListener);
See also
send (LocalConnection.send method), onStatus (System.onStatus handler)
send (LocalConnection.send method)
public send(connectionName:String, methodName:String, [args:Object]) : Boolean
Invokes the method named method on a connection opened by a receiving LocalConnection object. The object that
calls this method is the sending LocalConnection object. The SWF files that contain the sending and receiving objects
must be running on the same client device.
There is a 40 kilobyte limit to the amount of data you can pass as parameters to this command. If the command returns
false but your syntax is correct, try dividing the LocalConnection.send() requests into multiple commands, each
with less than 40K of data.
As discussed in the entry LocalConnection.connect(), Flash Lite adds the current superdomain to
connectionName by default. If you are implementing communication between different domains, you need to define
connectionName in both the sending and receiving LocalConnection objects in such a way that Flash does not add the
current superdomain to connectionName. You can do this in one of the following two ways:
• Use an underscore (_) at the beginning of connectionName in both the sending and receiving LocalConnection
objects. In the SWF file containing the receiving object, use LocalConnection.allowDomain to specify that
connections from any domain will be accepted. This implementation lets you store your sending and receiving
SWF files in any domain.
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• Include the superdomain in connectionName in the sending LocalConnection object—for example,
myDomain.com:myConnectionName. In the receiving object, use LocalConnection.allowDomain to specify that
connections from the specified superdomain will be accepted (in this case, myDomain.com) or that connections
from any domain will be accepted.
Note: You cannot specify a superdomain in connectionName in the receiving LocalConnection object—you can only do
this in the sending LocalConnection object.
When using this method, consider the Flash Lite security model. By default, a LocalConnection object is associated
with the sandbox of the SWF file that created it, and cross-domain calls to LocalConnection objects are not allowed
unless the LocalConnection.allowDomain() method has been invoked.
For more information, see the following:
• Chapter 17, "Understanding Security," in Learning ActionScript 2.0 in Flash
• The Flash Player 8 Security white paper at http://www.macromedia.com/go/fp8_security
• The Flash Player 8 Security-Related API white paper at http://www.macromedia.com/go/fp8_security_apis
Availability
Flash Lite 3.1
Parameters
connectionName:String - A string that corresponds to the connection name specified in the
LocalConnection.connect() command that wants to communicate with sending_lc.
methodName:String - A string specifying the name of the method to be invoked in the receiving LocalConnection
object. The following method names cause the command to fail: send, connect, close, domain, onStatus, and
allowDomain.
args:Object [optional] - Arguments to be passed to the specified method.
Returns
Boolean - A Boolean value: true if Flash can carry out the request; false otherwise.
Note: A return value of true does not necessarily mean that Flash Lite successfully connected to a receiving
LocalConnection object. It means only that the command is syntactically correct. To determine whether the connection
succeeded, see LocalConnection.onStatus.
Example
For an example of communicating between LocalConnection objects located in the same domain, see
LocalConnection.connect(). For an example of communicating between LocalConnection objects located in
specified domains, see LocalConnection.domain().
See also
allowDomain (LocalConnection.allowDomain handler), connect (LocalConnection.connect method),
domain (LocalConnection.domain method), onStatus (LocalConnection.onStatus handler)
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Math
Object
|
+-Math
public class Math
extends Object
The Math class is a top-level class whose methods and properties you can use without using a constructor.
Use the methods and properties of this class to access and manipulate mathematical constants and functions. All the
properties and methods of the Math class are static and must be called using the syntax Math.method() or
Math.CONSTANT. In ActionScript, constants are defined with the maximum precision of double-precision IEEE-754
floating-point numbers.
Several Math class methods use the measure of an angle in radians as a parameter. You can use the following equation
to calculate radian values before calling the method and then provide the calculated value as the parameter, or you can
provide the entire right side of the equation (with the angle's measure in degrees in place of degrees) as the radian
parameter.
To calculate a radian value, use the following formula:
radians = degrees * Math.PI/180
The following is an example of passing the equation as a parameter to calculate the sine of a 45° angle:
Math.sin(45 * Math.PI/180)is the same as Math.sin(.7854)
Availability
Flash Lite 2.0
Property summary
Modifiers
Property
Description
static
E:Number
A mathematical constant for the base of natural logarithms,
expressed as e.
static
LN10:Number
A mathematical constant for the natural logarithm of 10,
expressed as loge10, with an approximate value of
2.302585092994046.
static
LN2:Number
A mathematical constant for the natural logarithm of 2,
expressed as loge2, with an approximate value of
0.6931471805599453.
static
LOG10E:Number
A mathematical constant for the base-10 logarithm of the
constant e (Math.E), expressed as log10e, with an
approximate value of 0.4342944819032518.
static
LOG2E:Number
A mathematical constant for the base-2 logarithm of the
constant e (Math.E), expressed as log2e, with an approximate
value of 1.442695040888963387.
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Modifiers
Property
Description
static
PI:Number
A mathematical constant for the ratio of the circumference of
a circle to its diameter, expressed as pi, with a value of
3.141592653589793.
static
SQRT1_2:Number
A mathematical constant for the square root of one-half, with
an approximate value of 0.7071067811865476.
static
SQRT2:Number
A mathematical constant for the square root of 2, with an
approximate value of 1.4142135623730951.
Properties inherited from class Object
constructor (Object.constructor property), __proto__ (Object.__proto__ property).
prototype (Object.prototype property), __resolve (Object.__resolve property)
Method summary
Modifiers
Signature
Description
static
abs(x:Number) :
Number
Computes and returns an absolute value for the number
specified by the parameter x.
static
acos(x:Number) :
Number
Computes and returns the arc cosine of the number specified
in the parameter x, in radians.
static
asin(x:Number) :
Number
Computes and returns the arc sine for the number specified in
the parameter x, in radians.
static
atan(tangent:Number)
: Number
Computes and returns the value, in radians, of the angle whose
tangent is specified in the parameter tangent.
static
atan2(y:Number,
x:Number) : Number
Computes and returns the angle of the point y/x in radians,
when measured counterclockwise from a circle's x axis (where
0,0 represents the center of the circle).
static
ceil(x:Number) :
Number
Returns the ceiling of the specified number or expression.
static
cos(x:Number) :
Number
Computes and returns the cosine of the specified angle in
radians.
static
exp(x:Number) :
Number
Returns the value of the base of the natural logarithm (e), to the
power of the exponent specified in the parameter x.
static
floor(x:Number) :
Number
Returns the floor of the number or expression specified in the
parameter x.
static
log(x:Number) :
Number
Returns the natural logarithm of parameter x.
static
max(x:Number,
y:Number) : Number
Evaluates x and y and returns the larger value.
static
min(x:Number,
y:Number) : Number
Evaluates x and y and returns the smaller value.
static
pow(x:Number,
y:Number) : Number
Computes and returns x to the power of y.
static
random() : Number
Returns a pseudo-random number n, where 0 <= n < 1.
static
round(x:Number) :
Number
Rounds the value of the parameter x up or down to the nearest
integer and returns the value.
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Modifiers
Signature
Description
static
sin(x:Number) :
Number
Computes and returns the sine of the specified angle in
radians.
static
sqrt(x:Number) :
Number
Computes and returns the square root of the specified
number.
static
tan(x:Number) :
Number
Computes and returns the tangent of the specified angle.
Methods inherited from class Object
addProperty (Object.addProperty method), hasOwnProperty (Object.hasOwnProperty method),
isPropertyEnumerable (Object.isPropertyEnumerable method), isPrototypeOf
(Object.isPrototypeOf method)registerClass (Object.registerClass method), toString
(Object.toString method), unwatch (Object.unwatch method), valueOf (Object.valueOf
method), watch (Object.watch method)
abs (Math.abs method)
public static abs(x:Number) : Number
Computes and returns an absolute value for the number specified by the parameter x.
Availability
Flash Lite 2.0
Parameters
x:Number - A number.
Returns
Number - A number.
Example
The following example shows how Math.abs() returns the absolute value of a number and does not affect the value
of the x parameter (called num in this example):
var num:Number = -12;
var numAbsolute:Number = Math.abs(num);
trace(num); // output: -12
trace(numAbsolute); // output: 12
acos (Math.acos method)
public static acos(x:Number) : Number
Computes and returns the arc cosine of the number specified in the parameter x, in radians.
Availability
Flash Lite 2.0
Parameters
x:Number - A number from -1.0 to 1.0.
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Returns
Number - A number; the arc cosine of the parameter x.
Example
The following example displays the arc cosine for several values.
trace(Math.acos(-1)); // output: 3.14159265358979
trace(Math.acos(0)); // output: 1.5707963267949
trace(Math.acos(1)); // output: 0
See also
asin (Math.asin method), atan (Math.atan method), atan2 (Math.atan2 method), cos (Math.cos
method), sin (Math.sin method), tan (Math.tan method)
asin (Math.asin method)
public static asin(x:Number) : Number
Computes and returns the arc sine for the number specified in the parameter x, in radians.
Availability
Flash Lite 2.0
Parameters
x:Number - A number from -1.0 to 1.0.
Returns
Number - A number between negative pi divided by 2 and positive pi divided by 2.
Example
The following example displays the arc sine for several values.
trace(Math.asin(-1)); // output: -1.5707963267949
trace(Math.asin(0)); // output: 0
trace(Math.asin(1)); // output: 1.5707963267949
See also
acos (Math.acos method), atan (Math.atan method), atan2 (Math.atan2 method), cos (Math.cos
method), sin (Math.sin method), tan (Math.tan method)
atan (Math.atan method)
public static atan(tangent:Number) : Number
Computes and returns the value, in radians, of the angle whose tangent is specified in the parameter tangent. The
return value is between negative pi divided by 2 and positive pi divided by 2.
Availability
Flash Lite 2.0
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Parameters
tangent:Number - A number that represents the tangent of an angle.
Returns
Number - A number between negative pi divided by 2 and positive pi divided by 2.
Example
The following example displays the angle value for several tangents.
trace(Math.atan(-1)); // output: -0.785398163397448
trace(Math.atan(0)); // output: 0
trace(Math.atan(1)); // output: 0.785398163397448
See also
acos (Math.acos method), asin (Math.asin method), atan2 (Math.atan2 method), cos (Math.cos
method), sin (Math.sin method), tan (Math.tan method)
atan2 (Math.atan2 method)
public static atan2(y:Number, x:Number) : Number
Computes and returns the angle of the point y/x in radians, when measured counterclockwise from a circle's x axis
(where 0,0 represents the center of the circle). The return value is between positive pi and negative pi.
Availability
Flash Lite 2.0
Parameters
y:Number - A number specifying the y coordinate of the point.
x:Number - A number specifying the x coordinate of the point.
Returns
Number - A number.
Example
The following example returns the angle, in radians, of the point specified by the coordinates (0, 10), such that x = 0
and y = 10. Note that the first parameter to atan2 is always the y coordinate.
trace(Math.atan2(10, 0)); // output: 1.5707963267949
See also
acos (Math.acos method), asin (Math.asin method), atan (Math.atan method), cos (Math.cos method),
sin (Math.sin method), tan (Math.tan method)
ceil (Math.ceil method)
public static ceil(x:Number) : Number
Returns the ceiling of the specified number or expression. The ceiling of a number is the closest integer that is greater
than or equal to the number.
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Availability
Flash Lite 2.0
Parameters
x:Number - A number or expression.
Returns
Number - An integer that is both closest to, and greater than or equal to, parameter x.
Example
The following code returns a value of 13:
Math.ceil(12.5);
See also
floor (Math.floor method), round (Math.round method)
cos (Math.cos method)
public static cos(x:Number) : Number
Computes and returns the cosine of the specified angle in radians. To calculate a radian, see the description of the Math
class entry.
Availability
Flash Lite 2.0
Parameters
x:Number - A number that represents an angle measured in radians.
Returns
Number - A number from -1.0 to 1.0.
Example
The following example displays the cosine for several different angles.
trace
trace
trace
trace
(Math.cos(0)); // 0 degree angle. Output: 1
(Math.cos(Math.PI/2)); // 90 degree angle. Output: 6.12303176911189e-17
(Math.cos(Math.PI)); // 180 degree angle. Output: -1
(Math.cos(Math.PI*2)); // 360 degree angle. Output: 1
Note: The cosine of a 90 degree angle is zero, but because of the inherent inaccuracy of decimal calculations using
binary numbers, Flash Lite player will report a number extremely close to, but not exactly equal to, zero.
See also
acos (Math.acos method), asin (Math.asin method), atan (Math.atan method), atan2 (Math.atan2
method), sin (Math.sin method), tan (Math.tan method)
E (Math.E property)
public static E : Number
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A mathematical constant for the base of natural logarithms, expressed as e. The approximate value of e is
2.71828182845905.
Availability
Flash Lite 2.0
Example
This example shows how Math.E is used to compute continuously compounded interest for a simple case of 100
percent interest over a one-year period.
var principal:Number = 100;
var simpleInterest:Number = 100;
var continuouslyCompoundedInterest:Number = (100 * Math.E) - principal;
trace ("Beginning principal: $" + principal);
trace ("Simple interest after one year: $" + simpleInterest);
trace ("Continuously compounded interest after one year: $" + continuouslyCompoundedInterest);
//
Output:
Beginning principal: $100
Simple interest after one year: $100
Continuously compounded interest after one year: $171.828182845905
exp (Math.exp method)
public static exp(x:Number) : Number
Returns the value of the base of the natural logarithm (e), to the power of the exponent specified in the parameter x.
The constant Math.E can provide the value of e.
Availability
Flash Lite 2.0
Parameters
x:Number - The exponent; a number or expression.
Returns
Number - A number.
Example
The following example displays the logarithm for two number values.
trace(Math.exp(1)); // output: 2.71828182845905
trace(Math.exp(2)); // output: 7.38905609893065
See also
E (Math.E property)
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floor (Math.floor method)
public static floor(x:Number) : Number
Returns the floor of the number or expression specified in the parameter x. The floor is the closest integer that is less
than or equal to the specified number or expression.
Availability
Flash Lite 2.0
Parameters
x:Number - A number or expression.
Returns
Number - The integer that is both closest to, and less than or equal to, parameter x.
Example
The following code returns a value of 12:
Math.floor(12.5);
The following code returns a value of -7:
Math.floor(-6.5);
LN10 (Math.LN10 property)
public static LN10 : Number
A mathematical constant for the natural logarithm of 10, expressed as loge10, with an approximate value of
2.302585092994046.
Availability
Flash Lite 2.0
Example
This example traces the value of Math.LN10.
trace(Math.LN10);
// output: 2.30258509299405
LN2 (Math.LN2 property)
public static LN2 : Number
A mathematical constant for the natural logarithm of 2, expressed as loge2, with an approximate value of
0.6931471805599453.
Availability
Flash Lite 2.0
log (Math.log method)
public static log(x:Number) : Number
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Returns the natural logarithm of parameter x.
Availability
Flash Lite 2.0
Parameters
x:Number - A number or expression with a value greater than 0.
Returns
Number - The natural logarithm of parameter x.
Example
The following example displays the logarithm for three numerical values.
trace(Math.log(0)); // output: -Infinity
trace(Math.log(1)); // output: 0
trace(Math.log(2)); // output: 0.693147180559945
trace(Math.log(Math.E)); // output: 1
LOG10E (Math.LOG10E property)
public static LOG10E : Number
A mathematical constant for the base-10 logarithm of the constant e (Math.E), expressed as log10e, with an
approximate value of 0.4342944819032518.
The Math.log() method computes the natural logarithm of a number. Multiply the result of Math.log() by
Math.LOG10E obtain the base-10 logarithm.
Availability
Flash Lite 2.0
Example
This example shows how to obtain the base-10 logarithm of a number:
trace(Math.log(1000) * Math.LOG10E);
// Output: 3
LOG2E (Math.LOG2E property)
public static LOG2E : Number
A mathematical constant for the base-2 logarithm of the constant e (Math.E), expressed as log2e, with an approximate
value of 1.442695040888963387.
The Math.log method computes the natural logarithm of a number. Multiply the result of Math.log() by
Math.LOG2E obtain the base-2 logarithm.
Availability
Flash Lite 2.0
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Example
This example shows how to obtain the base-2 logarithm of a number:
trace(Math.log(16) * Math.LOG2E);
// Output: 4
max (Math.max method)
public static max(x:Number, y:Number) : Number
Evaluates x and y and returns the larger value.
Availability
Flash Lite 2.0
Parameters
x:Number - A number or expression.
y:Number - A number or expression.
Returns
Number - A number.
Example
The following example displays Thu Dec 30 00:00:00 GMT-0700 2004, which is the larger of the evaluated
expressions.
var date1:Date = new Date(2004, 11, 25);
var date2:Date = new Date(2004, 11, 30);
var maxDate:Number = Math.max(date1.getTime(), date2.getTime());
trace(new Date(maxDate).toString());
See also
min (Math.min method)
min (Math.min method)
public static min(x:Number, y:Number) : Number
Evaluates x and y and returns the smaller value.
Availability
Flash Lite 2.0
Parameters
x:Number - A number or expression.
y:Number - A number or expression.
Returns
Number - A number.
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Example
The following example displays Sat Dec 25 00:00:00 GMT-0700 2004, which is the smaller of the evaluated
expressions.
var date1:Date = new Date(2004, 11, 25);
var date2:Date = new Date(2004, 11, 30);
var minDate:Number = Math.min(date1.getTime(), date2.getTime());
trace(new Date(minDate).toString());
See also
max (Math.max method)
PI (Math.PI property)
public static PI : Number
A mathematical constant for the ratio of the circumference of a circle to its diameter, expressed as pi, with a value of
3.141592653589793.
Availability
Flash Lite 2.0
Example
The following example draws a circle using the mathematical constant pi and the Drawing API.
drawCircle(this, 100, 100, 50);
//
function drawCircle(mc:MovieClip, x:Number, y:Number, r:Number):Void {
mc.lineStyle(2, 0xFF0000, 100);
mc.moveTo(x+r, y);
mc.curveTo(r+x, Math.tan(Math.PI/8)*r+y, Math.sin(Math.PI/4)*r+x, Math.sin(Math.PI/4)*r+y);
mc.curveTo(Math.tan(Math.PI/8)*r+x, r+y, x, r+y);
mc.curveTo(-Math.tan(Math.PI/8)*r+x, r+y, -Math.sin(Math.PI/4)*r+x,
Math.sin(Math.PI/4)*r+y);
mc.curveTo(-r+x, Math.tan(Math.PI/8)*r+y, -r+x, y);
mc.curveTo(-r+x, -Math.tan(Math.PI/8)*r+y, -Math.sin(Math.PI/4)*r+x, Math.sin(Math.PI/4)*r+y);
mc.curveTo(-Math.tan(Math.PI/8)*r+x, -r+y, x, -r+y);
mc.curveTo(Math.tan(Math.PI/8)*r+x, -r+y, Math.sin(Math.PI/4)*r+x, Math.sin(Math.PI/4)*r+y);
mc.curveTo(r+x, -Math.tan(Math.PI/8)*r+y, r+x, y);
}
pow (Math.pow method)
public static pow(x:Number, y:Number) : Number
Computes and returns x to the power of y.
Availability
Flash Lite 2.0
Parameters
x:Number - A number to be raised to a power.
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y:Number - A number specifying a power the parameter x is raised to.
Returns
Number - A number.
random (Math.random method)
public static random() : Number
Returns a pseudo-random number n, where 0 <= n < 1. The number returned is a pseudo-random number because it
is not generated by a truly random natural phenomenon such as radioactive decay.
Availability
Flash Lite 2.0
Returns
Number - A number.
Example
The following example outputs 100 random integers between 4 and 11 (inclusively):
function randRange(min:Number, max:Number):Number {
var randomNum:Number = Math.floor(Math.random() * (max - min + 1)) + min;
return randomNum;
}
for (var i = 0; i < 100; i++) {
var n:Number = randRange(4, 11)
trace(n);
}
round (Math.round method)
public static round(x:Number) : Number
Rounds the value of the parameter x up or down to the nearest integer and returns the value. If parameter x is
equidistant from its two nearest integers (that is, the number ends in .5), the value is rounded up to the next higher
integer.
Availability
Flash Lite 2.0
Parameters
x:Number - A number.
Returns
Number - A number; an integer.
Example
The following example returns a random number between two specified integers.
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function randRange(min:Number, max:Number):Number {
var randomNum:Number = Math.round(Math.random() * (max-min+1) + (min-.5));
return randomNum;
}
for (var i = 0; i<25; i++) {
trace(randRange(4, 11));
}
See also
ceil (Math.ceil method), floor (Math.floor method)
sin (Math.sin method)
public static sin(x:Number) : Number
Computes and returns the sine of the specified angle in radians. To calculate a radian, see the description of the Math
class entry.
Availability
Flash Lite 2.0
Parameters
x:Number - A number that represents an angle measured in radians.
Returns
Number - A number; the sine of the specified angle (between -1.0 and 1.0).
Example
The following example draws a circle using the mathematical constant pi, the sine of an angle, and the Drawing API.
drawCircle(this, 100, 100, 50);
//
function drawCircle(mc:MovieClip, x:Number, y:Number, r:Number):Void {
mc.lineStyle(2, 0xFF0000, 100);
mc.moveTo(x+r, y);
mc.curveTo(r+x, Math.tan(Math.PI/8)*r+y, Math.sin(Math.PI/4)*r+x, Math.sin(Math.PI/4)*r+y);
mc.curveTo(Math.tan(Math.PI/8)*r+x, r+y, x, r+y);
mc.curveTo(-Math.tan(Math.PI/8)*r+x, r+y, -Math.sin(Math.PI/4)*r+x,
Math.sin(Math.PI/4)*r+y);
mc.curveTo(-r+x, Math.tan(Math.PI/8)*r+y, -r+x, y);
mc.curveTo(-r+x, -Math.tan(Math.PI/8)*r+y, -Math.sin(Math.PI/4)*r+x, Math.sin(Math.PI/4)*r+y);
mc.curveTo(-Math.tan(Math.PI/8)*r+x, -r+y, x, -r+y);
mc.curveTo(Math.tan(Math.PI/8)*r+x, -r+y, Math.sin(Math.PI/4)*r+x, Math.sin(Math.PI/4)*r+y);
mc.curveTo(r+x, -Math.tan(Math.PI/8)*r+y, r+x, y);
}
See also
acos (Math.acos method), asin (Math.asin method), atan (Math.atan method), atan2 (Math.atan2
method), cos (Math.cos method), tan (Math.tan method)
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sqrt (Math.sqrt method)
public static sqrt(x:Number) : Number
Computes and returns the square root of the specified number.
Availability
Flash Lite 2.0
Parameters
x:Number - A number or expression greater than or equal to 0.
Returns
Number - A number if parameter x is greater than or equal to zero; NaN (not a number) otherwise.
SQRT1_2 (Math.SQRT1_2 property)
public static SQRT1_2 : Number
A mathematical constant for the square root of one-half, with an approximate value of 0.7071067811865476.
Availability
Flash Lite 2.0
Example
This example traces the value of Math.SQRT1_2.
trace(Math.SQRT1_2);
// Output: 0.707106781186548
SQRT2 (Math.SQRT2 property)
public static SQRT2 : Number
A mathematical constant for the square root of 2, with an approximate value of 1.4142135623730951.
Availability
Flash Lite 2.0
Example
This example traces the value of Math.SQRT2.
trace(Math.SQRT2);
// Output: 1.4142135623731
tan (Math.tan method)
public static tan(x:Number) : Number
Computes and returns the tangent of the specified angle. To calculate a radian, use the information outlined in the
introduction to the Math class.
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Availability
Flash Lite 2.0
Parameters
x:Number - A number that represents an angle measured in radians.
Returns
Number - A number; tangent of parameter x.
Example
The following example draws a circle using the mathematical constant pi, the tangent of an angle, and the Drawing API.
drawCircle(this, 100, 100, 50);
//
function drawCircle(mc:MovieClip, x:Number, y:Number, r:Number):Void {
mc.lineStyle(2, 0xFF0000, 100);
mc.moveTo(x+r, y);
mc.curveTo(r+x, Math.tan(Math.PI/8)*r+y, Math.sin(Math.PI/4)*r+x, Math.sin(Math.PI/4)*r+y);
mc.curveTo(Math.tan(Math.PI/8)*r+x, r+y, x, r+y);
mc.curveTo(-Math.tan(Math.PI/8)*r+x, r+y, -Math.sin(Math.PI/4)*r+x,
Math.sin(Math.PI/4)*r+y);
mc.curveTo(-r+x, Math.tan(Math.PI/8)*r+y, -r+x, y);
mc.curveTo(-r+x, -Math.tan(Math.PI/8)*r+y, -Math.sin(Math.PI/4)*r+x, Math.sin(Math.PI/4)*r+y);
mc.curveTo(-Math.tan(Math.PI/8)*r+x, -r+y, x, -r+y);
mc.curveTo(Math.tan(Math.PI/8)*r+x, -r+y, Math.sin(Math.PI/4)*r+x, Math.sin(Math.PI/4)*r+y);
mc.curveTo(r+x, -Math.tan(Math.PI/8)*r+y, r+x, y);
}
See also
acos (Math.acos method), asin (Math.asin method), atan (Math.atan method), atan2 (Math.atan2
method), cos (Math.cos method), sin (Math.sin method)
Matrix (flash.geom.Matrix)
Object
|
+-flash.geom.Matrix
public class Matrix
extends Object
The flash.geom.Matrix class represents a transformation matrix that determines how to map points from one
coordinate space to another. By setting the properties of a Matrix object and applying it to a MovieClip or BitmapData
object, you can perform various graphical transformations on the object. These transformation functions include
translation (x and y repositioning), rotation, scaling, and skewing.
Together these types of transformations are known as affine transformations. Affine transformations preserve the
straightness of lines during transformations, and parallel lines stay parallel.
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To apply a transformation matrix to a movie clip, create a flash.geom.Transform the object, and set its Matrix property
to the transformation matrix. Matrix objects are also used as parameters of some methods, such as the draw() method
of the flash.display.BitmapData class.
A transformation matrix object is considered a 3 x 3 matrix with the following contents:
In traditional transformation matrixes, the u, v, and w properties provide extra capabilities. The Matrix class can only
operate in two-dimensional space so it always assumes that the property values u and v are 0.0, and that the property
value w is 1.0. In other words the effective values of the matrix are as follows:
You can get and set the values of all six of the other properties in a Matrix object: a, b, c, d, tx, and ty.
The Matrix class supports the four major types of transformation functions: translation, scaling, rotation, and skewing.
There are specialized methods for three of these functions, as described in the following table.
Transformation
Method
Translation
(displacement)
translate(tx, ty)
Matrix values
Display result
Description
Moves the image
tx pixels to the
right and ty pixels
down.
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Transformation
Method
Matrix values
Display result
Description
Scaling
scale(sx, sy)
Resizes the image,
multiplying the
location of each
pixel by sx on the
x axis and sy on
the y axis.
Rotation
rotate(q)
Rotates the image
by an angle q,
which is measured
in radians
Skewing or
shearing
None; must set the
properties b and c.
Progressively
slides the image in
a direction parallel
to the x or y axis.
The value skx acts
as a multiplier
controlling the
sliding distance
along the x axis;
sky controls the
sliding distance
along the y axis.
Each transformation function alters the current matrix properties so that you can effectively combine multiple
transformations. To do this, you call more than one transformation function before applying the matrix to its movie
clip or bitmap target.
Availability
Flash Lite 3.1
See also
transform (MovieClip.transform property), Transform (flash.geom.Transform), draw
(BitmapData.draw method), a (Matrix.a property), b (Matrix.b property), c (Matrix.c property), d
(Matrix.d property), tx (Matrix.tx property), ty (Matrix.ty property), translate
(Matrix.translate method), scale (Matrix.scale method), rotate (Matrix.rotate method)
Property summary
Modifiers
Property
Description
a:Number
The value in the first row and first column of the Matrix object,
which affects the positioning of pixels along the x axis when
scaling or rotating an image.
b:Number
The value in the first row and second column of the Matrix object,
which affects the positioning of pixels along the y axis when
rotating or skewing an image.
c :Number
The value in the second row and first column of the Matrix object,
which affects the positioning of pixels along the x axis when
rotating or skewing an image.
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Modifiers
Property
Description
d:Number
The value in the second row and second column of the Matrix
object, which affects the positioning of pixels along the y axis when
scaling or rotating an image.
tx:Number
The distance by which to translate each point along the x axis.
ty:Number
The distance by which to translate each point along the y axis.
constructor (Object.constructor property), __proto__ (Object.__proto__ property),
prototype (Object.prototype property), __resolve (Object.__resolve property)
Constructor summary
Signature
Description
Matrix([a:Number,
[b:Number],
[c:Number],
[d:Number],
[tx:Number],
[ty:Number])
Creates a new Matrix object with the specified parameters.
Method summary
Modifiers
Signature
Description
clone(): Matrix
Returns a new Matrix object that is a clone of this matrix, with an
exact copy of the contained object.
concat(m:Matrix) :
Concatenates a matrix with the current matrix, effectively
combining the geometric effects of the two.
Void
createBox(scaleX:Num
ber,
scaleY:Number,[rota
tion:Number],[tx:Nu
mber], [ty:Number])
Includes parameters for scaling, rotation, and translation.
: Void
createGradientBox(widt
h:Number,
height:Number,[rota
tion:Number],[tx:Nu
mber],[ty:Number:])
Creates the specific style of matrix expected by the
MovieClip.beginGradientFill() method.
: Void
deltaTransformPoint(pt:
Point) :Point
Given a point in the pretransform coordinate space, returns the
coordinates of that point after the transformation occurs.
identity() : Void
Sets each matrix property to a value that cause a transformed
movie clip or geometric construct to be identical to the original.
invert() : Void
Performs the opposite transformation of the original matrix.
rotate(angle:Number)
: Void
Sets the values in the current matrix so that the matrix can be used
to apply a rotation transformation.
scale(sx:Number,
sy:Number) : Void
Modifies a matrix so that its effect, when applied, is to resize an
image.
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Modifiers
Signature
Description
toString() : String
Returns a text value listing the properties of the Matrix object.
transformPoint(pt:Point
):Point
Applies the geometric transformation represented by the Matrix
object to the specified point.
translate(tx:Number,
ty:Number) : Void
Modifies a Matrix object so that the effect of its transformation is to
move an object along the x and y axes.
addProperty (Object.addProperty method), hasOwnProperty (Object.hasOwnProperty method),
isPropertyEnumerable (Object.isPropertyEnumerable method), isPrototypeOf
(Object.isPrototypeOf method), registerClass (Object.registerClass method), toString
(Object.toString method), unwatch (Object.unwatch method), valueOf (Object.valueOf
method), watch (Object.watch method)
a (Matrix.a property)
public a : Number
The value in the first row and first column of the Matrix object, which affects the positioning of pixels along the x axis
when scaling or rotating an image.
Availability
Flash Lite 3.1
Example
The following example creates the Matrix object myMatrix and sets its a value.
import flash.geom.Matrix;
var myMatrix:Matrix = new Matrix();
trace(myMatrix.a); // 1
myMatrix.a = 2;
trace(myMatrix.a); // 2
b (Matrix.b property)
public b : Number
The value in the first row and second column of the Matrix object, which affects the positioning of pixels along the y
axis when rotating or skewing an image.
Availability
Flash Lite 3.1
Example
The following example creates the Matrix object myMatrix and sets its b value.
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import flash.geom.Matrix;
var myMatrix:Matrix = new Matrix();
trace(myMatrix.b); // 0
var degrees:Number = 45;
var radians:Number = (degrees/180) Math.PI;
myMatrix.b = radians;
trace(myMatrix.b); // 0.785398163397448
c (Matrix.c property)
public c : Number
The value in the second row and first column of the Matrix object, which affects the positioning of pixels along the x
axis when rotating or skewing an image.
Availability
Flash Lite 3.1
Example
The following example creates the Matrix object myMatrix and sets its c value.
import flash.geom.Matrix;
var myMatrix:Matrix = new Matrix();
trace(myMatrix.c); // 0
var degrees:Number = 45;
var radians:Number = (degrees/180) Math.PI;
myMatrix.c = radians;
trace(myMatrix.c); // 0.785398163397448
clone (Matrix.clone method)
public clone() : Matrix
Returns a new Matrix object that is a clone of this matrix, with an exact copy of the contained object.
Availability
Flash Lite 3.1
Returns
Matrix - A Matrix object.
Example
The following example creates the clonedMatrix variable from the myMatrix variable. The Matrix class does not have
an equals method, so the following example uses a custom written function to test the equality of two matrixes.
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import flash.geom.Matrix;
var myMatrix:Matrix = new Matrix(2, 0, 0, 2, 0, 0);
var clonedMatrix:Matrix = new Matrix();
trace(myMatrix); // (a=2, b=0, c=0, d=2, tx=0, ty=0)
trace(clonedMatrix); // (a=1, b=0, c=0, d=1, tx=0, ty=0)
trace(equals(myMatrix, clonedMatrix)); // false
clonedMatrix = myMatrix.clone();
trace(myMatrix); // (a=2, b=0, c=0, d=2, tx=0, ty=0)
trace(clonedMatrix); // (a=2, b=0, c=0, d=2, tx=0, ty=0)
trace(equals(myMatrix, clonedMatrix)); // true
function equals(m1:Matrix, m2:Matrix):Boolean {
return m1.toString() == m2.toString();
}
concat (Matrix.concat method)
public concat(m:Matrix) : Void
Concatenates a matrix with the current matrix, effectively combining the geometric effects of the two. In mathematical
terms, concatenating two matrixes is the same as combining them using matrix multiplication.
For example, if matrix m1 scales an object by a factor of four, and matrix m2 rotates an object by 1.5707963267949
radians (Math.PI/2), m1.concat(m2) transforms m1 into a matrix that scales an object by a factor of four and rotates
the object by Math.PI/2 radians.
This method replaces the source matrix with the concatenated matrix. If you want to concatenate two matrixes without
altering either of the two source matrixes, you can first copy the source matrix the clone() method, as shown in the
Example section.
Availability
Flash Lite 3.1
Parameters
m:Matrix - The matrix to be concatenated to the source matrix.
Example
The following example creates three matrixes that define transformations for three rectangle movie clips. The first two
matrixes rotate45Matrix and doubleScaleMatrix are applied to the two rectangles rectangleMc_1 and
rectangleMc_2. Then the third matrix is created using the concat() method on rotate45Matrix and
doubleScaleMatrix to create scaleAndRotateMatrix. This matrix is then applied to rectangleMc_3 to scale and
rotate it.
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import flash.geom.Matrix;
import flash.geom.Transform;
var
var
var
var
rectangleMc_0:MovieClip
rectangleMc_1:MovieClip
rectangleMc_2:MovieClip
rectangleMc_3:MovieClip
=
=
=
=
createRectangle(20,
createRectangle(20,
createRectangle(20,
createRectangle(20,
80,
80,
80,
80,
0x000000);
0xFF0000);
0x00FF00);
0x0000FF);
var rectangleTrans_1:Transform = new Transform(rectangleMc_1);
var rectangleTrans_2:Transform = new Transform(rectangleMc_2);
var rectangleTrans_3:Transform = new Transform(rectangleMc_3);
var rotate45Matrix:Matrix = new Matrix();
rotate45Matrix.rotate(Math.PI/4);
rectangleTrans_1.matrix = rotate45Matrix;
rectangleMc_1._x = 100;
trace(rotate45Matrix.toString()); // (a=0.707106781186548, b=0.707106781186547, c=0.707106781186547, d=0.707106781186548, tx=0, ty=0)
var doubleScaleMatrix:Matrix = new Matrix();
doubleScaleMatrix.scale(2, 2);
rectangleTrans_2.matrix = doubleScaleMatrix;
rectangleMc_2._x = 200;
trace(doubleScaleMatrix.toString()); // (a=2, b=0, c=0, d=2, tx=0, ty=0)
var scaleAndRotateMatrix:Matrix = doubleScaleMatrix.clone();
scaleAndRotateMatrix.concat(rotate45Matrix);
rectangleTrans_3.matrix = scaleAndRotateMatrix;
rectangleMc_3._x = 300;
trace(scaleAndRotateMatrix.toString()); // (a=1.4142135623731, b=1.41421356237309, c=1.41421356237309, d=1.4142135623731, tx=0, ty=0)
function createRectangle(width:Number, height:Number, color:Number):MovieClip {
var depth:Number = this.getNextHighestDepth();
var mc:MovieClip = this.createEmptyMovieClip("mc_" + depth, depth);
mc.beginFill(color);
mc.lineTo(0, height);
mc.lineTo(width, height);
mc.lineTo(width, 0);
mc.lineTo(0, 0);
return mc;
}
createBox (Matrix.createBox method)
public createBox(scaleX:Number, scaleY:Number, [rotation:Number], [tx:Number], [ty:Number]) : Void
Includes parameters for scaling, rotation, and translation. When applied to a matrix, it sets the matrix's values based
on those parameters.
Using the createBox() method lets you obtain the same matrix as you would if you were to apply the identity(),
rotate(), scale(), and translate() methods in succession. For example, mat1.createBox(2,2,Math.PI/5,
100, 100) has the same effect as the following:
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import flash.geom.Matrix;
var mat1:Matrix = new Matrix();
mat1.identity();
mat1.rotate(Math.PI/4);
mat1.scale(2,2);
mat1.translate(10,20);
Availability
Flash Lite 3.1
Parameters
scaleX:Number - The factor by which to scale horizontally.
scaleY:Number - The factor by which scale vertically.
rotation:Number [optional] - The amount to rotate, in radians. The default value is 0.
tx:Number [optional] - The number of pixels to translate (move) to the right along the x axis. The default value is 0.
ty:Number [optional] - The number of pixels to translate (move) down along the y axis. The default value is 0.
Example
The following example sets the scaleX, scaleY scale, rotation, x location, and y location of myMatrix by calling its
createBox() method.
import flash.geom.Matrix;
import flash.geom.Transform;
var myMatrix:Matrix = new Matrix();
trace(myMatrix.toString()); // (a=1, b=0, c=0, d=1, tx=0, ty=0)
myMatrix.createBox(1, 2, Math.PI/4, 100, 200);
trace(myMatrix.toString()); // (a=0.707106781186548, b=1.41421356237309, c=0.707106781186547, d=1.4142135623731, tx=100, ty=200)
var rectangleMc:MovieClip = createRectangle(20, 80, 0xFF0000);
var rectangleTrans:Transform = new Transform(rectangleMc);
rectangleTrans.matrix = myMatrix;
createGradientBox (Matrix.createGradientBox method)
public createGradientBox(width:Number, height:Number, [rotation:Number], [tx:Number],
[ty:Number]) : Void
Creates the specific style of matrix expected by the MovieClip.beginGradientFill() method. Width and height are
scaled to a scaleX/scaleY pair and the tx/ty values are offset by half the width and height.
Availability
Flash Lite 3.1
Parameters
width:Number - The width of the gradient box.
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height:Number - The height of the gradient box.
rotation:Number [optional] - The amount to rotate, in radians. The default value is 0.
tx:Number [optional] - The distance in pixels to translate to the right along the x axis. This value will be offset by half
of the width parameter. The default value is 0.
ty:Number [optional] - The distance in pixels to translate down along the y axis. This value will be offset by half of the
height parameter. The default value is 0.
Example
The following example uses myMatrix as a parameter for the MovieClip object's beginGradientFill() method.
import flash.geom.Matrix;
var myMatrix:Matrix = new Matrix();
trace(myMatrix.toString()); // (a=1, b=0, c=0, d=1, tx=0, ty=0)
myMatrix.createGradientBox(200, 200, 0, 50, 50);
trace(myMatrix.toString()); // (a=0.1220703125, b=0, c=0, d=0.1220703125, tx=150, ty=150)
var depth:Number = this.getNextHighestDepth();
var mc:MovieClip = this.createEmptyMovieClip("mc_" + depth, depth);
var colors:Array = [0xFF0000, 0x0000FF];
var alphas:Array = [100, 100];
var ratios:Array = [0, 0xFF];
mc.beginGradientFill("linear", colors, alphas, ratios, myMatrix);
mc.lineTo(0, 300);
mc.lineTo(300, 300);
mc.lineTo(300, 0);
mc.lineTo(0, 0);
See also
beginGradientFill (MovieClip.beginGradientFill method)
d (Matrix.d property)
public d : Number
The value in the second row and second column of the Matrix object, which affects the positioning of pixels along the
y axis when scaling or rotating an image.
Availability
Flash Lite 3.1
Example
The following example creates the Matrix object myMatrix and sets its d value.
import flash.geom.Matrix;
var myMatrix:Matrix = new Matrix();
trace(myMatrix.d); // 1
myMatrix.d = 2;
trace(myMatrix.d); // 2
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deltaTransformPoint (Matrix.deltaTransformPoint method)
public deltaTransformPoint(pt:Point) : Point
Given a point in the pretransform coordinate space, returns the coordinates of that point after the transformation
occurs. Unlike the standard transformation applied using the transformPoint() method, the deltaTransformPoint()
method's transformation does not consider the translation parameters tx and ty.
Availability
Flash Lite 3.1
Parameters
pt:Point - A Point object.
Returns
Point - The new Point object.
Example
The following example uses the deltaTransformPoint() method to create deltaTransformedPoint from
myPoint. In the example, the translate() method does not alter the position of the point named
deltaTransformedPoint. However, the scale() method does affect that point's position. It increases the point's x
value by a factor of three from 50 to 150.
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import flash.geom.Matrix;
import flash.geom.Point;
var myMatrix:Matrix = new Matrix();
trace(myMatrix); // (a=1, b=0, c=0, d=1, tx=0, ty=0)
myMatrix.translate(100, 0);
trace(myMatrix); // (a=1, b=0, c=0, d=1, tx=100, ty=0)
myMatrix.scale(3, 3);
trace(myMatrix); // (a=3, b=0, c=0, d=3, tx=300, ty=0)
var myPoint:Point = new Point(50,0);
trace(myPoint); // (50, 0)
var deltaTransformedPoint:Point = myMatrix.deltaTransformPoint(myPoint);
trace(deltaTransformedPoint); // (150, 0)
var pointMc_0:MovieClip = createRectangle(10, 10, 0xFF0000);
pointMc_0._x = myPoint.x;
var pointMc_1:MovieClip = createRectangle(10, 10, 0x00FF00);
pointMc_1._x = deltaTransformedPoint.x;
function createRectangle(width:Number, height:Number, color:Number):MovieClip {
var depth:Number = this.getNextHighestDepth();
var mc:MovieClip = this.createEmptyMovieClip("mc_" + depth, depth);
mc.beginFill(color);
mc.lineTo(0, height);
mc.lineTo(width, height);
mc.lineTo(width, 0);
mc.lineTo(0, 0);
return mc;
}
identity (Matrix.identity method)
public identity() : Void
Sets each matrix property to a value that causes a transformed movie clip or geometric construct to be identical to the
original.
After calling the identity() method, the resulting matrix has the following properties: a=1, b=0, c=0, d=1,
tx=0, ty=0.
In matrix notation, the identity matrix looks like this:
Availability
Flash Lite 3.1
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Example
The following example demonstrates that calling the identity() method converts the calling Matrix object to an
identity Matrix object. The number and types of transformations applied to the original Matrix object beforehand are
irrelevant. If identity() is called, the Matrix values are converted to (a=1, b=0, c=0, d=1, tx=0, ty=0).
import flash.geom.Matrix;
var myMatrix:Matrix = new Matrix(2, 0, 0, 2, 0 ,0);
trace(myMatrix.toString()); // (a=2, b=0, c=0, d=2, tx=0, ty=0)
myMatrix.rotate(Math.atan(3/4));
trace(myMatrix.toString()); // (a=1.6, b=1.2, c=-1.2, d=1.6, tx=0, ty=0)
myMatrix.translate(100,200);
trace(myMatrix.toString()); // (a=1.6, b=1.2, c=-1.2, d=1.6, tx=100, ty=200)
myMatrix.scale(2, 2);
trace(myMatrix.toString()); // (a=3.2, b=2.4, c=-2.4, d=3.2, tx=200, ty=400)
myMatrix.identity();
trace(myMatrix.toString()); // (a=1, b=0, c=0, d=1, tx=0, ty=0)
invert (Matrix.invert method)
public invert() : Void
Performs the opposite transformation of the original matrix. You can apply an inverted matrix to an object to undo
the transformation performed when applying the original matrix.
Availability
Flash Lite 3.1
Example
The following example creates halfScaleMatrix by calling the invert() method of doubleScaleMatrix, and then
demonstrates that the two are Matrix inverses of one another, that is, matrixes that undo any transformations
performed by the other. The example shows this inversion by creating originalAndInverseMatrix, which is equal
to noScaleMatrix.
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import flash.geom.Matrix;
import flash.geom.Transform;
var
var
var
var
rectangleMc_0:MovieClip
rectangleMc_1:MovieClip
rectangleMc_2:MovieClip
rectangleMc_3:MovieClip
=
=
=
=
var
var
var
var
rectangleTrans_0:Transform
rectangleTrans_1:Transform
rectangleTrans_2:Transform
rectangleTrans_3:Transform
createRectangle(20,
createRectangle(20,
createRectangle(20,
createRectangle(20,
=
=
=
=
new
new
new
new
80,
80,
80,
80,
0xFF0000);
0x00FF00);
0x0000FF);
0x000000);
Transform(rectangleMc_0);
Transform(rectangleMc_1);
Transform(rectangleMc_2);
Transform(rectangleMc_3);
var doubleScaleMatrix:Matrix = new Matrix(2, 0, 0, 2, 0, 0);
rectangleTrans_0.matrix = doubleScaleMatrix;
trace(doubleScaleMatrix.toString()); // (a=2, b=0, c=0, d=2, tx=0, ty=0)
var noScaleMatrix:Matrix = new Matrix(1, 0, 0, 1, 0, 0);
rectangleTrans_1.matrix = noScaleMatrix;
rectangleMc_1._x = 100;
trace(noScaleMatrix.toString()); // (a=1, b=0, c=0, d=1, tx=0, ty=0)
var halfScaleMatrix:Matrix = doubleScaleMatrix.clone();
halfScaleMatrix.invert();
rectangleTrans_2.matrix = halfScaleMatrix;
rectangleMc_2._x = 200;
trace(halfScaleMatrix.toString()); // (a=0.5, b=0, c=0, d=0.5, tx=0, ty=0)
var originalAndInverseMatrix:Matrix = doubleScaleMatrix.clone();
originalAndInverseMatrix.concat(halfScaleMatrix);
rectangleTrans_3.matrix = originalAndInverseMatrix;
rectangleMc_3._x = 300;
trace(originalAndInverseMatrix.toString()); // (a=1, b=0, c=0, d=1, tx=0, ty=0)
function createRectangle(width:Number, height:Number, color:Number):MovieClip {
var depth:Number = this.getNextHighestDepth();
var mc:MovieClip = this.createEmptyMovieClip("mc_" + depth, depth);
mc.beginFill(color);
mc.lineTo(0, height);
mc.lineTo(width, height);
mc.lineTo(width, 0);
mc.lineTo(0, 0);
return mc;
}
Matrix constructor
public Matrix([a:Number], [b:Number], [c:Number], [d:Number], [tx:Number], [ty:Number])
Creates a new Matrix object with the specified parameters. In matrix notation, the properties will be organized like this:
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If you do not provide any parameters to the new Matrix() constructor, it creates an "identity matrix" with the
following values:
a = 1
b = 0
c = 0
d = 1
tx = 0
ty = 0
In matrix notation, the identity matrix looks like this:
Availability
Flash Lite 3.1
Parameters
a:Number [optional] - The value in the first row and first column of the new Matrix object.
b:Number [optional] - The value in the first row and second column of the new Matrix object.
c:Number [optional] - The value in the second row and first column of the new Matrix object.
d:Number [optional] - The value in the second row and second column of the new Matrix object.
tx:Number [optional] - The value in the third row and first column of the new Matrix object.
ty:Number [optional] - The value in the third row and second column of the new Matrix object.
Example
The following example creates matrix_1 by sending no parameters to the Matrix constructor and matrix_2 by
sending parameters to it. The Matrix object matrix_1, which is created with no parameters, is an identity Matrix with
the values (a=1, b=0, c=0, d=1, tx=0, ty=0).
import flash.geom.Matrix;
var matrix_1:Matrix = new Matrix();
trace(matrix_1); // (a=1, b=0, c=0, d=1, tx=0, ty=0)
var matrix_2:Matrix = new Matrix(1, 2, 3, 4, 5, 6);
trace(matrix_2); // (a=1, b=2, c=3, d=4, tx=5, ty=6)
rotate (Matrix.rotate method)
public rotate(angle:Number) : Void
Sets the values in the current matrix so that the matrix can be used to apply a rotation transformation.
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The rotate() method alters the a and d properties of the Matrix object. In matrix notation this is shown as follows:
Availability
Flash Lite 3.1
Parameters
angle:Number - The rotation angle in radians.
Example
The following example shows how the rotate() method rotates rectangleMc 30 degrees clockwise. Applying
myMatrix to rectangleMc resets its _x value, leaving you to reset it to 100 manually.
import flash.geom.Matrix;
import flash.geom.Transform;
var myMatrix:Matrix = new Matrix();
trace(myMatrix.toString()); // (a=1, b=0, c=0, d=1, tx=0, ty=0)
var degrees:Number = 30;
var radians:Number = (degrees/180) Math.PI;
myMatrix.rotate(radians);
trace(myMatrix.toString()); // (a=0.866025403784439, b=0.5, c=-0.5, d=0.866025403784439,
tx=0, ty=0)
var rectangleMc:MovieClip = createRectangle(20, 80, 0xFF0000);
trace(rectangleMc._x); // 0
rectangleMc._x = 100;
trace(rectangleMc._x); // 100
var rectangleTrans:Transform = new Transform(rectangleMc);
rectangleTrans.matrix = myMatrix;
trace(rectangleMc._x); // 0
rectangleMc._x = 100;
trace(rectangleMc._x); // 100
function createRectangle(width:Number, height:Number, color:Number):MovieClip {
var depth:Number = this.getNextHighestDepth();
var mc:MovieClip = this.createEmptyMovieClip("mc_" + depth, depth);
mc.beginFill(color);
mc.lineTo(0, height);
mc.lineTo(width, height);
mc.lineTo(width, 0);
mc.lineTo(0, 0);
return mc;
}
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The previous example uses the _x property of the MovieClip object to position rectangleMc. Generally, when dealing
with Matrix object positioning, mixing positioning techniques is considered poor format. The previous example
written in correct syntax would concatenate a translation Matrix to myMatrix to change the horizontal location of
rectangleMc. The following example demonstrates this.
import flash.geom.Matrix;
import flash.geom.Transform;
var myMatrix:Matrix = new Matrix();
trace(myMatrix.toString()); // (a=1, b=0, c=0, d=1, tx=0, ty=0)
var degrees:Number = 30;
var radians:Number = (degrees/180) * Math.PI;
myMatrix.rotate(radians);
trace(myMatrix.toString()); // (a=0.866025403784439, b=0.5, c=-0.5, d=0.866025403784439,
tx=0, ty=0)
var translateMatrix:Matrix = new Matrix();
translateMatrix.translate(100, 0);
myMatrix.concat(translateMatrix);
trace(myMatrix.toString()); // (a=0.866025403784439, b=0.5, c=-0.5, d=0.866025403784439,
tx=100, ty=0)
var rectangleMc:MovieClip = createRectangle(20, 80, 0xFF0000);
trace(rectangleMc._x); // 0
rectangleMc._x = 100;
trace(rectangleMc._x); // 100
var rectangleTrans:Transform = new Transform(rectangleMc);
rectangleTrans.matrix = myMatrix;
trace(rectangleMc._x); // 100
function createRectangle(width:Number, height:Number, color:Number):MovieClip {
var depth:Number = this.getNextHighestDepth();
var mc:MovieClip = this.createEmptyMovieClip("mc_" + depth, depth);
mc.beginFill(color);
mc.lineTo(0, height);
mc.lineTo(width, height);
mc.lineTo(width, 0);
mc.lineTo(0, 0);
return mc;
}
scale (Matrix.scale method)
public scale(sx:Number, sy:Number) : Void
Modifies a matrix so that its effect, when applied, is to resize an image. In the resized image, the location of each pixel
on the x axis is multiplied by sx; and on the y axis, it is multiplied by sy.
The scale() method alters the a and d properties of the matrix object. In matrix notation, this is shown as follows:
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Availability
Flash Lite 3.1
Parameters
sx:Number - A multiplier used to scale the object along the x axis.
sy:Number - A multiplier used to scale the object along the y axis.
Example
The following example uses the scale() method to scale myMatrix by a factor of three horizontally and a factor of
four vertically.
import flash.geom.Matrix;
var myMatrix:Matrix = new Matrix(2, 0, 0, 2, 100, 100);
trace(myMatrix.toString()); // (a=2, b=0, c=0, d=2, tx=100, ty=100)
myMatrix.scale(3, 4);
trace(myMatrix.toString()); // (a=6, b=0, c=0, d=8, tx=300, ty=400)
toString (Matrix.toString method)
public toString() : String
Returns a text value listing the properties of the Matrix object.
Availability
Flash Lite 3.1
Returns
“String” on page 584 - A string containing the values of the properties of the Matrix object: a, b, c, d, tx, and ty.
Example
The following example creates myMatrix and converts its values to a string in the format of (a=A, b=B, c=C, d=D,
tx=TX, ty=TY).
import flash.geom.Matrix;
var myMatrix:Matrix = new Matrix();
trace("myMatrix: " + myMatrix.toString()); // (a=1, b=0, c=0, d=1, tx=0, ty=0)
transformPoint (Matrix.transformPoint method)
public transformPoint(pt:Point) : Point
Applies the geometric transformation represented by the Matrix object to the specified point.
Availability
Flash Lite 3.1
Parameters
pt:Point - The Point (x,y) to be transformed.
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Returns
Point (flash.geom.Point) - The new Point object.
Example
The following example uses the transformPoint() method to create transformedPoint from myPoint. The
translate() method does have an effect on the position of transformedPoint. In the example, scale() increases
the original x value by a factor of three, from 50 to 150, and the translate() method increases x by 300, for a total
value of 450.
import flash.geom.Matrix;
import flash.geom.Point;
var myMatrix:Matrix = new Matrix();
trace(myMatrix); // (a=1, b=0, c=0, d=1, tx=0, ty=0)
myMatrix.translate(100, 0);
trace(myMatrix); // (a=1, b=0, c=0, d=1, tx=100, ty=0)
myMatrix.scale(3, 3);
trace(myMatrix); // (a=3, b=0, c=0, d=3, tx=300, ty=0)
var myPoint:Point = new Point(50,0);
trace(myPoint); // (50, 0)
var transformedPoint:Point = myMatrix.transformPoint(myPoint);
trace(transformedPoint); // (450, 0)
var pointMc_0:MovieClip = createRectangle(10, 10, 0xFF0000);
pointMc_0._x = myPoint.x;
var pointMc_1:MovieClip = createRectangle(10, 10, 0x00FF00);
pointMc_1._x = transformedPoint.x;
function createRectangle(width:Number, height:Number, color:Number):MovieClip {
var depth:Number = this.getNextHighestDepth();
var mc:MovieClip = this.createEmptyMovieClip("mc_" + depth, depth);
mc.beginFill(color);
mc.lineTo(0, height);
mc.lineTo(width, height);
mc.lineTo(width, 0);
mc.lineTo(0, 0);
return mc;
}
translate (Matrix.translate method)
public translate(tx:Number, ty:Number) : Void
Modifies a Matrix object so that the effect of its transformation is to move an object along the x and y axes.
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The translate() method alters the tx and ty properties of the matrix object. In matrix notation, this is shown as
follows:
Availability
Flash Lite 3.1
Parameters
tx:Number - The amount of movement along the x axis to the right, in pixels.
ty:Number - The amount of movement down along the y axis, in pixels.
Example
The following example uses the translate() method to position rectangleMc x:100 and y:50. The translate()
method affects the translation properties tx and ty, but it doesn't affect the a, b, c, or d properties.
import flash.geom.Matrix;
var myMatrix:Matrix = new Matrix(2, 0, 0, 2, 100, 100);
trace(myMatrix.toString()); // (a=2, b=0, c=0, d=2, tx=100, ty=100)
myMatrix.translate(100, 50);
trace(myMatrix.toString()); // (a=2, b=0, c=0, d=2, tx=200, ty=150)
tx (Matrix.tx property)
public tx : Number
The distance by which to translate each point along the x axis. This represents the value in the third row and first
column of the Matrix object.
Availability
Flash Lite 3.1
Example
The following example creates the Matrix object myMatrix and sets its tx value.
import flash.geom.Matrix;
var myMatrix:Matrix = new Matrix();
trace(myMatrix.tx); // 0
myMatrix.tx = 50; // 50
trace(myMatrix.tx);
ty (Matrix.ty property)
public ty : Number
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The distance by which to translate each point along the y axis. This represents the value in the third row and second
column of the Matrix object.
Availability
Flash Lite 3.1
Example
The following example creates the Matrix object myMatrix and sets its ty value.
import flash.geom.Matrix;
var myMatrix:Matrix = new Matrix();
trace(myMatrix.ty); // 0
myMatrix.ty = 50;
trace(myMatrix.ty); // 50
Mouse
Object
|
+-Mouse
public class Mouse
extends Object
The Mouse class is a top-level class whose properties and methods you can access without using a constructor. You
can use the methods of the Mouse class to add and remove listeners and to handle mouse events.
The members of this class are supported in Flash Lite only if System.capabilities.hasMouse is true or
System.capabilities.hasStylus is true.
Availability
Flash Lite 2.0
Property summary
Properties inherited from class Object
constructor (Object.constructor property), __proto__ (Object.__proto__ property),
prototype (Object.prototype property), __resolve (Object.__resolve property)
Event summary
Event
Description
onMouseDown =
Notified when the mouse button is pressed.
function() {}
onMouseMove =
Notified when the mouse moves.
function() {}
onMouseUp =
Notified when the mouse button is released.
function() {}
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Method summary
Modifiers
Signature
Description
static
addListener(listener:
Object) : Void
Registers an object to receive notifications of the
onMouseDown, onMouseMove, and onMouseUp listeners.
static
removeListener(listene Removes an object that was previously registered with
r:Object) : Boolean
addListener().
Methods inherited from class Object
addProperty (Object.addProperty method), hasOwnProperty (Object.hasOwnProperty method),
isPropertyEnumerable (Object.isPropertyEnumerable method), isPrototypeOf
(Object.isPrototypeOf method), registerClass (Object.registerClass method), toString
(Object.toString method)unwatch (Object.unwatch method), valueOf (Object.valueOf
method), watch (Object.watch method)
addListener (Mouse.addListener method)
public static addListener(listener:Object) : Void
Registers an object to receive notifications of the onMouseDown, onMouseMove, and onMouseUp listeners.
The listener parameter should contain an object that has a defined method for at least one of the listeners.
When the mouse button is pressed, moved, released, or used to scroll, regardless of the input focus, all listening objects
that are registered with this method have their onMouseDown, onMouseMove, or onMouseUp method invoked. Multiple
objects can listen for mouse notifications. If the listener is already registered, no change occurs.
Note: This method is supported in Flash Lite only if System.capabilities.hasMouse is true or
System.capabilities.hasStylus is true.
Availability
Flash Lite 2.0
Parameters
listener:Object
Example
This example sends the position of the cursor to the Output window.
// Create a mouse listener object.
var mouseListener:Object = new Object();
mouseListener.onMouseMove = function() {
trace(_xmouse);
trace(_ymouse);
};
Mouse.addListener(mouseListener);
See also
onMouseDown (Mouse.onMouseDown event listener), onMouseMove (Mouse.onMouseMove event listener),
onMouseUp (Mouse.onMouseUp event listener)
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onMouseDown (Mouse.onMouseDown event listener)
onMouseDown = function() {}
Notified when the mouse button is pressed. To use the onMouseDown listener, you must create a listener object. Define
a function for onMouseDown and call addListener() to register the listener with the Mouse object, as shown in the
following code:
var someListener:Object = new Object();
someListener.onMouseDown = function () { ... };
Mouse.addListener(someListener);
Listeners enable different pieces of code to cooperate because multiple listeners can receive notification about a single
event.
This event listener is supported in Flash Lite only if System.capabilities.hasMouse is true or
System.capabilities.hasStylus is true.
Availability
Flash Lite 2.0
Example
The following example uses the Drawing API to draw a rectangle when the user presses the mouse button, moves the
mouse, and then releases the mouse button at runtime.
this.createEmptyMovieClip("canvas_mc", this.getNextHighestDepth());
var mouseListener:Object = new Object();
mouseListener.onMouseDown = function() {
this.isDrawing = true;
this.orig_x = _xmouse;
this.orig_y = _ymouse;
this.target_mc = canvas_mc.createEmptyMovieClip("", canvas_mc.getNextHighestDepth());
};
mouseListener.onMouseMove = function() {
if (this.isDrawing) {
this.target_mc.clear();
this.target_mc.lineStyle(1, 0xFF0000, 100);
this.target_mc.moveTo(this.orig_x, this.orig_y);
this.target_mc.lineTo(_xmouse, this.orig_y);
this.target_mc.lineTo(_xmouse, _ymouse);
this.target_mc.lineTo(this.orig_x, _ymouse);
this.target_mc.lineTo(this.orig_x, this.orig_y);
}
updateAfterEvent();
};
mouseListener.onMouseUp = function() {
this.isDrawing = false;
};
Mouse.addListener(mouseListener);
See also
addListener (Mouse.addListener method)
onMouseMove (Mouse.onMouseMove event listener)
onMouseMove = function() {}
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Notified when the mouse moves. To use the onMouseMove listener, you must create a listener object. You can then
define a function for onMouseMove and use addListener() to register the listener with the Mouse object, as shown
in the following code:
var someListener:Object = new Object();
someListener.onMouseMove = function () { ... };
Mouse.addListener(someListener);
Listeners enable different pieces of code to cooperate because multiple listeners can receive notification about a single
event.
This event listener is supported in Flash Lite only if System.capabilities.hasMouse is true.
Availability
Flash Lite 2.0
Example
The following example uses the mouse pointer as a tool to draw lines using onMouseMove and the Drawing API. The
user draws a line by moving the pointer.
this.createEmptyMovieClip("canvas_mc", this.getNextHighestDepth());
var mouseListener:Object = new Object();
mouseListener.onMouseDown = function() {
this.isDrawing = true;
canvas_mc.lineStyle(2, 0xFF0000, 100);
canvas_mc.moveTo(_xmouse, _ymouse);
};
mouseListener.onMouseMove = function() {
if (this.isDrawing) {
canvas_mc.lineTo(_xmouse, _ymouse);
}
updateAfterEvent();
};
mouseListener.onMouseUp = function() {
this.isDrawing = false;
};
Mouse.addListener(mouseListener);
The following example sets the x and y positions of the pointer_mc movie clip instance to the x and y pointer
positions. The device must support a stylus or mouse for this example to work. To use the example, you create a movie
clip and set its Linkage identifier to pointer_id. Then add the following ActionScript code to Frame 1 of the Timeline:
this.attachMovie("pointer_id", "pointer_mc", this.getNextHighestDepth());
var mouseListener:Object = new Object();
mouseListener.onMouseMove = function() {
pointer_mc._x = _xmouse;
pointer_mc._y = _ymouse;
};
Mouse.addListener(mouseListener);
See also
addListener (Mouse.addListener method)
onMouseUp (Mouse.onMouseUp event listener)
onMouseUp = function() {}
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Notified when the mouse button is released. To use the onMouseUp listener, you must create a listener object. You can
then define a function for onMouseUp and use addListener() to register the listener with the Mouse object, as shown
in the following code:
var someListener:Object = new Object();
someListener.onMouseUp = function () { ... };
Mouse.addListener(someListener);
Listeners enable different pieces of code to cooperate because multiple listeners can receive notification about a single
event.
This event listener is supported in Flash Lite only if System.capabilities.hasMouse is true or
System.capabilities.hasStylus is true.
Availability
Flash Lite 2.0
Example
The following example uses the mouse pointer as a tool to draw lines using onMouseMove and the Drawing API. The
user draws a line by moving the pointer and stops drawing the line by releasing the mouse button.
this.createEmptyMovieClip("canvas_mc", this.getNextHighestDepth());
var mouseListener:Object = new Object();
mouseListener.onMouseDown = function() {
this.isDrawing = true;
canvas_mc.lineStyle(2, 0xFF0000, 100);
canvas_mc.moveTo(_xmouse, _ymouse);
};
mouseListener.onMouseMove = function() {
if (this.isDrawing) {
canvas_mc.lineTo(_xmouse, _ymouse);
}
updateAfterEvent();
};
mouseListener.onMouseUp = function() {
this.isDrawing = false;
};
Mouse.addListener(mouseListener);
See also
addListener (Mouse.addListener method)
removeListener (Mouse.removeListener method)
public static removeListener(listener:Object) : Boolean
Removes an object that was previously registered with addListener().
Note: This method is supported in Flash Lite only if System.capabilities.hasMouse is true or
System.capabilities.hasStylus is true.
Availability
Flash Lite 2.0
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Parameters
listener:Object
Returns
Boolean - If the listener object is successfully removed, the method returns true; if the listener object is not successfully
removed (for example, if it was not on the Mouse object's listener list), the method returns false.
Example
The following example attaches three buttons to the Stage, and lets the user draw lines in the SWF file at runtime, using
the mouse pointer. One button clears all of the lines from the SWF file. The second button removes the mouse listener
so the user cannot draw lines. The third button adds the mouse listener after it is removed, so the user can draw lines
again. Add the following ActionScript to Frame 1 of the Timeline:
this.createClassObject(mx.controls.Button, "clear_button", this.getNextHighestDepth(),
{_x:10, _y:10, label:'clear'});
this.createClassObject(mx.controls.Button, "stopDrawing_button", this.getNextHighestDepth(),
{_x:120, _y:10, label:'stop drawing'});
this.createClassObject(mx.controls.Button, "startDrawing_button",
this.getNextHighestDepth(), {_x:230, _y:10, label:'start drawing'});
startDrawing_button.enabled = false;
//
this.createEmptyMovieClip("canvas_mc", this.getNextHighestDepth());
var mouseListener:Object = new Object();
mouseListener.onMouseDown = function() {
this.isDrawing = true;
canvas_mc.lineStyle(2, 0xFF0000, 100);
canvas_mc.moveTo(_xmouse, _ymouse);
};
mouseListener.onMouseMove = function() {
if (this.isDrawing) {
canvas_mc.lineTo(_xmouse, _ymouse);
}
updateAfterEvent();
};
mouseListener.onMouseUp = function() {
this.isDrawing = false;
};
Mouse.addListener(mouseListener);
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var clearListener:Object = new Object();
clearListener.click = function() {
canvas_mc.clear();
};
clear_button.addEventListener("click", clearListener);
//
var stopDrawingListener:Object = new Object();
stopDrawingListener.click = function(evt:Object) {
Mouse.removeListener(mouseListener);
evt.target.enabled = false;
startDrawing_button.enabled = true;
};
stopDrawing_button.addEventListener("click", stopDrawingListener);
var startDrawingListener:Object = new Object();
startDrawingListener.click = function(evt:Object) {
Mouse.addListener(mouseListener);
evt.target.enabled = false;
stopDrawing_button.enabled = true;
};
startDrawing_button.addEventListener("click", startDrawingListener);
MovieClip
Object
|
+-MovieClip
public dynamic class MovieClip
extends Object
Use the MovieClip class to manipulate movie clips with ActionScript. There is no constructor for the MovieClip class.
To create a new movie clip instance, do one of the following:
• Draw a movie clip on the Stage in the Flash authoring tool and give it an instance name in the Property inspector.
• Call attachMovie() method to create a new movie clip instance based on a movie clip symbol that exists in the
library.
• Call createEmptyMovieClip() to create a new, empty movie clip instance as a child based on another movie clip.
• Call duplicateMovieClip() method to create a movie clip instance based on another movie clip.
Availability
Flash Lite 2.0
Property summary
Modifiers
Property
Description
_alpha:Number
The alpha transparency value of the movie clip.
_currentframe:Number
[read-only]
Returns the number of the frame in which the playhead is
located in the movie clip's Timeline.
_droptarget:String [readonly]
Returns the absolute path in slash-syntax notation of the
movie clip instance on which this movie clip was dropped.
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Modifiers
Property
Description
enabled:Boolean
A Boolean value that indicates whether a movie clip is enabled.
focusEnabled:Boolean
If the value is undefined or false, a movie clip cannot
receive input focus unless it is a button.
_focusrect:Boolean
A Boolean value that specifies whether a movie clip has a
yellow rectangle around it when it has input focus.
_framesloaded:Number
[read-only]
The number of frames that are loaded from a streaming SWF
file.
_height:Number
The height of the movie clip, in pixels.
_highquality:Number
Deprecated since Flash Player 7. This property was
deprecated in favor of MovieClip._quality.
Specifies the level of anti-aliasing applied to the current SWF
file.
hitArea:Object
Designates another movie clip to serve as the hit area for a
movie clip.
_lockroot:Boolean
A Boolean value that specifies what _root refers to when a
SWF file is loaded into a movie clip.
_name:String
The instance name of the movie clip.
_parent:MovieClip
A reference to the movie clip or object that contains the
current movie clip or object.
_quality:String
Sets or retrieves the rendering quality used for a SWF file.
_rotation:Number
Specifies the rotation of the movie clip, in degrees, from its
original orientation.
_soundbuftime:Number
Specifies the number of seconds a sound prebuffers before it
starts to stream.
tabChildren:Boolean
Determines whether the children of a movie clip are included
in the automatic tab ordering.
tabEnabled:Boolean
Specifies whether the movie clip is included in automatic tab
ordering.
tabIndex:Number
Lets you customize the tab ordering of objects in a movie.
_target:String [read-only]
Returns the target path of the movie clip instance, in slash
notation.
_totalframes:Number
[read-only]
Returns the total number of frames in the movie clip instance
specified in the MovieClip parameter.
trackAsMenu:Boolean
A Boolean value that indicates whether other buttons or movie
clips can receive a release event from a mouse or stylus.
_url:String [read-only]
Retrieves the URL of the SWF, JPEG, GIF, or PNG file from which
the movie clip was downloaded.
_visible:Boolean
A Boolean value that indicates whether the movie clip is
visible.
_width:Number
The width of the movie clip, in pixels.
_x:Number
An integer that sets the x coordinate of a movie clip relative to
the local coordinates of the parent movie clip.
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Modifiers
Property
Description
_xmouse:Number [readonly]
Returns the x coordinate of the mouse position.
_xscale:Number
Sets the horizontal scale (percentage) of the movie clip as
applied from the registration point of the movie clip.
_y:Number
Sets the y coordinate of a movie clip relative to the local
coordinates of the parent movie clip.
_ymouse:Number [readonly]
Indicates the y coordinate of the mouse position.
_yscale:Number
Sets the vertical scale (percentage) of the movie clip as
applied from the registration point of the movie clip.
Properties inherited from class Object
constructor (Object.constructor property), __proto__ (Object.__proto__ property),
prototype (Object.prototype property), __resolve (Object.__resolve property)
Event summary
Event
Description
onData = function()
{}
Invoked when a movie clip receives data from a MovieClip.loadVariables() or
MovieClip.loadMovie() call.
onDragOut =
Invoked when the mouse button is pressed and the pointer rolls outside the object.
function() {}
onDragOver =
Invoked when the pointer is dragged outside and then over the movie clip.
function() {}
onEnterFrame =
Invoked repeatedly at the frame rate of the SWF file.
function() {}
onKeyDown =
Invoked when a movie clip has input focus and a key is pressed.
function() {}
onKeyUp =
Invoked when a key is released.
function() {}
onKillFocus =
Invoked when a movie clip loses input focus.
function(newFocus:
Object) {}
onLoad = function()
Invoked when the movie clip is instantiated and appears in the Timeline.
{}
onMouseDown =
Invoked when the mouse button is pressed.
function() {}
onMouseMove =
Invoked when the mouse moves.
function() {}
onMouseUp =
Invoked when the mouse button is released.
function() {}
onPress = function()
Invoked when the user clicks the mouse while the pointer is over a movie clip.
{}
onRelease =
Invoked when the mouse button is released over a movie clip.
function() {}
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Event
Description
onReleaseOutside =
function() {}
Invoked when the mouse button is pressed inside the movie clip area and then released
outside the movie clip area.
onRollOut =
Invoked when the pointer moves outside a movie clip area.
function() {}
onRollOver =
Invoked when the pointer moves over a movie clip area.
function() {}
onSetFocus =
Invoked when a movie clip receives input focus.
function(oldFocus:
Object) {}
onUnload =
Invoked in the first frame after the movie clip is removed from the Timeline.
function() {}
Method summary
Modifiers
Signature
Description
attachMovie(id:String,
name:String,
depth:Number,
[initObject:Object])
: MovieClip
Takes a symbol from the library and attaches it to the movie
clip.
beginFill(rgb:Number,
[alpha:Number]) :
Indicates the beginning of a new drawing path.
Void
beginGradientFill(fillT Indicates the beginning of a new drawing path.
ype:String,
colors:Array,
alphas:Array,
ratios:Array,
matrix:Object) : Void
clear() : Void
Removes all the graphics created during runtime by using the
movie clip draw methods, including line styles specified with
MovieClip.lineStyle().
createEmptyMovieClip(n
ame:String,
depth:Number) :
MovieClip
Creates an empty movie clip as a child of an existing movie clip.
createTextField(instanc
eName:String,
depth:Number,
x:Number, y:Number,
width:Number,
height:Number) :
TextField
Creates a new, empty text field as a child of the movie clip on
which you call this method.
curveTo(controlX:Num Draws a curve using the current line style from the current
ber,
drawing position to (anchorX, anchorY) using the control
controlY:Number,
point that (controlX, controlY) specifies.
anchorX:Number,
anchorY:Number) :
Void
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Modifiers
Signature
Description
duplicateMovieClip(name
:String,
depth:Number,
[initObject:Object])
: MovieClip
Creates an instance of the specified movie clip while the SWF
file is playing.
endFill() : Void
Applies a fill to the lines and curves added since the last call to
beginFill() or beginGradientFill().
getBounds(bounds:Obje Returns properties that are the minimum and maximum x and
ct) : Object
y coordinate values of the movie clip, based on the bounds
parameter.
getBytesLoaded() :
Number
Returns the number of bytes that have already loaded
(streamed) for the movie clip.
getBytesTotal() :
Number
Returns the size, in bytes, of the movie clip.
getDepth() : Number
Returns the depth of the movie clip instance.
getInstanceAtDepth(dep
th:Number) :
MovieClip
Determines if a particular depth is already occupied by a movie
clip.
getNextHighestDepth()
: Number
Determines a depth value that you can pass to
MovieClip.attachMovie(),
MovieClip.duplicateMovieClip(), or
MovieClip.createEmptyMovieClip() to ensure that
Flash Lite renders the movie clip in front of all other objects on
the same level and layer in the current movie clip.
getSWFVersion() :
Number
Returns an integer that indicates the Flash Lite publish version
for the movie clip.
getURL(url:String,
[window:String],
[method:String]) :
Loads a document from the specified URL into the specified
window.
Void
globalToLocal(pt:Object
) : Void
gotoAndPlay(frame:Obj
ect) : Void
Converts the pt object from Stage (global) coordinates to the
movie clip's (local) coordinates.
Starts playing the SWF file at the specified frame.
gotoAndStop(frame:Obj Brings the playhead to the specified frame of the movie clip
ect) : Void
and stops it there.
hitTest() : Boolean
Evaluates the movie clip to see if it overlaps or intersects with
the hit area that the target or x and y coordinate parameters
identify.
lineStyle(thickness:Nu Specifies a line style that for subsequent calls to lineTo() and
mber, rgb:Number,
curveTo() until you call lineStyle() with different
alpha:Number,
parameters.
pixelHinting:Boolean
, noScale:String,
capsStyle:String,
jointStyle:String,
miterLimit:Number)
: Void
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Modifiers
Signature
Description
lineTo(x:Number,
y:Number) : Void
Draws a line using the current line style from the current
drawing position to (x, y); the current drawing position is then
set to (x, y).
loadMovie(url:String,
[method:String]) :
Loads SWF or JPEG files into a movie clip in Flash Lite while the
original SWF file is playing.
Void
loadVariables(url:String Reads data from an external file and sets the values for
, [method:String]) :
variables in the movie clip.
Void
localToGlobal(pt:Object
) : Void
Converts the pt object from the movie clip's (local) coordinates
to the Stage (global) coordinates.
moveTo(x:Number,
y:Number) : Void
Moves the current drawing position to (x, y).
nextFrame() : Void
Sends the playhead to the next frame and stops it.
play() : Void
Moves the playhead in the Timeline of the movie clip.
prevFrame() : Void
Sends the playhead to the previous frame and stops it.
removeMovieClip() :
Removes a movie clip instance created with
duplicateMovieClip(),
MovieClip.duplicateMovieClip(),
MovieClip.createEmptyMovieClip(), or
MovieClip.attachMovie().
Void
setMask(mc:Object) :
Void
startDrag([lockCenter
:Boolean],
[left:Number],
[top:Number],
[right:Number],
[bottom:Number]) :
Makes the movie clip in the parameter mc a mask that reveals
the calling movie clip.
Lets the user drag the specified movie clip.
Void
stop() : Void
Stops the movie clip currently playing.
stopDrag() : Void
Ends a call to the MovieClip.startDrag() method.
swapDepths(target:Ob Swaps the stacking, or depth level (z-order), of this movie clip
ject) : Void
with the movie clip specified by the target parameter, or with
the movie clip that currently occupies the depth level specified
in the target parameter.
unloadMovie() : Void
Removes the contents of a movie clip instance.
Methods inherited from class Object
addProperty (Object.addProperty method), hasOwnProperty (Object.hasOwnProperty method),
isPropertyEnumerable (Object.isPropertyEnumerable method), isPrototypeOf
(Object.isPrototypeOf method), registerClass (Object.registerClass method), toString
(Object.toString method), unwatch (Object.unwatch method), valueOf (Object.valueOf
method), watch (Object.watch method)
_alpha (MovieClip._alpha property)
public _alpha : Number
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The alpha transparency value of a movie clip. Valid values are 0 (fully transparent) to 100 (fully opaque). The default
value is 100. Objects in a movie clip with _alpha set to 0 are active, even though they are invisible. For example, you
can still click a button in a movie clip whose _alpha property is set to 0. To disable the button completely, you can set
the movie clip's _visible property to false.
Availability
Flash Lite 2.0
Example
The following code sets the _alpha property of a movie clip named rect_mc to 50% when you press a button called
my_btn.
my_btn.onPress = function(){
rect_mc._alpha =
50 ;
}
my_btn.onRelease = function(){
rect_mc._alpha = 100;
}
See also
_alpha (Button._alpha property), _alpha (TextField._alpha property), _visible
(MovieClip._visible property)
attachBitmap (MovieClip.attachBitmap method)
public attachBitmap(bmp:BitmapData, depth:Number, [pixelSnapping:String],
[smoothing:Boolean]) : Void
Attaches a bitmap image to a movie clip.
After the bitmap is attached to the movie clip, a reference is made from the movie clip to the bitmap object. When
attaching a bitmap, you can specify pixelSnapping and smoothing parameters to affect the appearance of the
bitmap.
After a bitmap is added to the movie clip, it is not an accessible object. The depth, pixelSnapping, and smoothing
parameters can only be set during the attachBitmap() method call and cannot be changed later.
First use the createEmptyMovieClip() to create an empty movie clip, then call the attachBitmap() method. This
way, you can apply transformations to the movie clip to transform the bitmap; for example, you can call the matrix
property of the movie clip.
Pixel snapping forces the position of the bitmap to the nearest whole pixel value instead of positioning to be on a partial
pixel. There are three pixel snapping modes:
• Auto mode does pixel snapping as long as the bitmap is not stretched or rotated.
• Always mode always does pixel snapping, regardless of stretching and rotation.
• Never mode turns off pixel snapping for the movie clip.
Smoothing mode affects the appearance of the image when it is scaled.
Parameters
bmp:flash.display.BitmapData - A transparent or opaque bitmap image.
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depth:Number - An integer that specifies the depth level within the movie clip where the bitmap image should be
placed.
pixelSnapping:String [optional] - The pixel snapping modes are auto, always, and never. The default mode is auto.
smoothing:Boolean [optional] - The smoothing mode is either true for enabled or false for disabled. The default
mode is disabled.
Availability
Flash Lite 3.1
Example
The following code creates a BitmapData object and attaches it to a movie clip:
import flash.display.*;
this.createEmptyMovieClip("bmp1", 99);
var bmpData1:BitmapData = new BitmapData(200, 200, false, 0xaa3344);
bmp1.attachBitmap(bmpData1, 2, "auto", true);
attachMovie (MovieClip.attachMovie method)
public attachMovie(id:String, name:String, depth:Number, [initObject:Object]) : MovieClip
Takes a symbol from the library and attaches it to the movie clip. Use MovieClip.removeMovieClip() or
MovieClip.unloadMovie() to remove a symbol attached with attachMovie().
Availability
Flash Lite 2.0
Parameters
id:String - The linkage name of the movie clip symbol in the library to attach to a movie clip on the Stage. This is the
name entered in the Identifier field in the Linkage Properties dialog box.
name:String - A unique instance name for the movie clip being attached to the movie clip.
depth:Number - An integer specifying the depth level where the SWF file is placed.
initObject:Object [optional] - (Supported for Flash Player 6 and later) An object containing properties with which to
populate the newly attached movie clip. This parameter allows dynamically created movie clips to receive clip
parameters. If initObject is not an object, it is ignored. All properties of initObject are copied into the new
instance. The properties specified with initObject are available to the constructor function.
Returns
MovieClip - A reference to the newly created instance.
Example
The following example attaches two instances of a symbol with the linkage identifier "circle" to a movie clip instance
on the Stage:
this.attachMovie("circle", "circle1_mc", this.getNextHighestDepth());
this.attachMovie("circle", "circle2_mc", this.getNextHighestDepth(), {_x:50, _y:50});
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See also
removeMovieClip (MovieClip.removeMovieClip method), unloadMovie (MovieClip.unloadMovie method),
removeMovieClip function
beginFill (MovieClip.beginFill method)
public beginFill(rgb:Number, [alpha:Number]) : Void
Indicates the beginning of a new drawing path. If an open path exists (that is, if the current drawing position does not
equal the previous position specified in a MovieClip.moveTo() method) and a fill is associated with it, that path is
closed with a line and then filled. This is similar to what happens when MovieClip.endFill() is called.
Availability
Flash Lite 2.0
Parameters
rgb:Number - A hex color value (for example, red is 0xFF0000, blue is 0x0000FF, and so on). If this value is not
provided or is undefined, a fill is not created.
alpha:Number [optional] - An integer from 0 to 100 that specifies the alpha value of the fill. If this value is not
provided, 100 (solid) is used. If the value is less than 0, Flash uses 0. If the value is greater than 100, Flash uses 100.
Example
The following example creates a square with red fill on the Stage:
this.createEmptyMovieClip("square_mc", this.getNextHighestDepth());
square_mc.beginFill(0xFF0000);
square_mc.moveTo(10, 10);
square_mc.lineTo(100, 10);
square_mc.lineTo(100, 100);
square_mc.lineTo(10, 100);
square_mc.lineTo(10, 10);
square_mc.endFill();
See also
moveTo (MovieClip.moveTo method), endFill (MovieClip.endFill method), beginGradientFill
(MovieClip.beginGradientFill method)
beginGradientFill (MovieClip.beginGradientFill method)
public beginGradientFill(fillType:String, colors:Array, alphas:Array, ratios:Array,
matrix:Object) : Void
Indicates the beginning of a new drawing path. If the first parameter is undefined, or if no parameters are passed, the
path has no fill. If an open path exists (that is, if the current drawing position does not equal the previous position
specified in a MovieClip.moveTo() method), and it has a fill associated with it, that path is closed with a line and then
filled. This is similar to what happens when you call MovieClip.endFill().
This method fails if any of the following conditions exist:
• The number of items in the colors, alphas, and ratios parameters are not equal.
• The fillType parameter is not "linear" or "radial".
• Any of the fields in the object for the matrix parameter are missing or invalid.
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You can extend the methods and event handlers of the MovieClip class by creating a subclass.
Availability
Flash Lite 2.0
Parameters
fillType:String - Either the string "linear" or the string "radial".
colors:Array - An array of RGB hex color values to be used in the gradient (for example, red is 0xFF0000, blue is
0x0000FF, and so on).
alphas:Array - An array of alpha values for the corresponding colors in the colors array; valid values are 0-100. If the
value is less than 0, Flash uses 0. If the value is greater than 100, Flash uses 100.
ratios:Array - An array of color distribution ratios; valid values are 0-255. This value defines the percentage of the
width where the color is sampled at 100 percent.
matrix:Object - A transformation matrix that is an object with either of the following two sets of properties:
•
a, b, c, d, e, f, g, h, i, which can be used to describe a 3 x 3 matrix of the following form:
a b c
d e f
g h i
The following example uses the beginGradientFill() method with a matrix parameter of this type:
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this.createEmptyMovieClip("gradient_mc", this.getNextHighestDepth());
gradient_mc._x = -100;
gradient_mc._y = -100;
with (gradient_mc)
{
colors = [0xFF0000, 0x0000FF];
fillType = "radial"
alphas = [100, 100];
ratios = [0, 0xFF];
matrix = {a:200, b:0, c:0, d:0, e:200, f:0, g:200, h:200, i:1};
beginGradientFill(fillType, colors, alphas, ratios, matrix);
moveTo(100, 100);
lineTo(100, 300);
lineTo(300, 300);
lineTo(300, 100);
lineTo(100, 100);
endFill();
}
This code draws the following image on the screen:
•
matrixType, x, y, w, h, r.
The properties indicate the following: matrixType is the string "box", x is the horizontal position relative to the
registration point of the parent clip for the upper-left corner of the gradient, y is the vertical position relative to the
registration point of the parent clip for the upper-left corner of the gradient, w is the width of the gradient, h is the
height of the gradient, and r is the rotation in radians of the gradient.
The following example uses the beginGradientFill() method with a matrix parameter of this type:
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this.createEmptyMovieClip("gradient_mc", this.getNextHighestDepth());
gradient_mc._x = -100;
gradient_mc._y = -100;
with (gradient_mc)
{
colors = [0xFF0000, 0x0000FF];
fillType = "radial"
alphas = [100, 100];
ratios = [0, 0xFF];
matrix = {matrixType:"box", x:100, y:100, w:200, h:200,
r:(45/180)*Math.PI};
beginGradientFill(fillType, colors, alphas, ratios, matrix);
moveTo(100, 100);
lineTo(100, 300);
lineTo(300, 300);
lineTo(300, 100);
lineTo(100, 100);
endFill();
}
This code draws the following image on the screen:
See also
beginFill (MovieClip.beginFill method), endFill (MovieClip.endFill method), lineStyle
(MovieClip.lineStyle method), lineTo (MovieClip.lineTo method), moveTo (MovieClip.moveTo method)
clear (MovieClip.clear method)
public clear() : Void
Removes all the graphics created during runtime by using the movie clip draw methods, including line styles specified
with MovieClip.lineStyle(). Shapes and lines that are manually drawn during authoring time (with the Flash
drawing tools) are unaffected.
Availability
Flash Lite 2.0
Example
The following example draws a box on the Stage. When the user clicks a button called removeBox_btn, the graphic is
removed.
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this.createEmptyMovieClip("box_mc", 1);
drawBox(box_mc, 10, 10, 100, 100);
function drawBox(mc:MovieClip, x:Number, y:Number, w:Number, h:Number):Void {
mc.lineStyle(5);
mc.beginFill(0x009999);
mc.moveTo(x, y);
mc.lineTo(x+w, y);
mc.lineTo(x+w, y+h);
mc.lineTo(x, y+h);
mc.lineTo(x, y);
mc.endFill();
}
removeBox_btn.onRelease = function(){
box_mc.clear();
}
See also
lineStyle (MovieClip.lineStyle method)
createEmptyMovieClip (MovieClip.createEmptyMovieClip method)
public createEmptyMovieClip(name:String, depth:Number) : MovieClip
Creates an empty movie clip as a child of an existing movie clip. This method behaves similarly to the attachMovie()
method, but you don't need to provide an external linkage identifier for the new movie clip. The registration point for
a newly created empty movie clip is the upper-left corner. This method fails if any of the parameters are missing.
Availability
Flash Lite 2.0
Parameters
name:String - A string that identifies the instance name of the new movie clip.
depth:Number - An integer that specifies the depth of the new movie clip.
Returns
MovieClip - A reference to the newly created movie clip.
Example
The following example creates an empty MovieClip named container, creates a new TextField inside of it, and then
sets the new TextField.text property.
var container:MovieClip = this.createEmptyMovieClip("container", this.getNextHighestDepth());
var label:TextField = container.createTextField("label", 1, 0, 0, 150, 20);
label.text = "Hello World";
See also
attachMovie (MovieClip.attachMovie method)
createTextField (MovieClip.createTextField method)
public createTextField(instanceName:String, depth:Number, x:Number, y:Number, width:Number,
height:Number) : TextField
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Creates a new, empty text field as a child of the movie clip on which you call this method. You can use the
createTextField() method to create text fields while a SWF file plays. The depth parameter determines the new
text field's depth level (z-order position) in the movie clip. Each depth level can contain only one object. If you create
a new text field on a depth that already has a text field, the new text field replaces the existing text field. To avoid
overwriting existing text fields, use MovieClip.getInstanceAtDepth() to determine whether a specific depth is
already occupied, or MovieClip.getNextHighestDepth(), to determine the highest unoccupied depth. The text
field is positioned at (x, y) with dimensions width by height. The x and y parameters are relative to the container movie
clip; these parameters correspond to the _x and _y properties of the text field. The width and height parameters
correspond to the _width and _height properties of the text field.
The default properties of a text field are as follows:
type = "dynamic"
border = false
background = false
password = false
multiline = false
html = false
embedFonts = false
selectable = true
wordWrap = false
mouseWheelEnabled = true
condenseWhite = false
restrict = null
variable = null
maxChars = null
styleSheet = undefined
tabInded = undefined
A text field created with createTextField() receives the following default TextFormat object settings:
font = "Times New Roman" // "Times" on Mac OS
size = 12
color = 0x000000
bold = false
italic = false
underline = false
url = ""
target = ""
align = "left"
leftMargin = 0
rightMargin = 0
indent = 0
leading = 0
blockIndent = 0
bullet = false
display = block
tabStops = [] // (empty array)
You can extend the methods and event handlers of the MovieClip class by creating a subclass.
Availability
Flash Lite 2.0
Parameters
instanceName:String - A string that identifies the instance name of the new text field.
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depth:Number - A positive integer that specifies the depth of the new text field.
x:Number - An integer that specifies the x coordinate of the new text field.
y:Number - An integer that specifies the ycoordinate of the new text field.
width:Number - A positive integer that specifies the width of the new text field.
height:Number - A positive integer that specifies the height of the new text field.
Returns
TextField
Example
The following example creates a text field with a width of 300, a height of 100, an x coordinate of 100, a y coordinate
of 100, no border, red, and underlined text:
this.createTextField("my_txt", 1, 100, 100, 300, 100);
my_txt.multiline = true;
my_txt.wordWrap = true;
var my_fmt:TextFormat = new TextFormat();
my_fmt.color = 0xFF0000;
my_fmt.underline = true;
my_txt.text = "This is my first test field object text.";
my_txt.setTextFormat(my_fmt);
An example is also in the animations.fla file in the ActionScript samples folder at
www.adobe.com/go/learn_fl_samples. Download and decompress the .zip file and navigate to the folder for your
version of ActionScript to access the sample.
See also
getInstanceAtDepth (MovieClip.getInstanceAtDepth method), getNextHighestDepth
(MovieClip.getNextHighestDepth method), getNewTextFormat (TextField.getNewTextFormat method)
_currentframe (MovieClip._currentframe property)
public _currentframe : Number [read-only]
Returns the number of the frame in which the playhead is located in the movie clip's Timeline.
Availability
Flash Lite 2.0
Example
The following example uses the _currentframe property to direct the playhead of the actionClip_mc movie clip to
advance five frames ahead of its current location:
actionClip_mc.gotoAndStop(actionClip_mc._currentframe + 5);
curveTo (MovieClip.curveTo method)
public curveTo(controlX:Number, controlY:Number, anchorX:Number, anchorY:Number) : Void
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Draws a curve using the current line style from the current drawing position to (anchorX, anchorY) using the control
point that ((controlX, controlY) specifies. The current drawing position is then set to (anchorX, anchorY). If the
movie clip you are drawing in contains content created with the Flash drawing tools, calls to curveTo() are drawn
underneath this content. If you call the curveTo() method before any calls to the moveTo() method, the current
drawing position defaults to (0,0). If any of the parameters are missing, this method fails and the current drawing
position is not changed.
You can extend the methods and event handlers of the MovieClip class by creating a subclass.
Availability
Flash Lite 2.0
Parameters
controlX:Number - An integer that specifies the horizontal position of the control point relative to the registration
point of the parent movie clip.
controlY:Number - An integer that specifies the vertical position of the control point relative to the registration point
of the parent movie clip.
anchorX:Number - An integer that specifies the horizontal position of the next anchor point relative to the
registration point of the parent movie clip.
anchorY:Number - An integer that specifies the vertical position of the next anchor point relative to the registration
point of the parent movie clip.
Example
The following example draws a nearly circular curve with a solid blue hairline stroke and a solid red fill:
this.createEmptyMovieClip("circle_mc", 1);
with (circle_mc) {
lineStyle(0, 0x0000FF, 100);
beginFill(0xFF0000);
moveTo(0, 100);
curveTo(0,200,100,200);
curveTo(200,200,200,100);
curveTo(200,0,100,0);
curveTo(0,0,0,100);
endFill();
}
The curve drawn in this example is a quadratic Bezier curve. Quadratic Bezier curves consist of two anchor points and
a control point. The curve interpolates the two anchor points, and curves toward the control point.
The following script uses the curveTo() method and the Math class to create a circle:
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this.createEmptyMovieClip("circle2_mc", 2);
circle2_mc.lineStyle(0, 0x000000);
drawCircle(circle2_mc, 100, 100, 100);
function drawCircle(mc:MovieClip, x:Number, y:Number, r:Number):Void {
mc.moveTo(x+r, y);
mc.curveTo(r+x, Math.tan(Math.PI/8)*r+y, Math.sin(Math.PI/4)*r+x,
Math.sin(Math.PI/4)*r+y);
mc.curveTo(Math.tan(Math.PI/8)*r+x, r+y, x, '+y);
mc.curveTo(-Math.tan(Math.PI/8)*r+x, r+y, -Math.sin(Math.PI/4)*r+x,
Math.sin(Math.PI/4)*r+y);
mc.curveTo(-r+x, Math.tan(Math.PI/8)*r+y, -r+x, y);
mc.curveTo(-r+x, -Math.tan(Math.PI/8)*r+y, -Math.sin(Math.PI/4)*r+x,
-Math.sin(Math.PI/4)*r+y);
mc.curveTo(-Math.tan(Math.PI/8)*r+x, -r+y, x, -r+y);
mc.curveTo(Math.tan(Math.PI/8)*r+x, -r+y, Math.sin(Math.PI/4)*r+x,
-Math.sin(Math.PI/4)*r+y);
mc.curveTo(r+x, -Math.tan(Math.PI/8)*r+y, r+x, y);
}
An example is also in the drawingapi.fla file in the ActionScript samples folder at
www.adobe.com/go/learn_fl_samples. Download and decompress the .zip file and navigate to the folder for your
version of ActionScript to access the sample.
See also
beginFill (MovieClip.beginFill method), createEmptyMovieClip (MovieClip.createEmptyMovieClip
method), endFill (MovieClip.endFill method), lineStyle (MovieClip.lineStyle method), lineTo
(MovieClip.lineTo method), moveTo (MovieClip.moveTo method), Math
_droptarget (MovieClip._droptarget property)
public _droptarget : String [read-only]
Returns the absolute path in slash-syntax notation of the movie clip instance on which this movie clip was dropped.
The _droptarget property always returns a path that starts with a slash (/). To compare the _droptarget property
of an instance to a reference, use the eval() function to convert the returned value from slash syntax to a dot-syntax
reference (ActionScript 2.0 does not support slash syntax.)
Note: This property is supported in Flash Lite only if System.capabilities.hasMouse is true or
System.capabilities.hasStylus is true.
Availability
Flash Lite 2.0
Example
The following example evaluates the _droptarget property of the garbage_mc movie clip instance and uses eval()
to convert it from slash syntax to a dot syntax reference. The garbage_mc reference is then compared to the reference
to the trashcan_mc movie clip instance. If the two references are equivalent, the visibility of garbage_mc is set to
false. If they are not equivalent, the garbage instance resets to its original position.
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origX = garbage_mc._x;
origY = garbage_mc._y;
garbage_mc.onPress = function() {
this.startDrag();
};
garbage_mc.onRelease = function() {
this.stopDrag();
if (eval(this._droptarget) == trashcan_mc) {
this._visible = false;
} else {
this._x = origX;
this._y = origY;
}
};
See also
startDrag (MovieClip.startDrag method), stopDrag (MovieClip.stopDrag method), eval function
duplicateMovieClip (MovieClip.duplicateMovieClip method)
public duplicateMovieClip(name:String, depth:Number, [initObject:Object]) : MovieClip
Creates an instance of the specified movie clip while the SWF file is playing. Duplicated movie clips always start playing
at Frame 1, no matter what frame the original movie clip is on when the duplicateMovieClip() method is called.
Variables in the parent movie clip are not copied into the duplicate movie clip. Movie clips that are created with the
duplicateMovieClip() method are not duplicated if you call the duplicateMovieClip() method on their parent.
If the parent movie clip is deleted, the duplicate movie clip is also deleted. If you used MovieClip.loadMovie() or
the MovieClipLoader class to load a movie clip, the contents of the SWF file are not duplicated. This means that you
cannot save bandwidth by loading a JPEG, GIF, PNG, or SWF file and then duplicating the movie clip.
Contrast this method with the global function version of duplicateMovieClip(). The global version of this method
requires a parameter that specifies the target movie clip to duplicate. Such a parameter is unnecessary for the
MovieClip class version, because the target of the method is the movie clip instance on which the method is invoked.
Moreover, the global version of duplicateMovieClip() supports neither the initobject parameter nor the return
value of a reference to the newly created MovieClip instance.
Availability
Flash Lite 2.0
Parameters
name:String - A unique identifier for the duplicate movie clip.
depth:Number - A unique integer specifying the depth at which the new movie clip is placed. Use depth -16384 to
place the new movie clip instance beneath all content created in the authoring environment. Values between -16383
and -1, inclusive, are reserved for use by the authoring environment and should not be used with this method. The
remaining valid depth values range from 0 to 1048575, inclusive.
initObject:Object [optional] - (Supported for Flash Player 6 and later.) An object containing properties with which
to populate the duplicated movie clip. This parameter allows dynamically created movie clips to receive clip
parameters. If initObject is not an object, it is ignored. All properties of initObject are copied into the new
instance. The properties specified with initObject are available to the constructor function.
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Returns
MovieClip - A reference to the duplicated movie clip (supported for Flash Player 6 and later).
Example
The following example duplicates a newly created MovieClip a number of times and traces the target for each
duplicate.
var container:MovieClip = setUpContainer();
var ln:Number = 10;
var spacer:Number = 1;
var duplicate:MovieClip;
for(var i:Number = 1; i < ln; i++) {
var newY:Number = i * (container._height + spacer);
duplicate = container.duplicateMovieClip("clip-" + i, i, {_y:newY});
trace(duplicate); // _level0.clip-[number]
}
function setUpContainer():MovieClip {
var mc:MovieClip = this.createEmptyMovieClip("container", this.getNextHighestDepth());
var w:Number = 100;
var h:Number = 20;
mc.beginFill(0x333333);
mc.lineTo(w, 0);
mc.lineTo(w, h);
mc.lineTo(0, h);
mc.lineTo(0, 0);
mc.endFill();
return mc;
}
See also
loadMovie (MovieClip.loadMovie method), removeMovieClip (MovieClip.removeMovieClip method),
duplicateMovieClip function
enabled (MovieClip.enabled property)
public enabled : Boolean
A Boolean value that indicates whether a movie clip is enabled. The default value of enabled is true. If enabled is set
to false, the movie clip's callback methods and onaction event handlers are no longer invoked, and the Over, Down,
and Up frames are disabled. The enabled property does not affect the Timeline of the movie clip; if a movie clip is
playing, it continues to play. The movie clip continues to receive movie clip events (for example, mouseDown, mouseUp,
keyDown, and keyUp).
The enabled property only governs the button-like properties of a movie clip. You can change the enabled property
at any time; the modified movie clip is immediately enabled or disabled. The enabled property can be read out of a
prototype object. If enabled is set to false, the object is not included in automatic tab ordering.
Availability
Flash Lite 2.0
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Example
The following example disables the circle_mc movie clip when the user clicks it:
circle_mc.onRelease = function() {
trace("disabling the "+this._name+" movie clip.");
this.enabled = false;
};
endFill (MovieClip.endFill method)
public endFill() : Void
Applies a fill to the lines and curves added since the last call to beginFill() or beginGradientFill(). Flash uses
the fill that was specified in the previous call to beginFill() or beginGradientFill(). If the current drawing
position does not equal the previous position specified in a moveTo() method and a fill is defined, the path is closed
with a line and then filled.
Availability
Flash Lite 2.0
Example
The following example creates a square with red fill on the Stage:
this.createEmptyMovieClip("square_mc", this.getNextHighestDepth());
square_mc.beginFill(0xFF0000);
square_mc.moveTo(10, 10);
square_mc.lineTo(100, 10);
square_mc.lineTo(100, 100);
square_mc.lineTo(10, 100);
square_mc.lineTo(10, 10);
square_mc.endFill();
An example is also in the drawingapi.fla file in the ActionScript samples folder at
www.adobe.com/go/learn_fl_samples. Download and decompress the .zip file and navigate to the folder for your
version of ActionScript to access the sample.
See also
beginFill (MovieClip.beginFill method), beginGradientFill (MovieClip.beginGradientFill method),
moveTo (MovieClip.moveTo method)
focusEnabled (MovieClip.focusEnabled property)
public focusEnabled : Boolean
If the value is undefined or false, a movie clip cannot receive input focus unless it is a button. If the focusEnabled
property value is true, a movie clip can receive input focus even if it is not a button.
Availability
Flash Lite 2.0
Example
The following example sets the focusEnabled property for the movie clip my_mc to false:
my_mc.focusEnabled = false;
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_focusrect (MovieClip._focusrect property)
public _focusrect : Boolean
A Boolean value that specifies whether a movie clip has a yellow rectangle around it when it has input focus. This
property can override the global _focusrect property. The default value of the _focusrect property of a movie clip
instance is null; the movie clip instance does not override the global _focusrect property. If the _focusrect
property of a movie clip instance is set to true or false, it overrides the setting of the global _focusrect property
for the single movie clip instance.
Note: For Flash Lite 2.0, when the _focusrect property is disabled (in other words, MovieClip._focusrect is set to
false), the movie clip still receives all key press and mouse events.
Also for Flash Lite 2.0, you can change the color of the focus rectangle using the fscommand2 SetFocusRectColor
command. This behavior is different from Flash Lite player, for which the color of the focus rectangle is restricted to
yellow.
Availability
Flash Lite 2.0
Example
This example demonstrates how to hide the yellow rectangle around a specified movie clip instance in a SWF file when
the instance has focus in a browser window. Create three movie clips called mc1_mc, mc2_mc, and mc3_mc, and add the
following ActionScript to Frame 1 of the Timeline:
mc1_mc._focusrect = true;
mc2_mc._focusrect = false;
mc3_mc._focusrect = true;
mc1_mc.onRelease = traceOnRelease;
mc3_mc.onRelease = traceOnRelease;
function traceOnRelease() {
trace(this._name);
}
To test the SWF file in a browser window, select File > Publish Preview > HTML. To give the SWF focus, click it in the
browser window and press Tab to focus each instance. You cannot execute code for this movie clip in the browser by
pressing Enter or the Spacebar when _focusrect is disabled.
You can also test your SWF file in the test environment. Select Control > Disable Keyboard Shortcuts in the test
environment. This allows you to view the focus rectangle around the instances in the SWF file.
See also
_focusrect property, _focusrect (Button._focusrect property)
_framesloaded (MovieClip._framesloaded property)
public _framesloaded : Number [read-only]
The number of frames that are loaded from a streaming SWF file. This property is useful for determining whether the
contents of a specific frame, and all the frames before it, are loaded and are available locally in the browser. It is also
useful for monitoring the downloading of large SWF files. For example, you might want to display a message to users
indicating that the SWF file is loading until a specified frame in the SWF file has finished loading.
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Availability
Flash Lite 2.0
Example
The following example uses the _framesloaded property to start a SWF file when all the frames are loaded. If all the
frames aren't loaded, the _xscale property of the bar_mc movie clip instance is increased proportionally to create a
progress bar.
Enter the following ActionScript in Frame 1 of the Timeline:
var pctLoaded:Number = Math.round(this.getBytesLoaded()/this.getBytesTotal()*100);
bar_mc._xscale = pctLoaded;
Add the following code to Frame 2:
if (this._framesloaded < this._totalframes) {
this.gotoAndPlay(1);
} else {
this.gotoAndStop(3);
}
Place your content on or after Frame 3. Then add the following code to Frame 3:
stop();
See also
MovieClipLoader
getBounds (MovieClip.getBounds method)
public getBounds(bounds:Object) : Object
Returns properties that are the minimum and maximum x and y coordinate values of the movie clip, based on the
bounds parameter.
Note: Use MovieClip.lcalToGlobal() and MovieClip.globalToLocal() to convert the movie clip's local
coordinates to Stage coordinates, or Stage coordinates to local coordinates, respectively.
You can extend the methods and event handlers of the MovieClip class by creating a subclass.
Availability
Flash Lite 2.0
Parameters
bounds:Object - The target path of the Timeline whose coordinate system you want to use as a reference point.
Returns
Object - An object with the properties xMin, xMax, yMin, and yMax.
Example
The following example creates a movie clip called square_mc. The code draws a square for that movie clip and uses
MovieClip.getBounds() to display the coordinate values of the instance in the Output panel.
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this.createEmptyMovieClip("square_mc", 1);
square_mc._x = 10;
square_mc._y = 10;
square_mc.beginFill(0xFF0000);
square_mc.moveTo(0, 0);
square_mc.lineTo(100, 0);
square_mc.lineTo(100, 100);
square_mc.lineTo(0, 100);
square_mc.lineTo(0, 0);
square_mc.endFill();
var bounds_obj:Object = square_mc.getBounds(this);
for (var i in bounds_obj) {
trace(i+" --> "+bounds_obj[i]);
}
The following information appears in the Output panel:
yMax
yMin
xMax
xMin
-->
-->
-->
-->
110
10
110
10
See also
globalToLocal (MovieClip.globalToLocal method), localToGlobal (MovieClip.localToGlobal method)
getBytesLoaded (MovieClip.getBytesLoaded method)
public getBytesLoaded() : Number
Returns the number of bytes that have already loaded (streamed) for the movie clip. You can compare this value with
the value returned by MovieClip.getBytesTotal() to determine what percentage of a movie clip has loaded.
You can extend the methods and event handlers of the MovieClip class by creating a subclass.
Availability
Flash Lite 2.0
Returns
Number - An integer indicating the number of bytes loaded.
Example
The following example uses the _framesloaded property to start a SWF file when all the frames are loaded. If all the
frames aren't loaded, the _xscale property of the loader movie clip instance is increased proportionally to create a
progress bar.
Enter the following ActionScript in Frame 1 of the Timeline:
var pctLoaded:Number = Math.round(this.getBytesLoaded()/this.getBytesTotal() * 100);
bar_mc._xscale = pctLoaded;
Add the following code to Frame 2:
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if (this._framesloaded<this._totalframes) {
this.gotoAndPlay(1);
} else {
this.gotoAndStop(3);
}
Place your content on or after Frame 3, and then add the following code to Frame 3:
stop();
See also
getBytesTotal (MovieClip.getBytesTotal method)
getBytesTotal (MovieClip.getBytesTotal method)
public getBytesTotal() : Number
Returns the size, in bytes, of the movie clip. For movie clips that are external (the root SWF file or a movie clip that is
being loaded into a target or a level), the return value is the uncompressed size of the SWF file.
You can extend the methods and event handlers of the MovieClip class by creating a subclass.
Availability
Flash Lite 2.0
Returns
Number - An integer indicating the total size, in bytes, of the movie clip.
Example
The following example uses the _framesloaded property to start a SWF file when all the frames are loaded. If all the
frames aren't loaded, the _xscale property of the movie clip instance loader is increased proportionally to create a
progress bar.
Enter the following ActionScript in Frame 1 of the Timeline:
var pctLoaded:Number = Math.round(this.getBytesLoaded()/this.getBytesTotal()*100);
bar_mc._xscale = pctLoaded;
Add the following code to Frame 2:
if (this._framesloaded<this._totalframes) {
this.gotoAndPlay(1);
} else {
this.gotoAndStop(3);
}
Place your content on or after Frame 3. Then add the following code to Frame 3:
stop();
See also
getBytesLoaded (MovieClip.getBytesLoaded method)
getDepth (MovieClip.getDepth method)
public getDepth() : Number
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Returns the depth of the movie clip instance.
Each movie clip, button, and text field has a unique depth associated with it that determines how the object appears in
front of or in back of other objects. Objects with higher depths appear in front.
You can extend the methods and event handlers of the MovieClip class by creating a subclass.
Availability
Flash Lite 2.0
Returns
Number - The depth of the movie clip.
Example
The following code traces the depth of all movie clip instances on the Stage:
for (var i in this) {
if (typeof (this[i]) == "movieclip") {
trace("movie clip '"+this[i]._name+"' is at depth "+this[i].getDepth());
}
}
See also
getInstanceAtDepth (MovieClip.getInstanceAtDepth method), getNextHighestDepth
(MovieClip.getNextHighestDepth method), swapDepths (MovieClip.swapDepths method), getDepth
(TextField.getDepth method), getDepth (Button.getDepth method)
getInstanceAtDepth (MovieClip.getInstanceAtDepth method)
public getInstanceAtDepth(depth:Number) : MovieClip
Determines if a particular depth is already occupied by a movie clip. You can use this method before using
MovieClip.attachMovie(), MovieClip.duplicateMovieClip(), or MovieClip.createEmptyMovieClip() to
determine if the depth parameter you want to pass to any of these methods already contains a movie clip.
You can extend the methods and event handlers of the MovieClip class by creating a subclass.
Availability
Flash Lite 2.0
Parameters
depth:Number - An integer that specifies the depth level to query.
Returns
MovieClip - A reference to the MovieClip instance located at the specified depth, or undefined if there is no movie
clip at that depth.
Example
The following example displays the depth occupied by the triangle movie clip instance in the Output panel:
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this.createEmptyMovieClip("triangle", 1);
triangle.beginFill(0x0000FF, 100);
triangle.moveTo(100, 100);
triangle.lineTo(100, 150);
triangle.lineTo(150, 100);
triangle.lineTo(100, 100);
trace(this.getInstanceAtDepth(1)); // output: _level0.triangle
See also
attachMovie (MovieClip.attachMovie method), duplicateMovieClip (MovieClip.duplicateMovieClip
method), createEmptyMovieClip (MovieClip.createEmptyMovieClip method), getDepth
(MovieClip.getDepth method), getNextHighestDepth (MovieClip.getNextHighestDepth method),
swapDepths (MovieClip.swapDepths method)
getNextHighestDepth (MovieClip.getNextHighestDepth method)
public getNextHighestDepth() : Number
Determines a depth value that you can pass to MovieClip.attachMovie(), MovieClip.duplicateMovieClip(), or
MovieClip.createEmptyMovieClip() to ensure that Flash renders the movie clip in front of all other objects on the
same level and layer in the current movie clip. The value returned is 0 or higher (that is, negative numbers are not
returned).
You can extend the methods and event handlers of the MovieClip class by creating a subclass.
Availability
Flash Lite 2.0
Returns
Number - An integer that reflects the next available depth index that would render above all other objects on the same
level and layer within the movie clip.
Example
The following example draws three movie clip instances, using the getNextHighestDepth() method as the depth
parameter of the createEmptyMovieClip() method, and labels each movie clip them with its depth:
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for (i = 0; i < 3; i++) {
drawClip(i);
}
function drawClip(n:Number):Void {
this.createEmptyMovieClip("triangle" + n, this.getNextHighestDepth());
var mc:MovieClip = eval("triangle" + n);
mc.beginFill(0x00aaFF, 100);
mc.lineStyle(4, 0xFF0000, 100);
mc.moveTo(0, 0);
mc.lineTo(100, 100);
mc.lineTo(0, 100);
mc.lineTo(0, 0);
mc._x = n * 30;
mc._y = n * 50
mc.createTextField("label", this.getNextHighestDepth(), 20, 50, 200, 200)
mc.label.text = mc.getDepth();
}
See also
getDepth (MovieClip.getDepth method), getInstanceAtDepth (MovieClip.getInstanceAtDepth method),
swapDepths (MovieClip.swapDepths method), attachMovie (MovieClip.attachMovie method),
duplicateMovieClip (MovieClip.duplicateMovieClip method), createEmptyMovieClip
(MovieClip.createEmptyMovieClip method)
getSWFVersion (MovieClip.getSWFVersion method)
public getSWFVersion() : Number
Returns an integer that indicates the Flash Lite player version for the movie clip was published. If the movie clip is a
JPEG, GIF, or PNG file, or if an error occurs and Flash can't determine the SWF version of the movie clip, -1 is
returned.
You can extend the methods and event handlers of the MovieClip class by creating a subclass.
Availability
Flash Lite 2.0
Returns
Number - An integer that specifies the Flash Lite player version that was targeted when the SWF file loaded into the
movie clip was published.
Example
The following example creates a new container and outputs the value of getSWFVersion(). It then uses
MovieClipLoader to load an external SWF file that was published to Flash Player 7 and outputs the value of
getSWFVersion() after the onLoadInit handler is triggered.
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var container:MovieClip = this.createEmptyMovieClip("container", this.getUpperEmptyDepth());
var listener:Object = new Object();
listener.onLoadInit = function(target:MovieClip):Void {
trace("target: " + target.getSWFVersion()); // target: 7
}
var mcLoader:MovieClipLoader = new MovieClipLoader();
mcLoader.addListener(listener);
trace("container: " + container.getSWFVersion()); // container: 8
mcLoader.loadClip("FlashPlayer7.swf", container);
getURL (MovieClip.getURL method)
public getURL(url:String, [window:String], [method:String]) : Void
Loads a document from the specified URL into the specified window. The getURL() method can also be used to pass
variables to another application defined at the URL by using a GET or POST method.
Web pages that host Flash movies must explicitly set the allowScriptAccess attribute to allow or deny scripting for
the Flash Lite player from the HTML code (in the PARAM tag for Internet Explorer or the EMBED tag for Netscape
Navigator):
• When allowScriptAccess is "never", outbound scripting always fails.
• When allowScriptAccess is "always", outbound scripting always succeeds.
• When allowScriptAccess is "sameDomain" (supported by SWF files starting with version 8 ), outbound
scripting is allowed if the SWF file is from the same domain as the hosting web page.
• If allowScriptAccess is not specified by an HTML page, it defaults to "sameDomain" for version 8 SWF files, and
it defaults to "always" for earlier version SWF files.
You can extend the methods and event handlers of the MovieClip class by creating a subclass.
Availability
Flash Lite 2.0
Parameters
url:String - The URL from which to obtain the document.
window:String [optional] - A parameter specifying the name, frame, or expression that specifies the window or
HTML frame that the document is loaded into. You can also use one of the following reserved target names: _self
specifies the current frame in the current window, _blank specifies a new window, _parent specifies the parent of the
current frame, and _top specifies the top-level frame in the current window.
method:String [optional] - A string (either "GET" or "POST") that specifies a method for sending variables associated
with the SWF file to load. If no variables are present, omit this parameter; otherwise, specify whether to load variables
using a GET or POST method. GET appends the variables to the end of the URL and is used for a small number of
variables. POST sends the variables in a separate HTTP header and is used for long strings of variables.
Example
The following ActionScript creates a new movie clip instance and opens the Adobe website in a new browser window:
this.createEmptyMovieClip("loader_mc", this.getNextHighestDepth());
loader_mc.getURL("http://www.adobe.com", "_blank");
The getURL() method also allows you to send variables to a remove server-side script, as seen in the following code:
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this.createEmptyMovieClip("loader_mc", this.getNextHighestDepth());
loader_mc.username = "some user input";
loader_mc.password = "random string";
loader_mc.getURL("http://www.flash-mx.com/mm/viewscope.cfm", "_blank", "GET");
See also
getURL function, sendAndLoad (LoadVars.sendAndLoad method), send (LoadVars.send method)
globalToLocal (MovieClip.globalToLocal method)
public globalToLocal(pt:Object) : Void
Converts the pt object from Stage (global) coordinates to the movie clip's (local) coordinates.
The MovieClip.globalToLocal() method allows you to convert any given x and y coordinates from values that are
relative to the top-left corner of the Stage to values that are relative to the top-left corner of a specific movie clip.
You must first create a generic object that has two properties, x and y. These x and y values (and they must be called x
and y) are called the global coordinates because they relate to the top-left corner of the Stage. The x property represents
the horizontal offset from the top-left corner. In other words, it represents how far to the right the point lies. For
example, if x = 50, the point lies 50 pixels to the right of the top-left corner. The y property represents the vertical offset
from the top-left corner. In other words, it represents how far down the point lies. For example, if y = 20, the point lies
20 pixels below the top-left corner. The following code creates a generic object with these coordinates:
var myPoint:Object = new Object();
myPoint.x = 50;
myPoint.y = 20;
Alternatively, you can create the object and assign the values at the same time with a literal Object value:
var myPoint:Object = {x:50, y:20};
After you create a point object with global coordinates, you can convert the coordinates to local coordinates. The
globalToLocal() method doesn't return a value because it changes the values of x and y in the generic object that you
send as the parameter. It changes them from values relative to the Stage (global coordinates) to values relative to a
specific movie clip (local coordinates).
For example, if you create a movie clip that is positioned at the point (_x:100, _y:100), and you pass the global point
representing the top-left corner of the Stage (x:0, y:0) to the globalToLocal() method, the method should
convert the x and y values to the local coordinates, which in this case is (x:-100, y:-100). This is because the x and
y coordinates are now expressed relative to the top-left corner of your movie clip rather than the top-left corner of the
stage. The values are negative because to get from the top-left corner of your movie clip to the top-left corner of the
Stage you have to move 100 pixels to the left (negative x) and 100 pixels up (negative y).
The movie clip coordinates were expressed using _x and _y, because those are the MovieClip properties that you use
to set the x and y values for MovieClips. However, your generic object uses x and y without the underscore. The
following code converts the x and y values to the local coordinates:
var myPoint:Object = {x:0, y:0}; // Create your generic point object.
this.createEmptyMovieClip("myMovieClip", this.getNextHighestDepth());
myMovieClip._x = 100; // _x for movieclip x position
myMovieClip._y = 100; // _y for movieclip y position
myMovieClip.globalToLocal(myPoint);
trace ("x: " + myPoint.x); // output: -100
trace ("y: " + myPoint.y); // output: -100
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You can extend the methods and event handlers of the MovieClip class by creating a subclass.
Availability
Flash Lite 2.0
Parameters
pt:Object - The name or identifier of an object created with the generic Object class. The object specifies the x and y
coordinates as properties.
Example
Add the following ActionScript to a FLA or AS file in the same directory as an image called photo1.jpg:
this.createTextField("coords_txt", this.getNextHighestDepth(), 10, 10, 100, 22);
coords_txt.html = true;
coords_txt.multiline = true;
coords_txt.autoSize = true;
this.createEmptyMovieClip("target_mc", this.getNextHighestDepth());
target_mc._x = 100;
target_mc._y = 100;
target_mc.loadMovie("photo1.jpg");
var mouseListener:Object = new Object();
mouseListener.onMouseMove = function() {
var point:Object = {x:_xmouse, y:_ymouse};
target_mc.globalToLocal(point);
var rowHeaders = "<b> &nbsp; \t</b><b>_x\t</b><b>_y</b>";
var row_1 = "_root\t"+_xmouse+"\t"+_ymouse;
var row_2 = "target_mc\t"+point.x+"\t"+point.y;
coords_txt.htmlText = "<textformat tabstops='[100, 150]'>";
coords_txt.htmlText += rowHeaders;
coords_txt.htmlText += row_1;
coords_txt.htmlText += row_2;
coords_txt.htmlText += "</textformat>";
};
Mouse.addListener(mouseListener);
See also
getBounds (MovieClip.getBounds method), localToGlobal (MovieClip.localToGlobal method), Object
gotoAndPlay (MovieClip.gotoAndPlay method)
public gotoAndPlay(frame:Object) : Void
Starts playing the SWF file at the specified frame. To specify a scene as well as a frame, use gotoAndPlay().
You can extend the methods and event handlers of the MovieClip class by creating a subclass.
Availability
Flash Lite 2.0
Parameters
frame:Object - A number representing the frame number, or a string representing the label of the frame, to which the
playhead is sent.
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Example
The following example uses the _framesloaded property to start a SWF file when all of the frames are loaded. If all of
the frames aren't loaded, the _xscale property of the loader movie clip instance is increased proportionally to create
a progress bar.
Enter the following ActionScript in Frame 1 of the Timeline:
var pctLoaded:Number = Math.round(this.getBytesLoaded()/this.getBytesTotal()*100);
bar_mc._xscale = pctLoaded;
Add the following code to Frame 2:
if (this._framesloaded<this._totalframes) {
this.gotoAndPlay(1);
} else {
this.gotoAndStop(3);
}
Place your content on or after Frame 3. Then add the following code to Frame 3:
stop();
See also
gotoAndPlay function, play function
gotoAndStop (MovieClip.gotoAndStop method)
public gotoAndStop(frame:Object) : Void
Brings the playhead to the specified frame of the movie clip and stops it there. To specify a scene in addition to a frame,
use gotoAndStop().
You can extend the methods and event handlers of the MovieClip class by creating a subclass.
Availability
Flash Lite 2.0
Parameters
frame:Object - The frame number to which the playhead is sent.
Example
The following example uses the _framesloaded property to start a SWF file when all the frames are loaded. If all the
frames aren't loaded, the _xscale property of the loader movie clip instance is increased proportionally to create a
progress bar.
Enter the following ActionScript in Frame 1 of the Timeline:
var pctLoaded:Number = Math.round(this.getBytesLoaded()/this.getBytesTotal()*100);
bar_mc._xscale = pctLoaded;
Add the following code to Frame 2:
if (this._framesloaded<this._totalframes) {
this.gotoAndPlay(1);
} else {
this.gotoAndStop(3);
}
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Place your content on or after Frame 3. Then add the following code to Frame 3:
stop();
See also
gotoAndStop function, stop function
_height (MovieClip._height property)
public _height : Number
The height of the movie clip, in pixels.
Availability
Flash Lite 2.0
Example
The following code example displays the height and width of a movie clip in the Output panel:
this.createEmptyMovieClip("image_mc", this.getNextHighestDepth());
var image_mcl:MovieClipLoader = new MovieClipLoader();
var mclListener:Object = new Object();
mclListener.onLoadInit = function(target_mc:MovieClip) {
trace(target_mc._name+" = "+target_mc._width+" X "+target_mc._height+" pixels");
};
image_mcl.addListener(mclListener);
image_mcl.loadClip("example.jpg", image_mc);
See also
_width (MovieClip._width property)
_highquality (MovieClip._highquality property)
public _highquality : Number
Deprecated since Flash Player 7. This property was deprecated in favor of MovieClip._quality.
Specifies the level of anti-aliasing applied to the current SWF file. Specify 2 (best quality) to apply high quality with
bitmap smoothing always on. Specify 1 (high quality) to apply anti-aliasing; this will smooth bitmaps if the SWF file
does not contain animation. Specify 0 (low quality) to prevent anti-aliasing. This property can overwrite the global
_highquality property.
Availability
Flash Lite 2.0
Example
The following ActionScript specifies that best quality anti-aliasing should be applied to the SWF file.
my_mc._highquality = 2;
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See also
_quality (MovieClip._quality property), _quality property
hitArea (MovieClip.hitArea property)
public hitArea : Object
Designates another movie clip to serve as the hit area for a movie clip. If the hitArea property does not exist or is null
or undefined, the movie clip itself is used as the hit area. The value of the hitArea property may be a reference to a
movie clip object.
You can change the hitArea property at any time; the modified movie clip immediately takes on the new hit area
behavior. The movie clip designated as the hit area does not need to be visible; its graphical shape, although not visible,
is hit-tested. The hitArea property can be read out of a prototype object.
Availability
Flash Lite 2.0
Example
The following example sets the circle_mc movie clip as the hit area for the square_mc movie clip. Place these two
movie clips on the Stage and test the document. When you click circle_mc, the square_mc movie clip traces that it
was clicked.
square_mc.hitArea = circle_mc;
square_mc.onRelease = function() {
trace("hit! "+this._name);
};
You can also set the circle_mc movie clip visible property to false to hide the hit area for square_mc.
circle_mc._visible = false;
See also
hitTest (MovieClip.hitTest method)
hitTest (MovieClip.hitTest method)
public hitTest() : Boolean
Evaluates the movie clip to see if it overlaps or intersects with the hit area that the target or x and y coordinate
parameters identify.
Usage 1: Compares the x and y coordinates to the shape or bounding box of the specified instance, according to the
shapeFlag setting. If shapeFlag is set to true, only the area actually occupied by the instance on the Stage is
evaluated, and if x and y overlap at any point, a value of true is returned. This evaluation is useful for determining if
the movie clip is within a specified hit or hotspot area.
Usage 2: Evaluates the bounding boxes of the target and specified instance, and returns true if they overlap or
intersect at any point.
Parameters
x: Number The x coordinate of the hit area on the Stage.
y: Number The y coordinate of the hit area on the Stage.
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The x and y coordinates are defined in the global coordinate space.
shapeFlag: Boolean A Boolean value specifying whether to evaluate the entire shape of the specified instance
(true), or just the bounding box (false). This parameter can be specified only if the hit area is identified by using x
and y coordinate parameters.
target: Object The target path of the hit area that may intersect or overlap with the movie clip. The target
parameter usually represents a button or text-entry field.
Availability
Flash Lite 2.0
Returns
Boolean - A Boolean value of true if the movie clip overlaps with the specified hit area, false otherwise.
Example
The following example uses hitTest() to determine if the circle_mc movie clip overlaps or intersects the
square_mc movie clip when the user releases the mouse button:
square_mc.onPress = function() {
this.startDrag();
};
square_mc.onRelease = function() {
this.stopDrag();
if (this.hitTest(circle_mc)) {
trace("you hit the circle");
}
};
See also
getBounds (MovieClip.getBounds method), globalToLocal (MovieClip.globalToLocal method),
localToGlobal (MovieClip.localToGlobal method)
lineStyle (MovieClip.lineStyle method)
public lineStyle(thickness:Number, rgb:Number, alpha:Number, pixelHinting:Boolean,
noScale:String, capsStyle:String, jointStyle:String, miterLimit:Number) : Void
Specifies a line style that Flash uses for subsequent calls to lineTo() and curveTo() until you call lineStyle() with
different parameters. You can call lineStyle() in the middle of drawing a path to specify different styles for different
line segments within a path.
Note: Calls to clear() set the line style back to undefined.
You can extend the methods and event handlers of the MovieClip class by creating a subclass.
Availability
Flash Lite 2.0
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Parameters
thickness:Number - An integer that indicates the thickness of the line in points; valid values are 0 to 255. If a number
is not specified, or if the parameter is undefined, a line is not drawn. If a value of less than 0 is passed, Flash uses 0.
The value 0 indicates hairline thickness; the maximum thickness is 255. If a value greater than 255 is passed, the Flash
interpreter uses 255.
rgb:Number - A hex color value (for example, red is 0xFF0000, blue is 0x0000FF, and so on) of the line. If a value isn't
indicated, Flash uses 0x000000 (black).
alpha:Number - An integer that indicates the alpha value of the line's color; valid values are 0 to 100. If a value isn't
indicated, Flash uses 100 (solid). If the value is less than 0, Flash uses 0; if the value is greater than 100, Flash uses 100.
pixelHinting:Boolean - A Boolean value that specifies whether to hint strokes to full pixels. This affects both the
position of anchors of a curve and the line stroke size itself. With pixelHinting set to true, Flash Lite player hints line
widths to full pixel widths. With pixelHinting set to false, disjoints can appear for curves and straight lines.
noScale:String - A string that specifies how to scale a stroke. Valid values are as follows:
"normal"- Always scale the thickness (the default)."none"- Never scale the thickness."vertical"- Do not scale thickness
if object is scaled vertically only."horizontal"- Do not scale thickness if object is scaled horizontally only
capsStyle:String - A string that specifies the type of caps at the end of lines. Valid values are: "round", "square", and
"none". If a value is not indicated, Flash uses round caps.
jointStyle:String - A string that specifies the type of joint appearance used at angles. Valid values are: "round", "miter",
and "bevel". If a value is not indicated, Flash uses round joints.
miterLimit:Number - A number that indicates the limit at which a miter is cut off. Valid values range from 1 to 255
(and values outside of that range are rounded to 1 or 255). This value is only used if the jointStyle is set to "miter". If a
value is not indicated, Flash uses 3. The miterLimit value represents the length that a miter can extend beyond the point
at which the lines meet to form a joint. The value expresses a factor of the line thickness. For example, with a
miterLimit factor of 2.5 and a thickness of 10 pixels, the miter is cut off at 25 pixels.
Example
The following code draws a triangle with a 5-pixel, solid magenta line with no fill.
this.createEmptyMovieClip("triangle_mc", 1);
triangle_mc.lineStyle(5, 0xff00ff, 100);
triangle_mc.moveTo(200, 200);
triangle_mc.lineTo(300, 300);
triangle_mc.lineTo(100, 300);
triangle_mc.lineTo(200, 200);
See also
beginFill (MovieClip.beginFill method), beginGradientFill (MovieClip.beginGradientFill method),
clear (MovieClip.clear method), curveTo (MovieClip.curveTo method), lineTo (MovieClip.lineTo
method), moveTo (MovieClip.moveTo method)
lineTo (MovieClip.lineTo method)
public lineTo(x:Number, y:Number) : Void
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Draws a line using the current line style from the current drawing position to (x, y); the current drawing position is
then set to (x, y). If the movie clip that you are drawing in contains content that was created with the Flash drawing
tools, calls to lineTo() are drawn underneath the content. If you call lineTo() before any calls to the moveTo()
method, the current drawing position defaults to (0,0). If any of the parameters are missing, this method fails and the
current drawing position is not changed.
You can extend the methods and event handlers of the MovieClip class by creating a subclass.
Availability
Flash Lite 2.0
Parameters
x:Number - An integer indicating the horizontal position relative to the registration point of the parent movie clip.
y:Number - An integer indicating the vertical position relative to the registration point of the parent movie clip.
Example
The following example draws a triangle with a 5-pixel, solid magenta line and a partially transparent blue fill:
this.createEmptyMovieClip("triangle_mc", 1);
triangle_mc.beginFill(0x0000FF, 30);
triangle_mc.lineStyle(5, 0xFF00FF, 100);
triangle_mc.moveTo(200, 200);
triangle_mc.lineTo(300, 300);
triangle_mc.lineTo(100, 300);
triangle_mc.lineTo(200, 200);
triangle_mc.endFill();
See also
beginFill (MovieClip.beginFill method), createEmptyMovieClip (MovieClip.createEmptyMovieClip
method), endFill (MovieClip.endFill method), lineStyle (MovieClip.lineStyle method), moveTo
(MovieClip.moveTo method)
loadMovie (MovieClip.loadMovie method)
public loadMovie(url:String, [method:String]) : Void
Loads SWF or JPEG files into a movie clip in a SWF file playing in Flash Lite.
Tip: To monitor the progress of the download, use the MovieClipLoader.loadClip() method instead of the
loadMovie() method.
The loadMovie() method lets you display several SWF files at once and switch between SWF files without loading
another HTML document.
A SWF file or image loaded into a movie clip inherits the position, rotation, and scale properties of the movie clip. You
can use the target path of the movie clip to target the loaded SWF file.
Call loadMovie() to load any image format that the device supports. For example, if the target device supports PNG
files, the following code loads and displays a PNG file that resides on a web server:
loadMovie("http://www.adobe.com/image.png", "image_target");
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To determine what image formats the target device supports, use the System.capabilities.imageMIMETypes
property, which contains an array of supported image MIME types. The index of each element in the array is equal to
each supported MIME type. For example, the following code determines whether a device supports PNG images
before the device attempts to load an external PNG file:
if (System.capabilities.imageMIMETypes["image/png"]) {
loadMovie("images/image.png", "mc_myPngImage");
}
Flash Lite limits to five the number of loadMovie() operations that an application can perform in a given frame. Flash
Lite limits to ten the total loadMovie() operations at any one time. For example, suppose your application contains
code on Frame 1 that loads six external JPEG images:
image1.loadMovie("image1.jpg");
image2.loadMovie("image2.jpg");
image3.loadMovie("image3.jpg");
image4.loadMovie("image4.jpg");
image5.loadMovie("image5.jpg");
image6.loadMovie("image6.jpg"); // Won't load
In this case, only the first five images (image1.jpg through image5.jpg) load. The last image (image6.jpg) does not load
because the five connection limit is reached. One solution is to split the loadMovie() calls over multiple frames so that
each frame contains a maximum of five loadMovie() calls.
When you call the loadMovie() method, set the MovieClip._lockroot property to true in the loader movie, as
shown in the following code example. If you don't set _lockroot to true in the loader movie, any references to _root
in the loaded movie point to the _root of the loader instead of the _root of the loaded movie.
myMovieClip._lockroot = true;
Use the MovieClip.unloadMovie() method to remove SWF files or images loaded with the loadMovie() method.
Use the MovieClip.loadVariables() method, the XML object, Flash Remoting, or shared object to keep the active
SWF file and load new data into it.
Using event handlers with MovieClip.loadMovie() can be unpredictable. If you attach an event handler to a button
by using on(), or if you create a dynamic handler by using an event handler method such as MovieClip.onPress, and
then you call loadMovie(), the event handler does not remain after the new content is loaded. However, if you attach
an event handler to a movie clip by using onClipEvent() or on(), and then call loadMovie() on that movie clip, the
event handler remains after the new content is loaded.
Availability
Flash Lite 2.0
Parameters
url:String - The absolute or relative URL of the SWF or JPEG file to be loaded. A relative path must be relative to the
SWF file at level 0. Absolute URLs must include the protocol reference, such as http:// or file:///.
method:String [optional] - Specifies an HTTP method for sending or loading variables. The parameter must be the
string GET or POST. If no variables are to be sent, omit this parameter. The GET method appends the variables to the
end of the URL and is used for small numbers of variables. The POST method sends the variables in a separate HTTP
header and is used for long strings of variables.
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Example
The following example creates a new movie clip, then creates child inside of it and loads a PNG image into the child.
This allows the parent to retain any instance values that were assigned prior to the call to loadMovie.
var mc:MovieClip = this.createEmptyMovieClip("mc", this.getNextHighestDepth());
mc.onRelease = function():Void {
trace(this.image._url); // http://www.w3.org/Icons/w3c_main.png
}
var image:MovieClip = mc.createEmptyMovieClip("image", mc.getNextHighestDepth());
image.loadMovie("http://www.w3.org/Icons/w3c_main.png");
See also
_lockroot (MovieClip._lockroot property), unloadMovie (MovieClip.unloadMovie method),
loadVariables (MovieClip.loadVariables method), loadMovie (MovieClip.loadMovie method), onPress
(MovieClip.onPress handler), MovieClipLoader, onClipEvent handler, Constants, loadMovieNum
function, unloadMovie function, unloadMovieNum function
loadVariables (MovieClip.loadVariables method)
public loadVariables(url:String, [method:String]) : Void
Reads data from an external file and sets the values for variables in the movie clip. The external file can be a text file
that ColdFusion generates, a CGI script, an Active Server Page (ASP), a PHP script, or any other properly formatted
text file. The file can contain any number of variables.
The loadVariables method can also be used to update variables in the active movie clip with new values.
The loadVariables method requires that the text of the URL be in the standard MIME format: application/x-wwwform-urlencoded (CGI script format).
In SWF files running in a version earlier than Flash Player 7, url must be in the same superdomain as the SWF file
that is issuing this call. A superdomain is derived by removing the left-most component of a file's URL. For example,
a SWF file at www.someDomain.com can load data from a source at store.someDomain.com because both files are in
the same superdomain of someDomain.com.
In SWF files of any version running in Flash Player 7 or later, url must be in exactly the same domain as the SWF file
that is issuing this call. For example, a SWF file at www.someDomain.com can load data only from sources that are
also at www.someDomain.com. To load data from a different domain, you can place a cross-domain policy file on the
server hosting the data source that is being accessed.
To load variables into a specific level, use loadVariablesNum() instead of loadVariables().
You can extend the methods and event handlers of the MovieClip class by creating a subclass.
Availability
Flash Lite 2.0
Parameters
url:String - The absolute or relative URL for the external file that contains the variables to be loaded. If the SWF file
issuing this call is running in a web browser, url must be in the same domain as the SWF file; for details, see
"Description," below.
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method:String [optional] - Specifies an HTTP method for sending variables. The parameter must be the string GET
or POST. If no variables are sent, omit this parameter. The GET method appends the variables to the end of the URL and
is used for small numbers of variables. The POST method sends the variables in a separate HTTP header and is used
for long strings of variables.
Example
The following example loads information from a text file called params.txtinto the target_mc movie clip that is
created by using createEmptyMovieClip(). The setInterval() function is used to check the loading progress. The
script checks for a variable in the params.txt file named done.
this.createEmptyMovieClip("target_mc", this.getNextHighestDepth());
target_mc.loadVariables("params.txt");
function checkParamsLoaded() {
if (target_mc.done == undefined) {
trace("not yet.");
} else {
trace("finished loading. killing interval.");
trace("-------------");
for (i in target_mc) {
trace(i+": "+target_mc[i]);
}
trace("-------------");
clearInterval(param_interval);
}
}
var param_interval = setInterval(checkParamsLoaded, 100);
The params.txt file includes the following text:
var1="hello"&var2="goodbye"&done="done"
See also
loadMovie (MovieClip.loadMovie method), loadVariablesNum function, unloadMovie
(MovieClip.unloadMovie method)
localToGlobal (MovieClip.localToGlobal method)
public localToGlobal(pt:Object) : Void
Converts the pt object from the movie clip's (local) coordinates to the Stage (global) coordinates.
The MovieClip.localToGlobal() method allows you to convert any given x and y coordinates from values that are
relative to the top-left corner of a specific movie clip to values that are relative to the top-left corner of the Stage.
You must first create a generic object that has two properties, x and y. These x and y values (and they must be called
x and y) are called the local coordinates because they relate to the top-left corner of the movie clip. The x property
represents the horizontal offset from the top-left corner of the movie clip. In other words, it represents how far to the
right the point lies. For example, if x = 50, the point lies 50 pixels to the right of the top-left corner. The y property
represents the vertical offset from the top-left corner of the movie clip. In other words, it represents how far down the
point lies. For example, if y = 20, the point lies 20 pixels below the top-left corner. The following code creates a generic
object with these coordinates.
var myPoint:Object = new Object();
myPoint.x = 50;
myPoint.y = 20;
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Alternatively, you can create the object and assign the values at the same time with a literal Object value.
var myPoint:Object = {x:50, y:20};
After you create a point object with local coordinates, you can convert the coordinates to global coordinates. The
localToGlobal() method doesn't return a value because it changes the values of x and y in the generic object that
you send as the parameter. It changes them from values relative to a specific movie clip (local coordinates) to values
relative to the Stage (global coordinates).
For example, if you create a movie clip that is positioned at the point (_x:100, _y:100), and you pass a local point
representing a point near the top-left corner of the movie clip (x:10, y:10) to the localToGlobal() method, the
method should convert the x and y values to global coordinates, which in this case is (x:110, y:110). This conversion
occurs because the x and y coordinates are now expressed relative to the top-left corner of the Stage rather than the
top-left corner of your movie clip.
The movie clip coordinates were expressed using _x and _y, because those are the MovieClip properties that you use
to set the x and y values for MovieClips. However, your generic object uses x and y without the underscore. The
following code converts the x and y coordinates to global coordinates:
var myPoint:Object = {x:10, y:10}; // create your generic point object
this.createEmptyMovieClip("myMovieClip", this.getNextHighestDepth());
myMovieClip._x = 100; // _x for movieclip x position
myMovieClip._y = 100; // _y for movieclip y position
myMovieClip.localToGlobal(myPoint);
trace ("x: " + myPoint.x); // output: 110
trace ("y: " + myPoint.y); // output: 110
You can extend the methods and event handlers of the MovieClip class by creating a subclass.
Availability
Flash Lite 2.0
Parameters
pt:Object - The name or identifier of an object created with the Object class, specifying the x and y coordinates as
properties.
Example
The following example converts x and y coordinates of the my_mc object, from the movie clip's (local) coordinates to
the Stage (global) coordinates. The center point of the movie clip is reflected after you click and drag the instance.
this.createTextField("point_txt", this.getNextHighestDepth(), 0, 0, 100, 22);
var mouseListener:Object = new Object();
mouseListener.onMouseMove = function() {
var point:Object = {x:my_mc._width/2, y:my_mc._height/2};
my_mc.localToGlobal(point);
point_txt.text = "x:"+point.x+", y:"+point.y;
};
Mouse.addListener(mouseListener);
my_mc.onPress = function() {
this.startDrag();
};
my_mc.onRelease = function() {
this.stopDrag();
};
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See also
globalToLocal (MovieClip.globalToLocal method)
_lockroot (MovieClip._lockroot property)
public _lockroot : Boolean
A Boolean value that specifies what _root refers to when a SWF file is loaded into a movie clip. The _lockroot
property is undefined by default. You can set this property within the SWF file that is being loaded or in the handler
that is loading the movie clip.
For example, suppose you have a document called Games.fla that lets a user choose a game to play, and loads the game
(for example, Chess.swf) into the game_mc movie clip. Make sure that, after being loaded into Games.swf, any use of
_root in Chess.swf will refer to _root in Chess.swf (not _root in Games.swf). If you have access to Chess.fla and
publish it to Flash Player 7 or later, you can add this statement to Chess.fla on the main Timeline:
this._lockroot = true;
If you don't have access to Chess.fla (for example, if you are loading Chess.swf from someone else's site into chess_mc),
you can set the Chess.swf _lockroot property when you load it. Place the following ActionScript on the main
Timeline of Games.fla:
chess_mc._lockroot = true;
In this case, Chess.swf can be published for any version of Flash Player, as long as Games.swf is published for Flash
Player 7 or later.
When calling loadMovie(), set the MovieClip._lockroot property to true in the loader movie, as shown in the
following code. If you don't set _lockroot to true in the loader movie, any references to _root in the loaded movie
point to the _root of the loader instead of the _root of the loaded movie:
myMovieClip._lockroot = true;
Availability
Flash Lite 2.0
Example
In the following example, lockroot.fla has _lockroot applied to the main SWF file. If the SWF file is loaded into
another FLA document, _root always refers to the scope of lockroot.swf, which helps prevent conflicts. Place the
following ActionScript on the main Timeline of lockroot.fla:
this._lockroot = true;
_root.myVar = 1;
_root.myOtherVar = 2;
trace("from lockroot.swf");
for (i in _root) {
trace(" "+i+" -> "+_root[i]);
}
trace("");
which traces the following information:
from lockroot.swf
myOtherVar -> 2
myVar -> 1
_lockroot -> true
$version -> WIN 7,0,19,0
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The following example loads two SWF files, lockroot.swf and nolockroot.swf. The lockroot.fla document contains the
ActionScript from the preceding example. The nolockroot FLA file has the following code placed on Frame 1 of the
Timeline:
_root.myVar = 1;
_root.myOtherVar = 2;
trace("from nolockroot.swf");
for (i in _root) {
trace(" "+i+" -> "+_root[i]);
}
trace("");
The lockroot.swf file has _lockroot applied to it, and nolockroot.swf does not. After the files are loaded, each file
dumps variables from their _root scopes. Place the following ActionScript on the main Timeline of a FLA document:
this.createEmptyMovieClip("lockroot_mc", this.getNextHighestDepth());
lockroot_mc.loadMovie("lockroot.swf");
this.createEmptyMovieClip("nolockroot_mc", this.getNextHighestDepth());
nolockroot_mc.loadMovie("nolockroot.swf");
function dumpRoot() {
trace("from current SWF file");
for (i in _root) {
trace(" "+i+" -> "+_root[i]);
}
trace("");
}
dumpRoot();
which traces the following information:
from current SWF file
dumpRoot -> [type Function]
$version -> WIN 7,0,19,0
nolockroot_mc -> _level0.nolockroot_mc
lockroot_mc -> _level0.lockroot_mc
from nolockroot.swf
myVar -> 1
i -> lockroot_mc
dumpRoot -> [type Function]
$version -> WIN 7,0,19,0
nolockroot_mc -> _level0.nolockroot_mc
lockroot_mc -> _level0.lockroot_mc
from lockroot.swf
myOtherVar -> 2
myVar -> 1
The file with no _lockroot applied also contains all of the other variables that the root SWF file contains. If you don't
have access to the nolockroot.fla, you can use the following ActionScript added to the main Timeline to change the
_lockroot in the preceding main FLA document:
this.createEmptyMovieClip("nolockroot_mc", this.getNextHighestDepth());
nolockroot_mc._lockroot = true;
nolockroot_mc.loadMovie("nolockroot.swf");
which then traces the following:
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from current SWF file
dumpRoot -> [type Function]
$version -> WIN 7,0,19,0
nolockroot_mc -> _level0.nolockroot_mc
lockroot_mc -> _level0.lockroot_mc
from nolockroot.swf
myOtherVar -> 2
myVar -> 1
from lockroot.swf
myOtherVar -> 2
myVar -> 1
See also
_root property, _lockroot (MovieClip._lockroot property), attachMovie (MovieClip.attachMovie
method), loadMovie (MovieClip.loadMovie method), onLoadInit (MovieClipLoader.onLoadInit event
listener)
moveTo (MovieClip.moveTo method)
public moveTo(x:Number, y:Number) : Void
Moves the current drawing position to (x, y). If any of the parameters are missing, this method fails and the current
drawing position is not changed.
You can extend the methods and event handlers of the MovieClip class by creating a subclass.
Availability
Flash Lite 2.0
Parameters
x:Number - An integer indicating the horizontal position relative to the registration point of the parent movie clip.
y:Number - An integer indicating the vertical position relative to the registration point of the parent movie clip.
Example
The following example draws a triangle with a 5-pixel, solid magenta line and a partially transparent blue fill:
this.createEmptyMovieClip("triangle_mc", 1);
triangle_mc.beginFill(0x0000FF, 30);
triangle_mc.lineStyle(5, 0xFF00FF, 100);
triangle_mc.moveTo(200, 200);
triangle_mc.lineTo(300, 300);
triangle_mc.lineTo(100, 300);
triangle_mc.lineTo(200, 200);
triangle_mc.endFill();
See also
createEmptyMovieClip (MovieClip.createEmptyMovieClip method), lineStyle (MovieClip.lineStyle
method), lineTo (MovieClip.lineTo method)
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_name (MovieClip._name property)
public _name : String
The instance name of the movie clip.
Availability
Flash Lite 2.0
See also
_name (Button._name property)
nextFrame (MovieClip.nextFrame method)
public nextFrame() : Void
Sends the playhead to the next frame and stops it.
You can extend the methods and event handlers of the MovieClip class by creating a subclass.
Availability
Flash Lite 2.0
Example
The following example uses _framesloaded and nextFrame()to load content into a SWF file. Do not add any code
to Frame 1, but add the following ActionScript to Frame 2 of the Timeline:
if (this._framesloaded >= 3) {
this.nextFrame();
} else {
this.gotoAndPlay(1);
}
Then, add the following code (and the content you want to load) on Frame 3:
stop();
See also
nextFrame function, prevFrame function, prevFrame (MovieClip.prevFrame method)
onData (MovieClip.onData handler)
onData = function() {}
Invoked when a movie clip receives data from a MovieClip.loadVariables() or MovieClip.loadMovie() call. You must
define a function that executes when the event handler is invoked. You can define the function on the Timeline or in
a class file that extends the MovieClip class or is linked to a symbol in the library.
This handler can be used only with movie clips for which you have a symbol in the library that is associated with a class.
If you want an event handler to be invoked when a specific movie clip receives data, you must use onClipEvent()
instead of this handler. The latter handler is invoked when any movie clip receives data.
Availability
Flash Lite 2.0
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Example
The following example illustrates the correct use of MovieClip.onData() and onClipEvent(data).
The symbol_mc is a movie clip symbol in the library. It is linked to the MovieClip class. The first function below is
triggered for each instance of symbol_mc when it receives data.
The dynamic_mc is a movie clip that is being loaded with MovieClip.loadMovie(). The code using dynamic_mc below
attempts to call a function when the movie clip is loaded, but it doesn't work. The loaded SWF file must be a symbol
in the library associated with the MovieClip class.
The last function uses onClipEvent(data). The onClipEvent() event handler is invoked for any movie clip that receives
data, whether the movie clip is in the library or not. Therefore, the last function in this example is invoked when
symbol_mc is instantiated and also when replacement.swf is loaded.
// The following function is triggered for each instance of symbol_mc
// when it receives data.
symbol_mc.onData = function() {
trace("The movie clip has received data");
}
// This code attempts to call a function when the clip is loaded,
// but it will not work, because the loaded SWF is not a symbol
// in the library associated with the MovieClip class.
function output()
{
trace("Will never be called.");
}
dynamic_mc.onData = output;
dynamic_mc.loadMovie("replacement.swf");
// The following function is invoked for any movie clip that
// receives data, whether it is in the library or not.
onClipEvent( data ) {
trace("The movie clip has received data");
}
See also
onClipEvent handler
onDragOut (MovieClip.onDragOut handler)
onDragOut = function() {}
Invoked when the mouse button is pressed and the pointer rolls outside the object. You must define a function that
executes when the event handler is invoked. You can define the function on the Timeline or in a class file that extends
the MovieClip class or is linked to a symbol in the library.
Note: This event handler is supported in Flash Lite only if System.capabilities.hasMouse is true or
System.capabilities.hasStylus is true.
Availability
Flash Lite 2.0
Example
The following example defines a function for the onDragOut method that sends a trace() action to the Output panel:
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my_mc.onDragOut = function () {
trace ("onDragOut called");
}
See also
onDragOver (MovieClip.onDragOver handler)
onDragOver (MovieClip.onDragOver handler)
onDragOver = function() {}
Invoked when the pointer is dragged outside and then over the movie clip. You must define a function that executes
when the event handler is invoked. You can define the function on the Timeline or in a class file that extends the
MovieClip class or is linked to a symbol in the library.
Note: This event handler is supported in Flash Lite only if System.capabilities.hasMouse is true or
System.capabilities.hasStylus is true.
Availability
Flash Lite 2.0
Example
The following example defines a function for the onDragOver method that sends a trace() action to the Output
panel:
my_mc.onDragOver = function () {
trace ("onDragOver called");
}
See also
onDragOut (MovieClip.onDragOut handler)
onEnterFrame (MovieClip.onEnterFrame handler)
onEnterFrame = function() {}
Invoked repeatedly at the frame rate of the SWF file. The function that you assign to the onEnterFrame event handler
is processed before any other ActionScript code that is attached to the affected frames.
You must define a function that executes when the event handler is invoked. You can define the function on the
Timeline or in a class file that extends the MovieClip class or that is linked to a symbol in the library.
Availability
Flash Lite 2.0
Example
The following example defines a function for the onEnterFrame event handler that sends a trace() action to the
Output panel:
my_mc.onEnterFrame = function () {
trace ("onEnterFrame called");
}
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onKeyDown (MovieClip.onKeyDown handler)
onKeyDown = function() {}
Invoked when a movie clip has input focus and a key is pressed. The onKeyDown event handler is invoked with no
parameters. You can use the Key.getAscii() and Key.getCode() methods to determine which key was pressed. You
must define a function that executes when the event handler is invoked. You can define the function on the Timeline
or in a class file that extends the MovieClip class or is linked to a symbol in the library.
The onKeyDown event handler works only if the movie clip has input focus enabled and set. First, the
MovieClip.focusEnabled property must be set to true for the movie clip. Then, the clip must be given focus. This
can be done either by using Selection.setFocus() or by setting the Tab key to navigate to the clip.
If Selection.setFocus() is used, the path for the movie clip must be passed to Selection.setFocus(). It is very
easy for other elements to take the focus back after the mouse is moved.
Availability
Flash Lite 2.0
Example
The following example defines a function for the onKeyDown() method that sends a trace() action to the Output
panel. Create a movie clip called my_mc and add the following ActionScript to your FLA or AS file:
my_mc.onKeyDown = function () {
trace ("key was pressed");
}
The movie clip must have focus for the onKeyDown event handler to work. Add the following ActionScript to set input
focus:
my_mc.tabEnabled = true;
my_mc.focusEnabled = true;
Selection.setFocus(my_mc);
When you tab to the movie clip and press a key, key was pressed is displayed in the Output panel. However, this
does not occur after you move the mouse, because the movie clip loses focus. Therefore, you should use
Key.onKeyDown in most cases.
See also
getAscii (Key.getAscii method), getCode (Key.getCode method), focusEnabled
(MovieClip.focusEnabled property), setFocus (Selection.setFocus method), onKeyDown
(Key.onKeyDown event listener), onKeyUp (MovieClip.onKeyUp handler)
onKeyUp (MovieClip.onKeyUp handler)
onKeyUp = function() {}
Invoked when a key is released. The onKeyUp event handler is invoked with no parameters. You can use the
Key.getAscii() and Key.getCode() methods to determine which key was pressed. You must define a function that
executes when the event handler is invoked. You can define the function on the Timeline or in a class file that extends
the MovieClip class or is linked to a symbol in the library.
The onKeyUp event handler works only if the movie clip has input focus enabled and set. First, the
MovieClip.focusEnabled property must be set to true for the movie clip. Then, the clip must be given focus. This
can be done either by using Selection.setFocus() or by setting the Tab key to navigate to the clip.
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If Selection.setFocus() is used, the path for the movie clip must be passed to Selection.setFocus(). It is very
easy for other elements to take the focus back after the mouse is moved.
Availability
Flash Lite 2.0
Example
The following example defines a function for the onKeyUp method that sends a trace() action to the Output panel:
my_mc.onKeyUp = function () {
trace ("onKey called");
}
The following example sets input focus:
my_mc.focusEnabled = true;
Selection.setFocus(my_mc);
See also
getAscii (Key.getAscii method), getCode (Key.getCode method), focusEnabled
(MovieClip.focusEnabled property), setFocus (Selection.setFocus method), onKeyDown
(Key.onKeyDown event listener), onKeyDown (MovieClip.onKeyDown handler)
onKillFocus (MovieClip.onKillFocus handler)
onKillFocus = function(newFocus:Object) {}
Invoked when a movie clip loses input focus. The onKillFocus method receives one parameter, newFocus, which is
an object that represents the new object receiving the focus. If no object receives the focus, newFocus contains the value
null.
You must define a function that executes when the event handler is invoked. You can define the function on the
Timeline or in a class file that extends the MovieClip class or is linked to a symbol in the library.
Availability
Flash Lite 2.0
Parameters
newFocus:Object - The object that is receiving the input focus.
Example
The following example displays information about the movie clip that loses focus, and the instance that currently has
focus. Two movie clips, called my_mc and other_mc, are on the Stage. You can add the following ActionScript to your
AS or FLA document:
my_mc.onRelease = Void;
other_mc.onRelease = Void;
my_mc.onKillFocus = function(newFocus) {
trace("onKillFocus called, new focus is: "+newFocus);
};
When you press the Tab key to move between the two instances, information is displayed in the Output panel.
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See also
onSetFocus (MovieClip.onSetFocus handler)
onLoad (MovieClip.onLoad handler)
onLoad = function() {}
Invoked when the movie clip is instantiated and appears in the Timeline. You must define a function that executes
when the event handler is invoked. You can define the function on the Timeline or in a class file that extends the
MovieClip class or is linked to a symbol in the library.
This handler can be used only with movie clips for which you have a symbol in the library that is associated with a class.
If you want an event handler to be invoked when a specific movie clip loads, for example when you use
MovieClip.loadMovie() to load a SWF file dynamically, you must use onClipEvent(load) or the MovieClipLoader
class instead of this handler. Unlike MovieClip.onLoad, the other handlers are invoked when any movie clip loads.
Availability
Flash Lite 2.0
Example
This example shows you how to use the onLoad event handler in an ActionScript 2.0 class definition that extends the
MovieClip class. First, create a class file named Oval.as and define a class method named onLoad() and make sure that
the class file is placed in the proper class path:
// contents of Oval.as
class Oval extends MovieClip{
public function onLoad () {
trace ("onLoad called");
}
}
Second, create a movie clip symbol in your library and name it Oval. Context-click (usually right-click) on the symbol
in the Library panel and select Linkage... from the pop-up menu. Click on "Export for ActionScript" and fill in the
"Identifier" and "ActionScript 2.0 Class" fields with the word "Oval" (no quotes). Leave "Export in First Frame" checked
and click OK.
Third, go to the first frame of your file and enter the following code in the Actions Panel:
var myOval:Oval = Oval(attachMovie("Oval","Oval_1",1));
Finally, do a test movie, and you should see the output text "onLoad called".
See also
loadMovie (MovieClip.loadMovie method), onClipEvent handler, MovieClipLoader
onMouseDown (MovieClip.onMouseDown handler)
onMouseDown = function() {}
Invoked when the mouse button is pressed. You must define a function that executes when the event handler is
invoked. You can define the function on the Timeline or in a class file that extends the MovieClip class or is linked to
a symbol in the library.
Note: This event handler is supported in Flash Lite only if System.capabilities.hasMouse is true or
System.capabilities.hasStylus is true.
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ActionScript classes
Availability
Flash Lite 2.0
Example
The following example defines a function for the onMouseDown method that sends a trace() action to the Output
panel:
my_mc.onMouseDown = function () {
trace ("onMouseDown called");
}
onMouseMove (MovieClip.onMouseMove handler)
onMouseMove = function() {}
Invoked when the mouse moves. You must define a function that executes when the event handler is invoked. You can
define the function on the Timeline or in a class file that extends the MovieClip class or is linked to a symbol in the
library.
Note: This event handler is supported in Flash Lite only if System.capabilities.hasMouse is true.
Availability
Flash Lite 2.0
Example
The following example defines a function for the onMouseMove method that sends a trace() action to the Output
panel:
my_mc.onMouseMove = function () {
trace ("onMouseMove called");
}
onMouseUp (MovieClip.onMouseUp handler)
onMouseUp = function() {}
Invoked when the mouse button is released. You must define a function that executes when the event handler is
invoked. You can define the function on the Timeline or in a class file that extends the MovieClip class or is linked to
a symbol in the library.
Note: This event handler is supported in Flash Lite only if System.capabilities.hasMouse is true or
System.capabilities.hasStylus is true.
Availability
Flash Lite 2.0
Example
The following example defines a function for the onMouseUp method that sends a trace() action to the Output panel:
my_mc.onMouseUp = function () {
trace ("onMouseUp called");
}
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onPress (MovieClip.onPress handler)
onPress = function() {}
Invoked when the user clicks the mouse while the pointer is over a movie clip. You must define a function that executes
when the event handler is invoked. You can define the in the library.
Availability
Flash Lite 2.0
Example
The following example defines a function for the onPress method that sends a trace() action to the Output panel:
my_mc.onPress = function () {
trace ("onPress called");
}
onRelease (MovieClip.onRelease handler)
onRelease = function() {}
Invoked when the mouse button is released over a movie clip. You must define a function that executes when the event
handler is invoked. You can define the function on the Timeline or in a class file that extends the MovieClip class or is
linked to a symbol in the library.
Availability
Flash Lite 2.0
Example
The following example defines a function for the onRelease method that sends a trace() action to the Output panel:
my_mc.onRelease = function () {
trace ("onRelease called");
}
onReleaseOutside (MovieClip.onReleaseOutside handler)
onReleaseOutside = function() {}
Invoked when the mouse button is pressed inside the movie clip area and then released outside the movie clip area.
You must define a function that executes when the event handler is invoked. You can define the function on the
Timeline or in a class file that extends the MovieClip class or is linked to a symbol in the library.
Note: This event handler is supported in Flash Lite only if System.capabilities.hasMouse is true or
System.capabilities.hasStylus is true.
Availability
Flash Lite 2.0
Example
The following example defines a function for the onReleaseOutside method that sends a trace() action to the
Output panel:
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my_mc.onReleaseOutside = function () {
trace ("onReleaseOutside called");
}
onRollOut (MovieClip.onRollOut handler)
onRollOut = function() {}
Invoked when the pointer moves outside a movie clip area.
You must define a function that executes when the event handler is invoked. You can define the function on the
Timeline or in a class file that extends the MovieClip class or is linked to a symbol in the library.
Availability
Flash Lite 2.0
Example
The following example defines a function for the onRollOut method that sends a trace() action to the Output panel:
my_mc.onRollOut = function () {
trace ("onRollOut called");
}
onRollOver (MovieClip.onRollOver handler)
onRollOver = function() {}
Invoked when the pointer moves over a movie clip area.
You must define a function that executes when the event handler is invoked. You can define the function on the
Timeline or in a class file that extends the MovieClip class or is linked to a symbol in the library.
Availability
Flash Lite 2.0
Example
The following example defines a function for the onRollOver method that sends a trace() action to the Output
panel:
my_mc.onRollOver = function () {
trace ("onRollOver called");
}
onSetFocus (MovieClip.onSetFocus handler)
onSetFocus = function(oldFocus:Object) {}
Invoked when a movie clip receives input focus. The oldFocus parameter is the object that loses the focus. For
example, if the user presses the Tab key to move the input focus from a movie clip to a text field, oldFocus contains
the movie clip instance.
If there is no previously focused object, oldFocus contains a null value.
You must define a function that executes when the event handler in invoked. You can define the function on the
Timeline or in a class file that extends the MovieClip class or is linked to a symbol in the library.
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Availability
Flash Lite 2.0
Parameters
oldFocus:Object - The object to lose focus.
Example
The following example displays information about the movie clip that receives input focus, and the instance that
previously had focus. Two movie clips, called my_mc and other_mc are on the Stage. Add the following ActionScript
to your AS or FLA document:
my_mc.onRelease = Void;
other_mc.onRelease = Void;
my_mc.onSetFocus = function(oldFocus) {
trace("onSetFocus called, previous focus was: "+oldFocus);
}
When you press the Tab key between the two instances, information is displayed in the Output panel.
See also
onKillFocus (MovieClip.onKillFocus handler)
onUnload (MovieClip.onUnload handler)
onUnload = function() {}
Invoked in the first frame after the movie clip is removed from the Timeline. Flash processes the actions associated
with the onUnload event handler before attaching any actions to the affected frame. You must define a function that
executes when the event handler is invoked. You can define the function on the Timeline or in a class file that extends
the MovieClip class or is linked to a symbol in the library.
Availability
Flash Lite 2.0
Example
The following example defines a function for the MovieClip.onUnload method that sends a trace() action to the
Output panel:
my_mc.onUnload = function () {
trace ("onUnload called");
}
_parent (MovieClip._parent property)
public _parent : MovieClip
A reference to the movie clip or object that contains the current movie clip or object. The current object is the object
that references the _parent property. Use the _parent property to specify a relative path to movie clips or objects that
are above the current movie clip or object.
You can use _parent to move up multiple levels in the display list as in the following:
this._parent._parent._alpha = 20;
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ActionScript classes
Availability
Flash Lite 2.0
Example
The following example traces the reference to a movie clip and its relationship to the main Timeline. Create a movie
clip with the instance name my_mc, and add it to the main Timeline. Add the following ActionScript to your FLA or
AS file:
my_mc.onRelease = function() {
trace("You clicked the movie clip: "+this);
trace("The parent of "+this._name+" is: "+this._parent);
}
When you click the movie clip, the following information appears in the Output panel:
You clicked the movie clip: _level0.my_mc
The parent of my_mc is: _level0
See also
_parent (Button._parent property), _root property, targetPath function, _parent
(TextField._parent property)
play (MovieClip.play method)
public play() : Void
Moves the playhead in the Timeline of the movie clip.
You can extend the methods and event handlers of the MovieClip class by creating a subclass.
Availability
Flash Lite 2.0
Example
Use the following ActionScript to play the main Timeline of a SWF file. This ActionScript is for a movie clip button
called my_mc on the main Timeline:
stop();
my_mc.onRelease = function() {
this._parent.play();
};
Use the following ActionScript to play the Timeline of a movie clip in a SWF file. This ActionScript is for a button
called my_btn on the main Timeline that plays a movie clip called animation_mc:
animation_mc.stop();
my_btn.onRelease = function(){
animation_mc.play();
};
See also
play function, gotoAndPlay (MovieClip.gotoAndPlay method), gotoAndPlay function
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prevFrame (MovieClip.prevFrame method)
public prevFrame() : Void
Sends the playhead to the previous frame and stops it.
You can extend the methods and event handlers of the MovieClip class by creating a subclass.
Availability
Flash Lite 2.0
Example
In the following example, two movie clip buttons control the Timeline. The prev_mc button moves the playhead to
the previous frame, and the next_mc button moves the playhead to the next frame. Add content to a series of frames
on the Timeline, and add the following ActionScript to Frame 1 of the Timeline:
stop();
prev_mc.onRelease = function() {
var parent_mc:MovieClip = this._parent;
if (parent_mc._currentframe>1) {
parent_mc.prevFrame();
} else {
parent_mc.gotoAndStop(parent_mc._totalframes);
}
};
next_mc.onRelease = function() {
var parent_mc:MovieClip = this._parent;
if (parent_mc._currentframe<parent_mc._totalframes) {
parent_mc.nextFrame();
} else {
parent_mc.gotoAndStop(1);
}
};
See also
prevFrame function
_quality (MovieClip._quality property)
public _quality : String
Sets or retrieves the rendering quality used for a SWF file. Device fonts are always aliased and therefore are unaffected
by the _quality property.
The _quality property can be set to the following values:
Value
Description
Graphic Anti-Aliasing
"LOW"
Low rendering quality.
Graphics are not anti-aliased.
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Value
Description
Graphic Anti-Aliasing
"MEDIUM"
Medium rendering quality. This
Graphics are anti-aliased using a 2 x 2 pixel grid.
setting is suitable for movies that
do not contain text.
"HIGH"
High rendering quality. This
setting is the default rendering
quality setting that Flash uses.
Graphics are anti-aliased using a 4 x 4 pixel grid.
"BEST"
Very high rendering quality.
Graphics are anti-aliased using a 4 x 4 pixel grid.
Note: Although you can specify this property for a MovieClip object, it is also a global property, and you can specify
its value simply as _quality.
Availability
Flash Lite 2.0
Example
This example sets the rendering quality of a movie clip named my_mc to LOW:
my_mc._quality = "LOW";
See also
_quality property
removeMovieClip (MovieClip.removeMovieClip method)
public removeMovieClip() : Void
Removes a movie clip instance created with duplicateMovieClip(), MovieClip.duplicateMovieClip(),
MovieClip.createEmptyMovieClip(), or MovieClip.attachMovie().
This method does not remove a movie clip assigned to a negative depth value. Movie clips created in the authoring tool
are assigned negative depth values by default. To remove a movie clip that is assigned to a negative depth value, first
use MovieClip.swapDepths() to move the movie clip to a positive depth value.
You can extend the methods and event handlers of the MovieClip class by creating a subclass.
Availability
Flash Lite 2.0
Example
Each time you click a button in the following example, you attach a movie clip instance to the Stage in a random
position. When you click a movie clip instance, you remove that instance from the SWF file.
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function randRange(min:Number, max:Number):Number {
var randNum:Number = Math.round(Math.random()*(max-min))+min;
return randNum;
}
var bugNum:Number = 0;
addBug_btn.onRelease = addBug;
function addBug() {
var thisBug:MovieClip = this._parent.attachMovie("bug_id", "bug"+bugNum+"_mc", bugNum,
{_x:randRange(50, 500), _y:randRange(50, 350)});
thisBug.onRelease = function() {
this.removeMovieClip();
};
bugNum++;
}
See also
duplicateMovieClip function, createEmptyMovieClip (MovieClip.createEmptyMovieClip method),
duplicateMovieClip (MovieClip.duplicateMovieClip method), attachMovie (MovieClip.attachMovie
method)swapDepths (MovieClip.swapDepths method)
_rotation (MovieClip._rotation property)
public _rotation : Number
Specifies the rotation of the movie clip, in degrees, from its original orientation. Values from 0 to 180 represent
clockwise rotation; values from 0 to -180 represent counterclockwise rotation. Values outside this range are added to
or subtracted from 360 to obtain a value within the range. For example, the statement my_mc._rotation = 450 is the
same as my_mc._rotation = 90.
Availability
Flash Lite 2.0
Example
The following example creates a triangle movie clip instance dynamically. When you run the SWF file, click the
movie clip to rotate it:
this.createEmptyMovieClip("triangle", this.getNextHighestDepth());
triangle.beginFill(0x0000FF, 100);
triangle.moveTo(100, 100);
triangle.lineTo(100, 150);
triangle.lineTo(150, 100);
triangle.lineTo(100, 100);
triangle.onMouseUp= function() {
this._rotation += 15;
};
See also
_rotation (Button._rotation property), _rotation (TextField._rotation property)
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setMask (MovieClip.setMask method)
public setMask(mc:Object) : Void
Makes the movie clip in the parameter mc a mask that reveals the calling movie clip.
The setMask() method allows multiple-frame movie clips with complex, multilayered content to act as masks (which
is possible by using mask layers). If you have device fonts in a masked movie clip, they are drawn but not masked. You
can't set a movie clip to be its own maskfor example, my_mc.setMask(my_mc).
If you create a mask layer that contains a movie clip, and then apply the setMask() method to it, the setMask() call
takes priority and this is not reversible. For example, you could have a movie clip in a mask layer called UIMask that
masks another layer that contains another movie clip called UIMaskee. If, as the SWF file plays, you call
UIMask.setMask(UIMaskee), from that point on, UIMask is masked by UIMaskee.
To cancel a mask created with ActionScript, pass the value null to the setMask() method. The following code cancels
the mask without affecting the mask layer in the Timeline.
UIMask.setMask(null);
You can extend the methods and event handlers of the MovieClip class by creating a subclass.
Availability
Flash Lite 2.0
Parameters
mc:Object - The instance name of a movie clip to be a mask. This can be a String or a MovieClip.
Example
The following code uses the circleMask_mc movie clip to mask the theMaskee_mc movie clip:
theMaskee_mc.setMask(circleMask_mc);
_soundbuftime (MovieClip._soundbuftime property)
public _soundbuftime : Number
Specifies the number of seconds a sound prebuffers before it starts to stream.
Note: Although you can specify this property for a MovieClip object, it is actually a global property that applies to all
sounds loaded, and you can specify its value simply as _soundbuftime. Setting this property for a MovieClip object
actually sets the global property.
Availability
Flash Lite 2.0
See also
_soundbuftime property
startDrag (MovieClip.startDrag method)
public startDrag([lockCenter:Boolean], [left:Number], [top:Number], [right:Number],
[bottom:Number]) : Void
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Lets the user drag the specified movie clip. The movie clip remains draggable until explicitly stopped through a call to
MovieClip.stopDrag(), or until another movie clip is made draggable. Only one movie clip at a time is draggable.
You can extend the methods and event handlers of the MovieClip class by creating a subclass.
Note: This method is supported in Flash Lite only if System.capabilities.hasMouse is true or
System.capabilities.hasStylus is true.
Availability
Flash Lite 2.0
Parameters
lockCenter:Boolean [optional] - A Boolean value specifying whether the draggable movie clip is locked to the center
of the mouse position (true), or locked to the point where the user first clicked on the movie clip (false).
left:Number [optional] - Value relative to the coordinates of the movie clip's parent that specify a constraint rectangle
for the movie clip.
top:Number [optional] - Value relative to the coordinates of the movie clip's parent that specify a constraint rectangle
for the movie clip.
right:Number [optional] - Value relative to the coordinates of the movie clip's parent that specify a constraint
rectangle for the movie clip.
bottom:Number [optional] - Value relative to the coordinates of the movie clip's parent that specify a constraint
rectangle for the movie clip.
Example
The following example creates a draggable movie clip instance called mc_1:
this.createEmptyMovieClip("mc_1", 1);
with (mc_1) {
lineStyle(1, 0xCCCCCC);
beginFill(0x4827CF);
moveTo(0, 0);
lineTo(80, 0);
lineTo(80, 60);
lineTo(0, 60);
lineTo(0, 0);
endFill();
}
mc_1.onPress = function() {
this.startDrag();
};
mc_1.onRelease = function() {
this.stopDrag();
};
See also
_droptarget (MovieClip._droptarget property), startDrag function, stopDrag (MovieClip.stopDrag
method)
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stop (MovieClip.stop method)
public stop() : Void
Stops the movie clip currently playing.
You can extend the methods and event handlers of the MovieClip class by creating a subclass.
Availability
Flash Lite 2.0
Example
The following example shows how to stop a movie clip named aMovieClip:
aMovieClip.stop();
See also
stop function
stopDrag (MovieClip.stopDrag method)
public stopDrag() : Void
Ends a MovieClip.startDrag() method. A movie clip that was made draggable with that method remains draggable
until a stopDrag() method is added, or until another movie clip becomes draggable. Only one movie clip is draggable
at a time.
You can extend the methods and event handlers of the MovieClip class by creating a subclass.
Note: This method is supported in Flash Lite only if System.capabilities.hasMouse is true or
System.capabilities.hasStylus is true.
Availability
Flash Lite 2.0
Example
The following example creates a draggable movie clip instance called mc_1:
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this.createEmptyMovieClip("mc_1", 1);
with (mc_1) {
lineStyle(1, 0xCCCCCC);
beginFill(0x4827CF);
moveTo(0, 0);
lineTo(80, 0);
lineTo(80, 60);
lineTo(0, 60);
lineTo(0, 0);
endFill();
}
mc_1.onPress = function() {
this.startDrag();
};
mc_1.onRelease = function() {
this.stopDrag();
};
See also
_droptarget (MovieClip._droptarget property), startDrag (MovieClip.startDrag method), stopDrag
function
swapDepths (MovieClip.swapDepths method)
public swapDepths(target:Object) : Void
Swaps the stacking, or depth level (z-order), of this movie clip with the movie clip specified by the target parameter,
or with the movie clip that currently occupies the depth level specified in the target parameter. Both movie clips must
have the same parent movie clip. Swapping the depth level of movie clips has the effect of moving one movie clip in
front of or behind the other. If a movie clip is tweening when this method is called, the tweening is stopped.
You can extend the methods and event handlers of the MovieClip class by creating a subclass.
Availability
Flash Lite 2.0
Parameters
target:Object - This parameter can take one of two forms:
• A number that specifies the depth level where the movie clip is to be placed.
• A string that specifies the movie clip instance whose depth is swapped with the movie clip for which the method is
being applied. Both movie clips must have the same parent movie clip.
Example
The following example swaps the stacking order of two movie clip instances. Overlap two movie clip instances, called
myMC1_mc and myMC2_mc, on the Stage and then add the following script to the parent Timeline:
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myMC1_mc.onRelease = function() {
this.swapDepths(myMC2_mc);
};
myMC2_mc.onRelease = function() {
this.swapDepths(myMC1_mc);
};
See also
_level property, getDepth (MovieClip.getDepth method), getInstanceAtDepth
(MovieClip.getInstanceAtDepth method), getNextHighestDepth (MovieClip.getNextHighestDepth
method)
tabChildren (MovieClip.tabChildren property)
public tabChildren : Boolean
Determines whether the children of a movie clip are included in the automatic tab ordering. If the tabChildren
property is undefined or true, the children of a movie clip are included in automatic tab ordering. If the value of
tabChildren is false, the children of a movie clip are not included in automatic tab ordering. The default value is
undefined.
Availability
Flash Lite 2.0
Example
A list box UI widget built as a movie clip contains several items. The user can click each item to select it, so each item
is a button. However, only the list box itself should be a tab stop. The items inside the list box should be excluded from
tab ordering. To do this, the tabChildren property of the list box should be set to false.
The tabChildren property has no effect if the tabIndex property is used; the tabChildren property affects only
automatic tab ordering.
The following example disables tabbing for all children movie clips inside a parent movie clip called menu_mc:
menu_mc.onRelease = function(){};
menu_mc.menu1_mc.onRelease = function(){};
menu_mc.menu2_mc.onRelease = function(){};
menu_mc.menu3_mc.onRelease = function(){};
menu_mc.menu4_mc.onRelease = function(){};
menu_mc.tabChildren = false;
Change the last line of code to the following to include the children movie clip instances of menu_mc in the automatic
tab ordering:
menu_mc.tabChildren = true;
See also
tabIndex (Button.tabIndex property), tabEnabled (MovieClip.tabEnabled property), tabIndex
(MovieClip.tabIndex property), tabIndex (TextField.tabIndex property)
tabEnabled (MovieClip.tabEnabled property)
public tabEnabled : Boolean
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Specifies whether the movie clip is included in automatic tab ordering. It is undefined by default.
If the tabEnabled property is undefined, the object is included in automatic tab ordering only if it defines at least one
movie clip handler, such as MovieClip.onRelease. If tabEnabled is true, the object is included in automatic tab
ordering. If the tabIndex property is also set to a value, the object is included in custom tab ordering as well.
If tabEnabled is false, the object is not included in automatic or custom tab ordering, even if the tabIndex property
is set. However, if MovieClip.tabChildren is true, the movie clip's children can still be included in automatic tab
ordering, even if tabEnabled is false.
Availability
Flash Lite 2.0
Example
The following example does not include myMC2_mc in the automatic tab ordering:
myMC1_mc.onRelease = function() {};
myMC2_mc.onRelease = function() {};
myMC3_mc.onRelease = function() {};
myMC2_mc.tabEnabled = false;
See also
onRelease (MovieClip.onRelease handler), tabEnabled (Button.tabEnabled property), tabChildren
(MovieClip.tabChildren property), tabIndex (MovieClip.tabIndex property), tabEnabled
(TextField.tabEnabled property)
tabIndex (MovieClip.tabIndex property)
public tabIndex : Number
Lets you customize the tab ordering of objects in a movie. The tabIndex property is undefined by default. You can
set the tabIndex property on a button, movie clip, or text field instance.
If an object in a SWF file contains a tabIndex property, automatic tab ordering is disabled, and the tab ordering is
calculated from the tabIndex properties of objects in the SWF file. The custom tab ordering includes only objects that
have tabIndex properties.
The tabIndex property must be a positive integer. The objects are ordered according to their tabIndex properties, in
ascending order. An object with a tabIndex value of 1 precedes an object with a tabIndex value of 2. The custom tab
ordering disregards the hierarchical relationships of objects in a SWF file. All objects in the SWF file with tabIndex
properties are placed in the tab order. Do not use the same tabIndex value for multiple objects.
Availability
Flash Lite 2.0
Example
The following ActionScript sets a custom tab order for three movie clip instances.
myMC1_mc.onRelease = function() {};
myMC2_mc.onRelease = function() {};
myMC3_mc.onRelease = function() {};
myMC1_mc.tabIndex = 2;
myMC2_mc.tabIndex = 1;
myMC3_mc.tabIndex = 3;
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See also
tabIndex (Button.tabIndex property), tabIndex (TextField.tabIndex property)
_target (MovieClip._target property)
public _target : String [read-only]
Returns the target path of the movie clip instance, in slash notation. Use the eval() function to convert the target path
to dot notation.
Availability
Flash Lite 2.0
Example
The following example displays the target paths of movie clip instances in a SWF file, in both slash and dot notation.
for (var i in this) {
if (typeof (this[i]) == "movieclip") {
trace("name: " + this[i]._name + ",\t target: " + this[i]._target + ",\t target(2):"
+ eval(this[i]._target));
}
}
_totalframes (MovieClip._totalframes property)
public _totalframes : Number [read-only]
Returns the total number of frames in the movie clip instance specified in the MovieClip parameter.
Example
In the following example, two movie clip buttons control the Timeline. The prev_mc button moves the playhead to
the previous frame, and the next_mc button moves the playhead to the next frame. Add content to a series of frames
on the Timeline, and add the following ActionScript to Frame 1 of the Timeline:
stop();
prev_mc.onRelease = function() {
var parent_mc:MovieClip = this._parent;
if (parent_mc._currentframe>1) {
parent_mc.prevFrame();
} else {
parent_mc.gotoAndStop(parent_mc._totalframes);
}
};
next_mc.onRelease = function() {
var parent_mc:MovieClip = this._parent;
if (parent_mc._currentframe<parent_mc._totalframes) {
parent_mc.nextFrame();
} else {
parent_mc.gotoAndStop(1);
}
};
trackAsMenu (MovieClip.trackAsMenu property)
public trackAsMenu : Boolean
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A Boolean value that indicates whether other buttons or movie clips can receive a release event from a mouse or stylus.
If you drag a stylus or mouse across a movie clip and then release it on a second movie clip, the onRelease event is
registered for the second movie clip. This allows you to create menus for the second movie clip. You can set the
trackAsMenu property on any button or movie clip object. If you have not defined the trackAsMenu property, the
default behavior is false.
You can change the trackAsMenu property at any time; the modified movie clip immediately takes on the new
behavior.
Note: This property is supported in Flash Lite only if System.capabilities.hasMouse is true or
System.capabilities.hasStylus is true.
Availability
Flash Lite 2.0
Example
The following example sets the trackAsMenu property for three movie clips on the Stage. Click a movie clip and release
the mouse button on a second movie clip to see which instance receives the event.
myMC1_mc.trackAsMenu = true;
myMC2_mc.trackAsMenu = true;
myMC3_mc.trackAsMenu = false;
myMC1_mc.onRelease = clickMC;
myMC2_mc.onRelease = clickMC;
myMC3_mc.onRelease = clickMC;
function clickMC() {
trace("you clicked the "+this._name+" movie clip.");
};
See also
trackAsMenu (Button.trackAsMenu property)
transform (MovieClip.transform property)
public transform : Transform
An object with properties pertaining to a movie clip's matrix, color transform, and pixel bounds. The specific
properties matrix, colorTransform, and three read-only properties (concatenatedMatrix,
concatenatedColorTransform, and pixelBounds) are described in the entry for the Transform class.
Each of the transform object's properties is itself an object. This is important because the only way to set new values
for the matrix or colorTransform objects is to create an object and copy that object into the transform.matrix or
transform.colorTransform property.
For example, to increase the tx value of a movie clip's matrix, you must make a copy of the entire matrix object, modify
the tx property of the new object, and then copy the new object into the matrix property of the transform object:
var myMatrix:Object = myDisplayObject.transform.matrix;
myMatrix.tx += 10;
myDisplayObject.transform.matrix = myMatrix;
You cannot directly set the tx property. The following code has no effect on myDisplayObject:
myDisplayObject.transform.matrix.tx += 10;
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You can also copy an entire transform object and assign it to another movie clip's transform property. For example,
the following code copies the entire transform object from myOldDisplayObj to myNewDisplayObj:
myNewDisplayObj.transform = myOldDisplayObj.transform;
The new movie clip, myNewDisplayObj, now has the same values for its matrix, color transform, and pixel bounds as
the old movie clip, myOldDisplayObj.
Availability
Flash Lite 3.1
Example
The following example shows how to use a movie clip's transform property to access and modify a movie clip's
location by using Matrix positioning.
import flash.geom.Matrix;
var rect:MovieClip = createRectangle(20, 80, 0xFF0000);
var translateMatrix:Matrix = new Matrix();
translateMatrix.translate(10, 0);
rect.onPress = function() {
var tmpMatrix:Matrix = this.transform.matrix;
tmpMatrix.concat(translateMatrix);
this.transform.matrix = tmpMatrix;
}
function createRectangle(width:Number, height:Number, color:Number, scope:MovieClip):MovieClip {
scope = (scope == undefined) ? this : scope;
var depth:Number = scope.getNextHighestDepth();
var mc:MovieClip = scope.createEmptyMovieClip("mc_" + depth, depth);
mc.beginFill(color);
mc.lineTo(0, height);
mc.lineTo(width, height);
mc.lineTo(width, 0);
mc.lineTo(0, 0);
return mc;
}
See also
“Transform (flash.geom.Transform)” on page 652
unloadMovie (MovieClip.unloadMovie method)
public unloadMovie() : Void
Removes the contents of a movie clip instance. The instance properties and clip handlers remain.
To remove the instance, including its properties and clip handlers, use MovieClip.removeMovieClip().
You can extend the methods and event handlers of the MovieClip class by creating a subclass.
Availability
Flash Lite 2.0
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Example
The following example unloads a movie clip instance called box when a user clicks the box movie clip:
this.createEmptyMovieClip("box", 1);
with (box) {
lineStyle(1, 0xCCCCCC);
beginFill(0x4827CF);
moveTo(0, 0);
lineTo(80, 0);
lineTo(80, 60);
lineTo(0, 60);
lineTo(0, 0);
endFill();
}
box.onRelease = function() {
box.unloadMovie();
};
See also
removeMovieClip (MovieClip.removeMovieClip method), attachMovie (MovieClip.attachMovie method),
loadMovie (MovieClip.loadMovie method), unloadMovie function, unloadMovieNum function
_url (MovieClip._url property)
public _url : String [read-only]
Retrieves the URL of the SWF, JPEG, GIF, or PNG file from which the movie clip was downloaded.
Availability
Flash Lite 2.0
Example
The following example displays the URL of the image that is loaded into the image_mc instance in the Output panel.
this.createEmptyMovieClip("image_mc", 1);
var mclListener:Object = new Object();
mclListener.onLoadInit = function(target_mc:MovieClip) {
trace("_url: "+target_mc._url);
};
var image_mcl:MovieClipLoader = new MovieClipLoader();
image_mcl.addListener(mclListener);
image_mcl.loadClip("http://www.helpexamples.com/flash/images/image1.jpg", image_mc);
_visible (MovieClip._visible property)
public _visible : Boolean
A Boolean value that indicates whether the movie clip is visible. Movie clips that are not visible (_visible property
set to false) are disabled. For example, a button in a movie clip with _visible set to false cannot be clicked.
Availability
Flash Lite 2.0
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Example
The following example sets the _visible property for two movie clips called myMC1_mc and myMC2_mc. The property
is set to true for one instance, and false for the other. Notice that myMC1_mc instance cannot be clicked after the
_visible property is set to false.
myMC1_mc.onRelease = function()
trace(this._name+"._visible
this._visible = false;
};
myMC2_mc.onRelease = function()
trace(this._name+"._alpha =
this._alpha = 0;
};
{
= false");
{
0");
See also
_visible (Button._visible property), _visible (TextField._visible property)
_width (MovieClip._width property)
public _width : Number
The width of the movie clip, in pixels.
Availability
Flash Lite 2.0
Example
The following code example displays the height and width of a movie clip in the Output panel:
this.createEmptyMovieClip("triangle", this.getNextHighestDepth());
triangle.beginFill(0x0000FF, 100);
triangle.moveTo(100, 100);
triangle.lineTo(100, 150);
triangle.lineTo(150, 100);
triangle.lineTo(100, 100);
trace(triangle._name + " = " + triangle._width + " X " + triangle._height + " pixels");
See also
_height (MovieClip._height property)
_x (MovieClip._x property)
public _x : Number
An integer that sets the x coordinate of a movie clip relative to the local coordinates of the parent movie clip. If a movie
clip is in the main Timeline, its coordinate system refers to the upper-left corner of the Stage as (0, 0). If the move clip
is inside another movie clip that has transformations, the movie clip is in the local coordinate system of the enclosing
movie clip. Thus, for a movie clip rotated 90° counterclockwise, the movie clip's children inherit a coordinate system
that is rotated 90° counterclockwise. The movie clip's coordinates refer to the registration point position.
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Availability
Flash Lite 2.0
See also
_xscale (MovieClip._xscale property), _y (MovieClip._y property), _yscale (MovieClip._yscale
property)
_xmouse (MovieClip._xmouse property)
public _xmouse : Number [read-only]
Returns the x coordinate of the mouse position.
Note: This property is supported in Flash Lite only if System.capabilities.hasMouse is true or
System.capabilities.hasStylus is true.
Availability
Flash Lite 2.0
Example
The following example returns the current x and y coordinates of the mouse on the Stage (_level0) and in relation to
a movie clip on the Stage called my_mc:
this.createTextField("mouse_txt", this.getNextHighestDepth(), 0, 0, 150, 66);
mouse_txt.html = true;
mouse_txt.multiline = true;
var row1_str:String = "&nbsp;\t<b>_xmouse\t</b><b>_ymouse</b>";
my_mc.onMouseMove = function() {
mouse_txt.htmlText = "<textformat tabStops='[50,100]'>";
mouse_txt.htmlText += row1_str;
mouse_txt.htmlText += "<b>_level0</b>\t"+_xmouse+"\t"+_ymouse;
mouse_txt.htmlText += "<b>my_mc</b>\t"+this._xmouse+"\t"+this._ymouse;
mouse_txt.htmlText += "</textformat>";
};
See also
hasMouse (capabilities.hasMouse property), _ymouse (MovieClip._ymouse property)
_xscale (MovieClip._xscale property)
public _xscale : Number
Sets the horizontal scale (percentage) of the movie clip as applied from the registration point of the movie clip. The
default registration point is (0,0).
Scaling the local coordinate system affects the _x and _y property settings, which are defined in whole pixels. For
example, if the parent movie clip is scaled to 50%, setting the _y property moves an object in the movie clip by half the
number of pixels that it would if the movie were set at 100%.
Availability
Flash Lite 2.0
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Example
The following example creates a movie clip called box_mc at runtime. The Drawing API is used to draw a box in this
instance, and when the mouse rolls over the box, horizontal and vertical scaling is applied to the movie clip. When the
mouse rolls off the instance, it returns to the previous scaling.
this.createEmptyMovieClip("box_mc", 1);
box_mc._x = 100;
box_mc._y = 100;
with (box_mc) {
lineStyle(1, 0xCCCCCC);
beginFill(0xEEEEEE);
moveTo(0, 0);
lineTo(80, 0);
lineTo(80, 60);
lineTo(0, 60);
lineTo(0, 0);
endFill();
};
box_mc.onRollOver = function() {
this._x -= this._width/2;
this._y -= this._height/2;
this._xscale = 200;
this._yscale = 200;
};
box_mc.onRollOut = function() {
this._xscale = 100;
this._yscale = 100;
this._x += this._width/2;
this._y += this._height/2;
};
See also
_x (MovieClip._x property), _y (MovieClip._y property), _yscale (MovieClip._yscale property),
_width (MovieClip._width property)
_y (MovieClip._y property)
public _y : Number
Sets the y coordinate of a movie clip relative to the local coordinates of the parent movie clip. If a movie clip is in the
main Timeline, its coordinate system refers to the upper-left corner of the Stage.as (0,0). If the movie clip is inside
another movie clip that has transformations, the movie clip is in the local coordinate system of the enclosing movie
clip. Thus, for a movie clip rotated 90° counterclockwise, the movie clip's children inherit a coordinate system that is
rotated 90° counterclockwise. The movie clip's coordinates refer to the registration point position.
Availability
Flash Lite 2.0
See also
_x (MovieClip._x property), _xscale (MovieClip._xscale property), _yscale (MovieClip._yscale
property)
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_ymouse (MovieClip._ymouse property)
public _ymouse : Number [read-only]
Indicates the y coordinate of the mouse position.
Note: This property is supported in Flash Lite only if System.capabilities.hasMouse is true or
System.capabilities.hasStylus is true.
Availability
Flash Lite 2.0
Example
The following example returns the current x and y coordinates of the mouse on the Stage (_level0) and in relation to
a movie clip on the Stage called my_mc.
this.createTextField("mouse_txt", this.getNextHighestDepth(), 0, 0, 150, 66);
mouse_txt.html = true;
mouse_txt.multiline = true;
var row1_str:String = "&nbsp;\t<b>_xmouse\t</b><b>_ymouse</b>";
my_mc.onMouseMove = function() {
mouse_txt.htmlText = "<textformat tabStops='[50,100]'>";
mouse_txt.htmlText += row1_str;
mouse_txt.htmlText += "<b>_level0</b>\t"+_xmouse+"\t"+_ymouse;
mouse_txt.htmlText += "<b>my_mc</b>\t"+this._xmouse+"\t"+this._ymouse;
mouse_txt.htmlText += "</textformat>";
};
See also
hasMouse (capabilities.hasMouse property), _xmouse (MovieClip._xmouse property)
_yscale (MovieClip._yscale property)
public _yscale : Number
Sets the vertical scale (percentage) of the movie clip as applied from the registration point of the movie clip. The
default registration point is (0,0).
Scaling the local coordinate system affects the _x and _y property settings, which are defined in whole pixels. For
example, if the parent movie clip is scaled to 50%, you set the _x property to move an object in the movie clip by half
the number of pixels that it would if the movie were at 100%.
Availability
Flash Lite 2.0
Example
The following example creates a movie clip at runtime called box_mc. The Drawing API is used to draw a box in this
instance, and when the mouse rolls over the box, horizontal and vertical scaling is applied to the movie clip. When the
mouse rolls off the instance, it returns to the previous scaling.
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this.createEmptyMovieClip("box_mc", 1);
box_mc._x = 100;
box_mc._y = 100;
with (box_mc) {
lineStyle(1, 0xCCCCCC);
beginFill(0xEEEEEE);
moveTo(0, 0);
lineTo(80, 0);
lineTo(80, 60);
lineTo(0, 60);
lineTo(0, 0);
endFill();
};
box_mc.onRollOver = function() {
this._x -= this._width/2;
this._y -= this._height/2;
this._xscale = 200;
this._yscale = 200;
};
box_mc.onRollOut = function() {
this._xscale = 100;
this._yscale = 100;
this._x += this._width/2;
this._y += this._height/2;
};
See also
_x (MovieClip._x property), _xscale (MovieClip._xscale property), _y (MovieClip._y property),
_height (MovieClip._height property)
MovieClipLoader
Object
|
+-MovieClipLoader
public class MovieClipLoader
extends Object
The MovieClipLoader class lets you implement listener callbacks that provide status information while SWF, JPEG,
GIF, and PNG files are being loaded (downloaded) into movie clips. To use MovieClipLoader features, use
MovieClipLoader.loadClip() instead of loadMovie() or MovieClip.loadMovie() to load SWF files.
After you issue the MovieClipLoader.loadClip() method, the following events take place in the order listed:
• When the first bytes of the downloaded file are written to disk, the MovieClipLoader.onLoadStart listener is
invoked.
• If you implemented the MovieClipLoader.onLoadProgress listener, it is invoked during the loading process.
• Note: You can call MovieClipLoader.getProgress() at any time during the load process.
• When the entire downloaded file is written to disk, the MovieClipLoader.onLoadComplete listener is invoked.
• After the downloaded file's first frame actions are executed, the MovieClipLoader.onLoadInit listener is
invoked.
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After MovieClipLoader.onLoadInit is invoked, you can set properties, use methods, and otherwise interact with the
loaded movie.
If the file fails to load completely, the MovieClipLoader.onLoadError listener is invoked.
Availability
Flash Lite 2.0
Property summary
Properties inherited from class Object
constructor (Object.constructor property), __proto__ (Object.__proto__ property),
prototype (Object.prototype property), __resolve (Object.__resolve property)
Event summary
Event
Description
onLoadComplete =
Invoked when a file loaded with MovieClipLoader.loadClip() is completely
function(listenerOb downloaded.
ject, [target_mc])
{}
onLoadError =
Invoked when a file loaded with MovieClipLoader.loadClip() has failed to load.
function(target_mc,
errorCode) {}
onLoadInit =
Invoked when the actions on the first frame of the loaded clip are executed.
function([target_mc
]) {}
onLoadProgress =
Invoked every time the loading content is written to disk during the loading process
function([target_mc (that is, between MovieClipLoader.onLoadStart and
], loadedBytes,
MovieClipLoader.onLoadComplete).
totalBytes) {}
onLoadStart =
Invoked when a call to MovieClipLoader.loadClip() has successfully begun to
function([target_mc download a file.
]) {}
Constructor summary
Signature
Description
MovieClipLoader()
Creates a MovieClipLoader object that you can use to implement a number of listeners
to respond to events while a SWF, JPEG, GIF, or PNG file is downloading.
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Method summary
Modifiers
Signature
Description
addListener(listener:
Object) : Boolean
Registers an object to receive notification when a
MovieClipLoader event handler is invoked.
getProgress(target:Obj Returns the number of bytes loaded and total number of bytes
ect) : Object
for a file that is being loaded by using
MovieClipLoader.loadClip(); for compressed movies,
the getProgress method reflects the number of compressed
bytes.
loadClip(url:String,
target:Object) :
Boolean
Loads a SWF or JPEG file into a movie clip in Flash Lite player
while the original movie is playing.
removeListener(listene Removes the listener that was used to receive notification
r:Object) : Boolean
when a MovieClipLoader event handler was invoked.
unloadClip(target:Obje Removes a movie clip that was loaded by means of
ct) : Boolean
MovieClipLoader.loadClip().
Methods inherited from class Object
addProperty (Object.addProperty method), hasOwnProperty (Object.hasOwnProperty method),
isPropertyEnumerable (Object.isPropertyEnumerable method), isPrototypeOf
(Object.isPrototypeOf method), registerClass (Object.registerClass method), toString
(Object.toString method), unwatch (Object.unwatch method), valueOf (Object.valueOf
method), watch (Object.watch method)
addListener (MovieClipLoader.addListener method)
public addListener(listener:Object) : Boolean
Registers an object to receive notification when a MovieClipLoader event handler is invoked.
Availability
Flash Lite 2.0
Parameters
listener:Object - An object that listens for a callback notification from the MovieClipLoader event handlers.
Returns
Boolean - A Boolean value. The return value is true if the listener was established successfully; otherwise the return
value is false.
Example
The following example loads an image into a movie clip called image_mc. The movie clip instance is rotated and
centered on the Stage, and both the Stage and movie clip have a stroke drawn around their perimeters.
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this.createEmptyMovieClip("image_mc", this.getNextHighestDepth());
var mclListener:Object = new Object();
mclListener.onLoadInit = function(target_mc:MovieClip) {
target_mc._x = Stage.width/2-target_mc._width/2;
target_mc._y = Stage.height/2-target_mc._width/2;
var w:Number = target_mc._width;
var h:Number = target_mc._height;
target_mc.lineStyle(4, 0x000000);
target_mc.moveTo(0, 0);
target_mc.lineTo(w, 0);
target_mc.lineTo(w, h);
target_mc.lineTo(0, h);
target_mc.lineTo(0, 0);
target_mc._rotation = 3;
};
var image_mcl:MovieClipLoader = new MovieClipLoader();
image_mcl.addListener(mclListener);
image_mcl.loadClip("http://www.helpexamples.com/flash/images/image1.jpg", image_mc);
See also
onLoadComplete (MovieClipLoader.onLoadComplete event listener), onLoadError
(MovieClipLoader.onLoadError event listener), onLoadInit (MovieClipLoader.onLoadInit event
listener), onLoadProgress (MovieClipLoader.onLoadProgress event listener), onLoadStart
(MovieClipLoader.onLoadStart event listener), removeListener (MovieClipLoader.removeListener
method)
getProgress (MovieClipLoader.getProgress method)
public getProgress(target:Object) : Object
Returns the number of bytes loaded and total number of bytes for a file that is being loaded by using
MovieClipLoader.loadClip(); for compressed movies, the getProgress method reflects the number of
compressed bytes. The getProgress method lets you explicitly request this information, instead of (or in addition to)
writing a MovieClipLoader.onLoadProgress listener function.
Availability
Flash Lite 2.0
Parameters
target:Object - A SWF, JPEG, GIF, or PNG file that is loaded using MovieClipLoader.loadClip().
Returns
Object - An object that has two integer properties: bytesLoaded and bytesTotal.
Example
The following example demonstrates usage of the getProgress method. Rather than using this method, one will
usually create a listener object and listen for the onLoadProgress event. Another important note about this method,
is that the first, synchronous call to getProgress can return the bytesLoaded and bytesTotal of the container and not
the values for the externally requested object.
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var container:MovieClip = this.createEmptyMovieClip("container", this.getNextHighestDepth());
var image:MovieClip = container.createEmptyMovieClip("image", container.getNextHighestDepth());
var mcLoader:MovieClipLoader = new MovieClipLoader();
var listener:Object = new Object();
listener.onLoadProgress = function(target:MovieClip, bytesLoaded:Number,
bytesTotal:Number):Void {
trace(target + ".onLoadProgress with " + bytesLoaded + " bytes of " + bytesTotal);
}
mcLoader.addListener(listener);
mcLoader.loadClip("http://www.w3.org/Icons/w3c_main.png", image);
var interval:Object = new Object();
interval.id = setInterval(checkProgress, 100, mcLoader, image, interval);
function checkProgress(mcLoader:MovieClipLoader, image:MovieClip, interval:Object):Void {
trace(">> checking progress now with : " + interval.id);
var progress:Object = mcLoader.getProgress(image);
trace("bytesLoaded: " + progress.bytesLoaded + " bytesTotal: " + progress.bytesTotal);
if(progress.bytesLoaded == progress.bytesTotal) {
clearInterval(interval.id);
}
}
See also
loadClip (MovieClipLoader.loadClip method), onLoadProgress (MovieClipLoader.onLoadProgress
event listener)
loadClip (MovieClipLoader.loadClip method)
public loadClip(url:String, target:Object) : Boolean
Loads a SWF or JPEG file into a movie clip in Flash Lite player while the original movie is playing. Using this method
lets you display several SWF files at once and switch between SWF files without loading another HTML document.
Using the loadClip() method instead of loadMovie() or MovieClip.loadMovie() has a number of advantages.
The following handlers are implemented by the use of a listener object. You activate the listener by using
MovieClipLoader.addListener(listenerObject) to register it with the MovieClipLoader class.
• The MovieClipLoader.onLoadStart handler is invoked when loading begins.
• The MovieClipLoader.onLoadError handler is invoked if the clip cannot be loaded.
• The MovieClipLoader.onLoadProgress handler is invoked as the loading process progresses.
• The MovieClipLoader.onLoadComplete handler is invoked when a file completes downloading, but before the
loaded movie clip's methods and properties are available. This handler is called before the onLoadInit handler.
• The MovieClipLoader.onLoadInit handler is invoked after the actions in the first frame of the clip are executed,
so you can begin manipulating the loaded clip. This handler is called after the onLoadComplete handler. For most
purposes, use the onLoadInit handler.
A SWF file or image loaded into a movie clip inherits the position, rotation, and scale properties of the movie clip. You
can use the target path of the movie clip to target the loaded movie.
You can use the loadClip() method to load one or more files into a single movie clip or level; MovieClipLoader
listener objects are passed to the loading target movie clip instance as a parameter. Alternatively, you can create a
different MovieClipLoader object for each file that you load.
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Use MovieClipLoader.unloadClip() to remove movies or images loaded with this method or to cancel a load
operation that is in progress.
MovieClipLoader.getProgress() and MovieClipLoaderListener.onLoadProgress do not report the actual
bytesLoaded and bytesTotal values in the Authoring player when the files are local. When you use the Bandwidth
Profiler feature in the authoring environment, MovieClipLoader.getProgress() and
MovieClipLoaderListener.onLoadProgress report the download at the actual download rate, not at the reduced
bandwidth rate that the Bandwidth Profiler provides.
Availability
Flash Lite 2.0
Parameters
url:String - The absolute or relative URL of the SWF or JPEG file to be loaded. A relative path must be relative to the
SWF file at level 0. Absolute URLs must include the protocol reference, such as http:// or file:///. Filenames cannot
include disk drive specifications.
target:Object - The target path of a movie clip, or an integer specifying the level in Flash Lite player into which the
movie will be loaded. The target movie clip is replaced by the loaded SWF file or image.
Returns
Boolean - A Boolean value. The return value is true if the URL request was sent successfully; otherwise the return
value is false.
Example
The following example shows you how to use the MovieClipLoader.loadClip method by creating handler for the
onLoadInit event and then making the request.
The following code should either be placed directly into a frame action on a timeline, or pasted into a class that extends
MovieClip.
Create a handler method for the onLoadInit event.
public function onLoadInit(mc:MovieClip):Void {
trace("onLoadInit: " + mc);
}
Create an empty MovieClip and use the MovieClipLoader to load an image into it.
var container:MovieClip = createEmptyMovieClip("container", getNextHighestDepth());
var mcLoader:MovieClipLoader = new MovieClipLoader();
mcLoader.addListener(this);
mcLoader.loadClip("YourImage.jpg", container);
function onLoadInit(mc:MovieClip) {
trace("onLoadInit: " + mc);
}
See also
onLoadInit (MovieClipLoader.onLoadInit event listener)
MovieClipLoader constructor
public MovieClipLoader()
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Creates a MovieClipLoader object that you can use to implement a number of listeners to respond to events while a
SWF, JPEG, GIF, or PNG file is downloading.
Availability
Flash Lite 2.0
Example
See MovieClipLoader.loadClip().
See also
addListener (MovieClipLoader.addListener method), loadClip (MovieClipLoader.loadClip method)
onLoadComplete (MovieClipLoader.onLoadComplete event listener)
onLoadComplete = function(listenerObject, [target_mc]) {}
Invoked when a file loaded with MovieClipLoader.loadClip() is completely downloaded. The value for target_mc
identifies the movie clip for which this call is being made. This is useful if multiple files are being loaded with the same
set of listeners.
This parameter is passed by Flash to your code, but you do not have to implement all of the parameters in the listener
function.
When you use the onLoadComplete and onLoadInit events with the MovieClipLoader class, it's important to
understand how this differs from the way they work with your SWF file. The onLoadComplete event is called after the
SWF or JPEG file is loaded, but before the application is initialized. At this point you cannot access the loaded movie
clip's methods and properties, and because of this you cannot call a function, move to a specific frame, and so on. In
most situations, it's better to use the onLoadInit event instead, which is called after the content is loaded and is fully
initialized.
Availability
Flash Lite 2.0
Parameters
listenerObject: - A listener object that was added using MovieClipLoader.addListener().
target_mc: [optional] - A movie clip loaded by a MovieClipLoader.loadClip() method. This parameter is
optional.
Example
The following example loads an image into a movie clip instance called image_mc. The onLoadInit and
onLoadComplete events are used to determine how long it takes to load the image. The information appears in a
dynamically created text field called timer_txt.
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this.createEmptyMovieClip("image_mc", this.getNextHighestDepth());
var mclListener:Object = new Object();
mclListener.onLoadStart = function(target_mc:MovieClip) {
target_mc.startTimer = getTimer();
};
mclListener.onLoadComplete = function(target_mc:MovieClip) {
target_mc.completeTimer = getTimer();
};
mclListener.onLoadInit = function(target_mc:MovieClip) {
var timerMS:Number = target_mc.completeTimer-target_mc.startTimer;
target_mc.createTextField("timer_txt", target_mc.getNextHighestDepth(), 0,
target_mc._height, target_mc._width, 22);
target_mc.timer_txt.text = "loaded in "+timerMS+" ms.";
};
var image_mcl:MovieClipLoader = new MovieClipLoader();
image_mcl.addListener(mclListener);
image_mcl.loadClip("http://www.macromedia.com/images/shared/product_boxes/112x112/box_studio
_112x112.jpg", image_mc);
See also
addListener (MovieClipLoader.addListener method), loadClip (MovieClipLoader.loadClip method),
onLoadStart (MovieClipLoader.onLoadStart event listener), onLoadError
(MovieClipLoader.onLoadError event listener), onLoadInit (MovieClipLoader.onLoadInit event
listener)
onLoadError (MovieClipLoader.onLoadError event listener)
onLoadError = function(target_mc, errorCode) {}
Invoked when a file loaded with MovieClipLoader.loadClip() has failed to load. This listener can be invoked for
various reasons, including if the server is down, if the file is not found, or if a security violation occurs.
Call this listener on a listener object that you add using MovieClipLoader.addListener().
The value for target_mc identifies the movie clip this call is being made for. This parameter is useful if you are loading
multiple files with the same set of listeners.
For the errorCode parameter, the string "URLNotFound" is returned if neither the MovieClipLoader.onLoadStart
or MovieClipLoader.onLoadComplete listener is called, for example, if a server is down or the file is not found. The
string "LoadNeverCompleted" is returned if MovieClipLoader.onLoadStart was called but
MovieClipLoader.onLoadComplete was not called, for example, if the download was interrupted because of server
overload, server crash, and so on.
Availability
Flash Lite 2.0
Parameters
target_mc: - A movie clip loaded by a MovieClipLoader.loadClip() method.
errorCode: - A string that explains the reason for the failure.
Example
The following example displays information in the Output panel when an image fails to load.
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this.createEmptyMovieClip("image_mc", this.getNextHighestDepth());
var mclListener:Object = new Object();
mclListener.onLoadError = function(target_mc:MovieClip, errorCode:String) {
trace("ERROR!");
switch (errorCode) {
case 'URLNotFound' :
trace("\t Unable to connect to URL: "+target_mc._url);
break;
case 'LoadNeverCompleted' :
trace("\t Unable to complete download: "+target_mc);
break;
}
};
mclListener.onLoadInit = function(target_mc:MovieClip) {
trace("success");
trace(image_mcl.getProgress(target_mc).bytesTotal+" bytes loaded");
};
var image_mcl:MovieClipLoader = new MovieClipLoader();
image_mcl.addListener(mclListener);
image_mcl.loadClip("http://www.fakedomain.com/images/bad_hair_day.jpg", image_mc);
See also
addListener (MovieClipLoader.addListener method), loadClip (MovieClipLoader.loadClip method),
onLoadStart (MovieClipLoader.onLoadStart event listener), onLoadComplete
(MovieClipLoader.onLoadComplete event listener)
onLoadInit (MovieClipLoader.onLoadInit event listener)
onLoadInit = function([target_mc]) {}
Invoked when the actions on the first frame of the loaded clip are executed. After this listener is invoked, you can set
properties, use methods, and otherwise interact with the loaded movie. Call this listener on a listener object that you
add using MovieClipLoader.addListener().
The value for target_mc identifies the movie clip this call is being made for. This parameter is useful if you are loading
multiple files with the same set of listeners.
Availability
Flash Lite 2.0
Parameters
target_mc: [optional] - A movie clip loaded by a MovieClipLoader.loadClip() method.
Example
The following example loads an image into a movie clip instance called image_mc. The onLoadInit and
onLoadComplete events are used to determine how long it takes to load the image. This information appears in a text
field called timer_txt.
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this.createEmptyMovieClip("image_mc", this.getNextHighestDepth());
var mclListener:Object = new Object();
mclListener.onLoadStart = function(target_mc:MovieClip) {
target_mc.startTimer = getTimer();
};
mclListener.onLoadComplete = function(target_mc:MovieClip) {
target_mc.completeTimer = getTimer();
};
mclListener.onLoadInit = function(target_mc:MovieClip) {
var timerMS:Number = target_mc.completeTimer-target_mc.startTimer;
target_mc.createTextField("timer_txt", target_mc.getNextHighestDepth(), 0,
target_mc._height,
target_mc._width, 22);
target_mc.timer_txt.text = "loaded in "+timerMS+" ms.";
};
var image_mcl:MovieClipLoader = new MovieClipLoader();
image_mcl.addListener(mclListener);
image_mcl.loadClip("http://www.helpexamples.com/flash/images/image1.jpg", image_mc);
The following example checks whether a movie is loaded into a movie clip created at runtime:
this.createEmptyMovieClip("tester_mc", 1);
var mclListener:Object = new Object();
mclListener.onLoadInit = function(target_mc:MovieClip) {
trace("movie loaded");
}
var image_mcl:MovieClipLoader = new MovieClipLoader();
image_mcl.addListener(mclListener);
image_mcl.loadClip("http://www.yourserver.com/your_movie.swf", tester_mc);
See also
addListener (MovieClipLoader.addListener method), loadClip (MovieClipLoader.loadClip method),
onLoadStart (MovieClipLoader.onLoadStart event listener)
onLoadProgress (MovieClipLoader.onLoadProgress event listener)
onLoadProgress = function([target_mc], loadedBytes, totalBytes) {}
Invoked every time the loading content is written to disk during the loading process (that is, between
MovieClipLoader.onLoadStart and MovieClipLoader.onLoadComplete). Call this listener on a listener object
that you add using MovieClipLoader.addListener(). You can use this method to display information about the
progress of the download, using the loadedBytes and totalBytes parameters.
The value for target_mc identifies the movie clip this call is being made for. This is useful if you are loading multiple
files with the same set of listeners.
Note: If you attempt to use onLoadProgress in test movie mode with a local file that resides on your hard disk, it will
not work properly because, in test movie mode, Flash Lite player loads local files in their entirety.
Parameters
target_mc: MovieClip [optional] A movie clip loaded by a MovieClipLoader.loadClip() method.
loadedBytes: Number The number of bytes that had been loaded when the listener was invoked.
totalBytes: Number The total number of bytes in the file being loaded.
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Availability
Flash Lite 2.0
Parameters
target_mc: [optional] - A movie clip loaded by a MovieClipLoader.loadClip() method.
loadedBytes: - The number of bytes that had been loaded when the listener was invoked.
totalBytes: - The total number of bytes in the file being loaded.
Example
The following example creates a new movie clip, a new MovieClipLoader and an anonymous event listener. It should
periodically output the progress of a load and finally provide notification when the load is complete and the asset is
available to ActionScript.
var container:MovieClip = this.createEmptyMovieClip("container", this.getNextHighestDepth());
var mcLoader:MovieClipLoader = new MovieClipLoader();
var listener:Object = new Object();
listener.onLoadProgress = function(target:MovieClip, bytesLoaded:Number,
bytesTotal:Number):Void {
trace(target + ".onLoadProgress with " + bytesLoaded + " bytes of " + bytesTotal);
}
listener.onLoadInit = function(target:MovieClip):Void {
trace(target + ".onLoadInit");
}
mcLoader.addListener(listener);
mcLoader.loadClip("http://www.w3.org/Icons/w3c_main.png", container);
See also
addListener (MovieClipLoader.addListener method), loadClip (MovieClipLoader.loadClip method),
getProgress (MovieClipLoader.getProgress method)
onLoadStart (MovieClipLoader.onLoadStart event listener)
onLoadStart = function([target_mc]) {}
Invoked when a call to MovieClipLoader.loadClip() has successfully begun to download a file. Call this listener on
a listener object that you add using MovieClipLoader.addListener().
The value for target_mc identifies the movie clip this call is being made for. This parameter is useful if you are loading
multiple files with the same set of listeners.
Availability
Flash Lite 2.0
Parameters
target_mc: [optional] - A movie clip loaded by a MovieClipLoader.loadClip() method.
Example
The following example loads an image into a movie clip instance called image_mc. The onLoadInit and
onLoadComplete events are used to determine how long it takes to load the image. This information appears in a text
field called timer_txt.
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this.createEmptyMovieClip("image_mc", this.getNextHighestDepth());
var mclListener:Object = new Object();
mclListener.onLoadStart = function(target_mc:MovieClip) {
target_mc.startTimer = getTimer();
};
mclListener.onLoadComplete = function(target_mc:MovieClip) {
target_mc.completeTimer = getTimer();
};
mclListener.onLoadInit = function(target_mc:MovieClip) {
var timerMS:Number = target_mc.completeTimer-target_mc.startTimer;
target_mc.createTextField("timer_txt", target_mc.getNextHighestDepth(), 0,
target_mc._height,
target_mc._width, 22);
target_mc.timer_txt.text = "loaded in "+timerMS+" ms.";
};
var image_mcl:MovieClipLoader = new MovieClipLoader();
image_mcl.addListener(mclListener);
image_mcl.loadClip("http://www.helpexamples.com/flash/images/image1.jpg", image_mc);
See also
addListener (MovieClipLoader.addListener method), loadClip (MovieClipLoader.loadClip method),
onLoadError (MovieClipLoader.onLoadError event listener), onLoadInit
(MovieClipLoader.onLoadInit event listener)onLoadComplete (MovieClipLoader.onLoadComplete
event listener)
removeListener (MovieClipLoader.removeListener method)
public removeListener(listener:Object) : Boolean
Removes the listener that was used to receive notification when a MovieClipLoader event handler was invoked. No
further loading messages will be received.
Availability
Flash Lite 2.0
Parameters
listener:Object - A listener object that was added using MovieClipLoader.addListener().
Returns
Boolean Example
The following example loads an image into a movie clip, and enables the user to start and stop the loading process
using two buttons called start_button and stop_button. When the user starts or stops the progress, information is
displayed in the Output panel.
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this.createEmptyMovieClip("image_mc", this.getNextHighestDepth());
var mclListener:Object = new Object();
mclListener.onLoadStart = function(target_mc:MovieClip) {
trace("\t onLoadStart");
};
mclListener.onLoadComplete = function(target_mc:MovieClip) {
trace("\t onLoadComplete");
};
mclListener.onLoadError = function(target_mc:MovieClip, errorCode:String) {
trace("\t onLoadError: "+errorCode);
};
mclListener.onLoadInit = function(target_mc:MovieClip) {
trace("\t onLoadInit");
start_button.enabled = true;
stop_button.enabled = false;
};
var image_mcl:MovieClipLoader = new MovieClipLoader();
//
start_button.clickHandler = function() {
trace("Starting...");
start_button.enabled = false;
stop_button.enabled = true;
//
image_mcl.addListener(mclListener);
image_mcl.loadClip("http://www.helpexamples.com/flash/images/image1.jpg", image_mc);
};
stop_button.clickHandler = function() {
trace("Stopping...");
start_button.enabled = true;
stop_button.enabled = false;
//
image_mcl.removeListener(mclListener);
};
stop_button.enabled = false;
See also
addListener (MovieClipLoader.addListener method)
unloadClip (MovieClipLoader.unloadClip method)
public unloadClip(target:Object) : Boolean
Removes a movie clip that was loaded by means of MovieClipLoader.loadClip(). If you call this method while a
movie is loading, MovieClipLoader.onLoadError is invoked.
Availability
Flash Lite 2.0
Parameters
target:Object - The string or integer passed to the corresponding call to my_mcl.loadClip().
Returns
Boolean -
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Example
The following example loads an image into a movie clip called image_mc. If you click the movie clip, the movie clip is
removed and information is displayed in the Output panel.
this.createEmptyMovieClip("image_mc", this.getNextHighestDepth());
var mclListener:Object = new Object();
mclListener.onLoadInit = function(target_mc:MovieClip) {
target_mc._x = 100;
target_mc._y = 100;
target_mc.onRelease = function() {
trace("Unloading clip...");
trace("\t name: "+target_mc._name);
trace("\t url: "+target_mc._url);
image_mcl.unloadClip(target_mc);
};
};
var image_mcl:MovieClipLoader = new MovieClipLoader();
image_mcl.addListener(mclListener);
image_mcl.loadClip("http://www.helpexamples.com/flash/images/image1.jpg", image_mc);
See also
loadClip (MovieClipLoader.loadClip method), onLoadError (MovieClipLoader.onLoadError event
listener)
NetConnection
Creates a NetConnection object that you can use with a NetStream object to invoke commands on a remote
application server or to play back streaming video (FLV) files either locally or from a server.
Method
Description
connect();
connect(command:String, ... arguments):void
Opens a connection to a server.
close();
close():void
Closes the connection that was opened locally or with the server and dispatches the
netStatus event with a code property of NetConnection.Connect.Closed.
Availability
Flash Lite 3.0
connect (NetConnection.connect) method
Opens a connection to a server. Through this connection, you can play back audio or video (FLV) files from the local
file system, or you can invoke commands on a remote server.
When using this method, consider the Flash Lite player security model and the following security considerations:
• By default, the website denies access between sandboxes. The website can enable access to a resource by using a
cross-domain policy file.
• A website can deny access to a resource by adding server-side ActionScript application logic in Flash Media Server.
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• You cannot use the NetConnection.connect() method if the calling SWF file is in the local-with-file-system
sandbox.
• You can prevent a SWF file from using this method by setting the allowNetworking parameter of the object and
embed tags in the HTML page that contains the SWF content.
Availability
Flash Lite 3.0
close (NetConnection.close method)
public function close():void
Closes the connection that was opened locally or with the server and dispatches the netStatus event with a code
property of NetConnection.Connect.Closed.
This method disconnects all NetStream objects running over this connection; any queued data that has not been sent
is discarded. (To terminate streams without closing the connection, use NetStream.close().) If you call this method
and then want to reconnect, you must recreate the NetStream object.
Availability
Flash Lite 3.0
See also
NetStream
NetConnection constructor
public “NetConnection” on page 472()
Creates a NetConnection object that you can use in conjunction with a NetStream object to play back local streaming
video (FLV) files. After creating the NetConnection object, use the Connect(NetConnection.connect) method to
make the actual connection.
Playing external FLV files provides several advantages over embedding video in a Flash document, such as better
performance and memory management, and independent video and Flash frame rates. The NetConnection class
provides the means to play back streaming FLV files from a local drive or HTTP address.
Availability
Flash Lite 3.0
Example
See the example for connect (NetConnection.connect) method.
See also
“connect (NetConnection.connect) method” on page 472, “attachVideo (Video.attachVideo method)” on page 661,
“NetStream” on page 474
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NetStream
Creates a stream that can be used for playing FLV files through the specified NetConnection object.
Local file URLs are also supported by simply replacing “http:” with “file:” For example:
NetStream.play("http://somefile.flv");
NetStream.play("file://somefile.flv");
Note: Standard security restrictions apply. For example a remote SWF file cannot access absolute file:// URLs in the form
of "file://C:/somefile.flv".
Availability
Flash Lite 3.0
NetStream Class methods
Method
Description
close()
close():void
Stops playing all data on the stream, sets the time property to 0, and makes the stream
available for another use.
pause()
pause():void
Pauses playback of a video stream.
play()
play(... arguments):void
Begins playback of external audio or a video (FLV) file.
seek()
Seeks the keyframe closest to the specified number of seconds from the beginning of
the stream.
setBufferTime()
Specifies how long to buffer messages before starting to display.
NetStream Class properties
Properties
Description
bufferLength
The number of seconds of data currently in the buffer.
bufferTime
The number of seconds assigned to the buffer by setBufferTime().
bytesLoaded
The number of bytes of data that have been loaded into the player.
bytesTotal
The total size in bytes of the file being loaded into the player.
currentFPS
The number of frames per second being displayed.
time
The position of the playhead, in seconds.
NetStream Class events
Event
Description
onStatus
Invoked when a status change or error is posted for the NetStream object.
onCuePoint
Invoked when an embedded cue point is reached during the playing of an FLV.
OnMetaData
Invoked when Flash Lite player receives descriptive information embedded in the FLV.
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bufferLength (NetStream.bufferLength property)
public bufferLength : Number [read-only]
The number of seconds of data currently in the buffer. You can use this property in conjunction with
NetStream.bufferTime to estimate how close the buffer is to being full—for example, to display feedback to a user
who is waiting for data to be loaded into the buffer.
Availability
Flash Lite 3.0
Note: This property is also supported in Flash Player 6 when used with Flash Media Server. For more information, see
the Flash Media Server documentation.
Example
The following example dynamically creates a text field that displays information about the number of seconds that are
currently in the buffer. The text field also displays the buffer length that the video is set to, and percentage of buffer
that is filled.
this.createTextField("buffer_txt", this.getNextHighestDepth(), 10, 10, 300, 22);
buffer_txt.html = true;
var connection_nc:NetConnection = new NetConnection();
connection_nc.connect(null);
var stream_ns:NetStream = new NetStream(connection_nc);
stream_ns.setBufferTime(3);
my_video.attachVideo(stream_ns);
stream_ns.play("video1.flv");
var buffer_interval:Number = setInterval(checkBufferTime, 100, stream_ns);
function checkBufferTime(my_ns:NetStream):Void {
var bufferPct:Number = Math.min(Math.round(my_ns.bufferLength/my_ns.bufferTime*100), 100);
var output_str:String = "<textformat tabStops='[100,200]'>";
output_str += "Length: "+my_ns.bufferLength+"\t"+"Time:
"+my_ns.bufferTime+"\t"+"Buffer:"+bufferPct+"%";
output_str += "</textformat>";
buffer_txt.htmlText = output_str;
}
bufferTime (NetStream.bufferTime property)
public bufferTime : Number [read-only]
The number of seconds assigned to the buffer by NetStream.setBufferTime(). The default value is .1 (one-tenth of
a second). To determine the number of seconds currently in the buffer, use NetStream.bufferLength.
Availability
Flash Lite 3.0
Note: This property is also supported in Flash Player 6 when used with Flash Media Server. For more information, see
the Flash Media Server documentation.
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Example
The following example dynamically creates a text field that displays information about the number of seconds that are
currently in the buffer. The text field also displays the buffer length that the video is set to, and percentage of buffer
that is filled.
this.createTextField("buffer_txt", this.getNextHighestDepth(), 10, 10, 300, 22);
buffer_txt.html = true;
var connection_nc:NetConnection = new NetConnection();
connection_nc.connect(null);
var stream_ns:NetStream = new NetStream(connection_nc);
stream_ns.setBufferTime(3);
my_video.attachVideo(stream_ns);
stream_ns.play("video1.flv");
var buffer_interval:Number = setInterval(checkBufferTime, 100, stream_ns);
function checkBufferTime(my_ns:NetStream):Void {
var bufferPct:Number = Math.min(Math.round(my_ns.bufferLength
my_ns.bufferTime*100), 100);
var output_str:String = "<textformat tabStops='[100,200]'>";
output_str += "Length: "+my_ns.bufferLength+"\t"+"Time:
"+my_ns.bufferTime+"\t"+"Buffer:"+bufferPct+"%";
output_str += "</textformat>";
buffer_txt.htmlText = output_str;
}
bytesLoaded (NetStream.bytesLoaded property)
public bytesLoaded : Number [read-only]
The number of bytes of data that have been loaded into the player. You can use this method in conjunction with
NetStream.bytesTotal to estimate how close the buffer is to being full--for example, to display feedback to a user
who is waiting for data to be loaded into the buffer.
Availability
Flash Lite 3.0
Example
The following example creates a progress bar using the Drawing API and the bytesLoaded and bytesTotal
properties. The bar displays the progress of the operation as video1.flv is loaded into the video object instance called
my_video. A text field called loaded_txt is dynamically created to display information about the loading progress as
well.
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var connection_nc:NetConnection = new NetConnection();
connection_nc.connect(null);
var stream_ns:NetStream = new NetStream(connection_nc);
my_video.attachVideo(stream_ns);
stream_ns.play("video1.flv");
this.createTextField("loaded_txt", this.getNextHighestDepth(), 10, 10, 160, 22);
this.createEmptyMovieClip("progressBar_mc", this.getNextHighestDepth());
progressBar_mc.createEmptyMovieClip("bar_mc", progressBar_mc.getNextHighestDepth());
with (progressBar_mc.bar_mc) {
beginFill(0xFF0000);
moveTo(0, 0);
lineTo(100, 0);
lineTo(100, 10);
lineTo(0, 10);
lineTo(0, 0);
endFill();
_xscale = 0;
}
progressBar_mc.createEmptyMovieClip("stroke_mc", progressBar_mc.getNextHighestDepth());
with (progressBar_mc.stroke_mc) {
lineStyle(0, 0x000000);
moveTo(0, 0);
lineTo(100, 0);
lineTo(100, 10);
lineTo(0, 10);
lineTo(0, 0);
}
var loaded_interval:Number = setInterval(checkBytesLoaded, 500, stream_ns);
function checkBytesLoaded(my_ns:NetStream) {
var pctLoaded:Number = Math.round(my_ns.bytesLoaded/my_ns.bytesTotal*100);
loaded_txt.text = Math.round(my_ns.bytesLoaded/1000)+" of
"+Math.round(my_ns.bytesTotal/1000)+" KB loaded ("+pctLoaded+"%)";
progressBar_mc.bar_mc._xscale = pctLoaded;
if (pctLoaded>=100) {
clearInterval(loaded_interval);
}
}
bytesTotal (NetStream.bytesTotal property)
public bytesTotal : Number [read-only]
The total size in bytes of the file being loaded into the player.
Availability
Flash Lite 3.0
Example
The following example creates a progress bar using the Drawing API and the bytesLoaded and bytesTotal
properties. The bar displays the progress of the operation as video1.flv is loaded into the video object instance called
my_video. A text field called loaded_txt is dynamically created to display information about the loading progress as
well.
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var connection_nc:NetConnection = new NetConnection();
connection_nc.connect(null);
var stream_ns:NetStream = new NetStream(connection_nc);
my_video.attachVideo(stream_ns);
stream_ns.play("video1.flv");
this.createTextField("loaded_txt", this.getNextHighestDepth(), 10, 10, 160, 22);
this.createEmptyMovieClip("progressBar_mc", this.getNextHighestDepth());
progressBar_mc.createEmptyMovieClip("bar_mc", progressBar_mc.getNextHighestDepth());
with (progressBar_mc.bar_mc) {
beginFill(0xFF0000);
moveTo(0, 0);
lineTo(100, 0);
lineTo(100, 10);
lineTo(0, 10);
lineTo(0, 0);
endFill();
_xscale = 0;
}
progressBar_mc.createEmptyMovieClip("stroke_mc", progressBar_mc.getNextHighestDepth());
with (progressBar_mc.stroke_mc) {
lineStyle(0, 0x000000);
moveTo(0, 0);
lineTo(100, 0);
lineTo(100, 10);
lineTo(0, 10);
lineTo(0, 0);
}
var loaded_interval:Number = setInterval(checkBytesLoaded, 500, stream_ns);
function checkBytesLoaded(my_ns:NetStream) {
var pctLoaded:Number = Math.round(my_ns.bytesLoaded/my_ns.bytesTotal*100);
loaded_txt.text = Math.round(my_ns.bytesLoaded/1000)+" of
"+Math.round(my_ns.bytesTotal/1000)+" KB loaded ("+pctLoaded+"%)";
progressBar_mc.bar_mc._xscale = pctLoaded;
if (pctLoaded>=100) {
clearInterval(loaded_interval);
}
}
currentFps (NetStream.currentFps property)
public currentFps : Number [read-only]
The number of frames per second being displayed. If you are exporting FLV files to be played back on a number of
systems, you can check this value during testing to determine how much compression to apply when exporting the file.
Availability
Flash Lite 3.0
Note: This property is also supported in Flash Player 6 when used with Flash Media Server. For more information, see
the Flash Media Server documentation.
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Example
The following example creates a text field that displays the current number of frames per second that video1.flv
displays.
var connection_nc:NetConnection = new NetConnection();
connection_nc.connect(null);
var stream_ns:NetStream = new NetStream(connection_nc);
my_video.attachVideo(stream_ns);
stream_ns.play("video1.flv");
this.createTextField("fps_txt", this.getNextHighestDepth(), 10, 10, 50, 22);
fps_txt.autoSize = true;
var fps_interval:Number = setInterval(displayFPS, 500, stream_ns);
function displayFPS(my_ns:NetStream) {
fps_txt.text = "currentFps (frames per second): "+Math.floor(my_ns.currentFps);
}
time (NetStream.time property)
NetStream constructor
public NetStream(connection:“NetConnection” on page 472)
Creates a stream that can be used for playing FLV files through the specified NetConnection object.
Note: This class is also supported in Flash Player 6 when used with Flash Communication Server. For more information,
see the Flash Communication Server documentation.
Parameters
connection:NetConnection - A NetConnection object.
Example
The following code first constructs a new NetConnection object, connection_nc, and uses it to construct a new
NetStream object called stream_ns. Select New Video from the Library options menu to create a video object instance,
and give it an instance name my_video.
var connection_nc:NetConnection = new NetConnection();
connection_nc.connect(null);
var stream_ns:NetStream = new NetStream(connection_nc);
my_video.attachVideo(stream_ns);
stream_ns.play("video1.flv");
See also
“NetConnection” on page 472, “attachVideo (Video.attachVideo method)” on page 661
time (NetStream.time property)
public time : Number [read-only]
The position of the playhead, in seconds.
Availability
Flash Lite 3.0
Note: This property is also supported in Flash Player 6 when used with Flash Media Server. For more information, see
the Flash Media Server documentation.
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Example
The following example displays the current position of the playhead in a dynamically created text field called
time_txt. Select New Video from the Library options menu to create a video object instance, and give it an instance
name my_video. Create a new video object called my_video. Add the following ActionScript to your FLA or AS file:
var connection_nc:NetConnection = new NetConnection();
connection_nc.connect(null);
var stream_ns:NetStream = new NetStream(connection_nc);
my_video.attachVideo(stream_ns);
stream_ns.play("video1.flv");
//
stream_ns.onStatus = function(infoObject:Object) {
statusCode_txt.text = infoObject.code;
};
this.createTextField("time_txt", this.getNextHighestDepth(), 10, 10, 100, 22);
time_txt.text = "LOADING";
var time_interval:Number = setInterval(checkTime, 500, stream_ns);
function checkTime(my_ns:NetStream) {
var ns_seconds:Number = my_ns.time;
var minutes:Number = Math.floor(ns_seconds/60);
var seconds = Math.floor(ns_seconds%60);
if (seconds<10) {
seconds = "0"+seconds;
}
time_txt.text = minutes+":"+seconds;
}
onStatus (NetStream.onStatus handler)
onStatus = function(infoObject:Object) {}
Invoked every time a status change or error is posted for the NetStream object. If you want to respond to this event
handler, you must create a function to process the information object.
The information object has a code property containing a string that describes the result of the onStatus handler, and
a level property containing a string that is either status or error.
The following events notify you when certain NetStream activities occur.
Code property
Level property
Meaning
NetStream.Buffer.Empty
status
Data is not being received quickly enough to fill
the buffer. Data flow will be interrupted until
the buffer refills, at which time a
NetStream.Buffer.Full message will be
sent and the stream will begin playing again.
NetStream.Buffer.Full
status
The buffer is full and the stream will begin
playing.
NetStream.Buffer.Flush
status
Data has finished streaming, and the remaining
buffer will be emptied.
NetStream.Play.Start
status
Playback has started.
NetStream.Play.Stop
status
Playback has stopped.
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Code property
Level property
Meaning
NetStream.Play.StreamNotFound
status
The FLV file passed to the play() method
can't be found.
NetStream.Seek.InvalidTime
error
For video downloaded with progressive
download, the user has tried to seek or play
past the end of the video data that has
downloaded thus far, or past the end of the
video once the entire file has downloaded. The
Error.message.details property
contains a time code that indicates the last
valid position to which the user can seek. See
Error.message property.
NetStream.Seek.Notify
status
The seek operation is complete.
If you consistently see errors regarding the buffer, you should try changing the buffer using the
NetStream.setBufferTime() method.
Availability
Flash Lite 3.0
Parameters
infoObject: Object - A parameter defined according to the status message or error message.
Example
The following example displays data about the stream in the Output panel:
var connection_nc:NetConnection = new NetConnection();
connection_nc.connect(null);
var stream_ns:NetStream = new NetStream(connection_nc);
my_video.attachVideo(stream_ns);
stream_ns.play("video1.flv");
stream_ns.onStatus = function(infoObject:Object) {
trace("NetStream.onStatus called: ("+getTimer()+" ms)");
for (var prop in infoObject) {
trace("\t"+prop+":\t"+infoObject[prop]);
}
trace("");
};
onCuePoint (NetStream.onCuePoint handler)
onCuePoint = function(infoObject:Object) {}
Invoked when an embedded cue point is reached while playing an FLV file. You can use this handler to trigger actions
in your code when the video reaches a specific cue point. This lets you synchronize other actions in your application
with video playback events.
Two types of cue points can be embedded in an FLV file.
A “navigation” cue point specifies a keyframe within the FLV file and the cue point's time property corresponds to
that exact keyframe. Navigation cue points are often used as bookmarks or entry points to let users navigate through
the video file.
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An “event” cue point is specified by time, whether or not that time corresponds to a specific keyframe. An event cue
point usually represents a time in the video when something happens that could be used to trigger other application
events.
The onCuePoint event handler receives an object with these properties:
Property
Description
name
The name given to the cue point when it was embedded in the FLV file.
time
The time in seconds at which the cue point occurred in the video file during playback.
type
The type of cue point that was reached, either "navigation" or "event".
parameters
A associative array of name/value pair strings specified for this cue point. Any valid
string can be used for the parameter name or value.
You can define cue points in an FLV file when you first encode the file, or when you import a video clip in the Flash
Authoring tool by using the Video Import wizard.
The onMetaData event handler also retrieves information about the cue points in a video file. However the
onMetaData event handler gets information about all of the cue points before the video begins playing. The
onCuePoint event handler receives information about a single cue point at the time specified for that cue point during
playback.
Generally if you want your code to respond to a specific cue point at the time it occurs you should use the onCuePoint
event handler to trigger some action in your code.
You can use the list of cue points provided to the onMetaData() event handler to let your user start playing the video
at predefined points along the video stream. Pass the value of the cue point's time property to the NetStream.seek()
method to play the video from that cue point.
Availability
Flash Lite 3.0
Parameters
infoObject:Object - An object containing the name, time, type, and parameters for the cue point.
Example
The code in this example starts by creating new NetConnection and NetStream objects. Then it defines the
onCuePoint() handler for the NetStream object. The handler cycles through each named property in the infoObject
object and prints the property's name and value. When it finds the property named parameters it cycles through each
parameter name in the list and prints the parameter name and value.
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var nc:NetConnection = new NetConnection();
nc.connect(null);
var ns:NetStream = new NetStream(nc);
ns.onCuePoint = function(infoObject:Object)
{
trace("onCuePoint:");
for (var propName:String in infoObject) {
if (propName != "parameters")
{
trace(propName + " = " + infoObject[propName]);
}
else
{
trace("parameters =");
if (infoObject.parameters != undefined) {
for (var paramName:String in infoObject.parameters)
{
trace(" " + paramName + ": " + infoObject.parameters[paramName]);
}
}
else
{
trace("undefined");
}
}
}
trace("---------");
}
ns.play("http://www.helpexamples.com/flash/video/cuepoints.flv");
This causes the following information to be displayed:
onCuePoint:
parameters =
lights: beginning
type = navigation
time = 0.418
name = point1
--------onCuePoint:
parameters =
lights: middle
type = navigation
time = 7.748
name = point2
--------onCuePoint:
parameters =
lights: end
type = navigation
time = 16.02
name = point3
---------
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The parameter name “lights” is an arbitrary name used by the author of the example video. You can give cue point
parameters any name you want.
onMetaData (NetStream.onMetaData handler)
onMetaData = function(infoObject:Object) {}
Invoked when the Flash Lite player receives descriptive information embedded in the FLV file being played.
The Flash Video Exporter utility (version 1.1 or greater) embeds a video's duration, creation date, data rates, and other
information into the video file itself. Different video encoders embed different sets of metadata.
This handler is triggered after a call to the NetStream.play() method, but before the video playhead has advanced.
In many cases the duration value embedded in FLV metadata approximates the actual duration but is not exact. In
other words it will not always match the value of the NetStream.time property when the playhead is at the end of the
video stream.
Availability
Flash Lite 3.0
Parameters
infoObject: Object - An object containing one property for each metadata item.
Example
The code in this example starts by creating new NetConnection and NetStream objects. Then it defines the
onMetaData() handler for the NetStream object. The handler cycles through each named property in the infoObject
object and prints the property's name and value.
var nc:NetConnection = new NetConnection();
nc.connect(null);
var ns:NetStream = new NetStream(nc);
ns.onMetaData = function(infoObject:Object) {
for (var propName:String in infoObject) {
trace(propName + " = " + infoObject[propName]);
}
};
ns.play("http://www.helpexamples.com/flash/video/water.flv");
This causes the following information to be displayed:
canSeekToEnd = true
videocodecid = 4
framerate = 15
videodatarate = 400
height = 215
width = 320
duration = 7.347
The list of properties will vary depending on the software that was used to encode the FLV file.
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close (NetStream.close) method
public close() : Void
Stops playing all data on the stream, sets the NetStream.time property to 0, and makes the stream available for
another use. This command also deletes the local copy of an FLV file that was downloaded using HTTP. Although
Flash Lite player deletes the local copy of the FLV file that it creates, a copy of the video may persist in the browser's
cache directory. If complete prevention of caching or local storage of the FLV file is required, use Flash Media Server.
Availability
Flash Lite 3.0
Note: This method is also supported in Flash Player 6 when used with Flash Media Server. For more information, see the
Flash Media Server documentation.
Example
The following close() function closes a connection and deletes the temporary copy of video1.flv that was stored on
the local disk when you click the button called close_btn:
var connection_nc:NetConnection = new NetConnection();
connection_nc.connect(null);
var stream_ns:NetStream = new NetStream(connection_nc);
my_video.attachVideo(stream_ns);
stream_ns.play("video1.flv");
close_btn.onRelease = function(){
stream_ns.close();
};
pause (NetStream.pause) method
public pause([flag:Boolean]) : Void
Pauses or resumes playback of a stream.
The first time you call this method (without sending a parameter), it pauses play; the next time, it resumes play. You
might want to attach this method to a button that the user presses to pause or resume playback.
Availability
Flash Lite 3.0
Note: This method is also supported in Flash Player 6 when used with Flash Media Server. For more information, see the
Flash Media Server documentation.
Parameters
flag : Boolean [optional] - A Boolean value specifying whether to pause play (true) or resume play (false). If
you omit this parameter, NetStream.pause() acts as a toggle: the first time it is called on a specified stream, it pauses
play, and the next time it is called, it resumes play.
Example
The following examples illustrate some uses of this method:
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my_ns.pause(); // pauses play first time issued
my_ns.pause(); // resumes play
my_ns.pause(false); // no effect, play continues
my_ns.pause(); // pauses play
play (NetStream.play method)
public play(name:Object, start:Number, len:Number, reset:Object) : Void
Begins playback of an external video (FLV) file. To view video data, you must call a Video.attachVideo() method;
audio being streamed with the video, or an FLV file that contains only audio, is played automatically.
If you want to control the audio associated with an FLV file, you can use MovieClip.attachAudio() to route the
audio to a movie clip; you can then create a Sound object to control some aspects of the audio. For more information,
see MovieClip.attachAudio().
If the FLV file can't be found, the NetStream.onStatus event handler is invoked. If you want to stop a stream that is
currently playing, use NetStream.close().
You can play local FLV files that are stored in the same directory as the SWF file or in a subdirectory; you can't navigate
to a higher-level directory. For example, if the SWF file is located in a directory named /training, and you want to play
a video stored in the /training/videos directory, you would use the following syntax:
my_ns.play("videos/videoName.flv");
To play a video stored in the /training directory, you would use the following syntax:
my_ns.play("videoName.flv");
When using this method, consider the Flash Player security model.
For Flash Player 8:
NetStream.play() is not allowed if the calling SWF file is in the local-with-file-system sandbox and the resource is
in a non-local sandbox.
Network sandbox access from the local-trusted or local-with-networking sandbox requires permission from the
website via a cross-domain policy file.
For more information, see the following:
The Flash Player 9 Security white paper at http://www.adobe.com/go/fp9_0_security
The Flash Player 8 Security-Related API white paper at http://www.adobe.com/go/fp8_security_apis
Availability
Flash Lite 3.0
Note: This method is also supported in Flash Player 6 when used with Flash Media Server. For more information, see the
Flash Media Server documentation.
Parameters
name : Object - The name of an FLV file to play, in quotation marks. Both http:// and file:// formats are supported;
the file:// location is always relative to the location of the SWF file.
start : Number - Use with Flash Media Server; see: the Flash Media Server documentation.
len : Number - Use with Flash Media Server; see: the Flash Media Server documentation.
reset : Object - Use with Flash Media Server; see: the Flash Media Server documentation.
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Example
The following example illustrates some ways to use the NetStream.play() method. You can play a file that is on a
user's computer. The joe_user directory is a subdirectory of the directory where the SWF is stored. And, you can play
a file on a server:
// Play a file that is on the user's computer.
my_ns.play("file://joe_user/flash/videos/lectureJune26.flv");
// Play a file on a server.
my_ns.play("http://someServer.someDomain.com/flash/video/orientation.flv");
seek (NetStream.seek method)
public seek(offset:Number) : Void
Seeks the keyframe closest to the specified number of seconds from the beginning of the stream. Playback resumes
when this location is reached.
Availability
Flash Lite 3.0
Note: This method is also supported in Flash Player 6 when used with Flash Media Server. For more information, see the
Flash Media Server documentation.
Parameters
offset : Number - The approximate time value, in seconds, by which to move the playhead in an FLV file. The
playhead moves to the keyframe of the video that's closest to the value specified by offset.
• To return to the beginning of the stream, pass 0 to offset.
• To seek forward from the beginning of the stream, pass the number of seconds you want to advance. For example,
to position the playhead 15 seconds from the beginning, use my_ns.seek(15).
• To seek relative to the current position, pass my_ns.time
+ n or my_ns.time - n to seek n seconds forward or
backward, respectively, from the current position. For example, to rewind 20 seconds from the current position,
use my_ns.seek(my_ns.time - 20).
The precise location to which the playhead moves differs according to the frames-per-second (fps) setting at which the
video was exported. For example, suppose you have two video objects that represent the same video, one exported at
6 fps and the other at 30 fps. If you then use my_ns.seek(15) for both objects, the playhead moves to two different
locations.
Example
The following example illustrates some ways to use the NetStream.seek() command. You can return to the
beginning of the stream, move to a location 30 seconds from the beginning of the stream, and move backward three
minutes from the current location:
// Return to the beginning of the stream
my_ns.seek(0);
// Move to a location 30 seconds from the beginning of the stream
my_ns.seek(30);
// Move backwards three minutes from current location
my_ns.seek(my_ns.time - 180);
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setBufferTime (NetStream.setBufferTime) method
public setBufferTime(bufferTime:Number) : Void
Specifies how long to buffer messages before starting to display the stream. For example, if you want to make sure that
the first 15 seconds of the stream play without interruption, set bufferTime to 15; Flash begins playing the stream only
after 15 seconds of data are buffered.
Availability
Flash Lite 3.0
Note: This method is also supported in Flash Player 6 when used with Flash Media Server. For more information, see the
Flash Media Server documentation.
Parameters
bufferTime : Number - The time, in seconds, during which data is buffered before Flash begins displaying data. The
default value is 0.1 (one-tenth of a second).
Example
See the example for NetStream.bufferLength.
Number
Object
|
+-Number
public class Number
extends Object
The Number class is a simple wrapper object for the Number data type. You can manipulate primitive numeric values
by using the methods and properties associated with the Number class. This class is identical to the JavaScript Number
class.
The properties of the Number class are static, which means you do not need an object to use them, so you do not need
to use the constructor.
The following example calls the toString() method of the Number class, which returns the string 1234:
var myNumber:Number = new Number(1234);
myNumber.toString();
The following example assigns the value of the MIN_VALUE property to a variable declared without the use of the
constructor:
var smallest:Number = Number.MIN_VALUE;
Availability
Flash Lite 2.0
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Property summary
Modifiers
Property
Description
static
MAX_VALUE:Number
The largest representable number (double-precision IEEE754).
static
MIN_VALUE:Number
The smallest representable number (double-precision IEEE754).
static
NaN:Number
The IEEE-754 value representing Not A Number (NaN).
static
NEGATIVE_INFINITY:Num
ber
Specifies the IEEE-754 value representing negative infinity.
static
POSITIVE_INFINITY:Numb
er
Specifies the IEEE-754 value representing positive infinity.
Properties inherited from class Object
constructor (Object.constructor property), __proto__ (Object.__proto__ property),
prototype (Object.prototype property), __resolve (Object.__resolve property)
Constructor summary
Signature
Description
Number(num:Object)
Creates a new Number object.
Method summary
Modifiers
Signature
Description
toString(radix:Number
) : String
Returns the string representation of the specified Number
object (myNumber).
valueOf() : Number
Returns the primitive value type of the specified Number
object.
Methods inherited from class Object
addProperty (Object.addProperty method), hasOwnProperty (Object.hasOwnProperty method),
isPropertyEnumerable (Object.isPropertyEnumerable method), isPrototypeOf
(Object.isPrototypeOf method), registerClass (Object.registerClass method), toString
(Object.toString method)unwatch (Object.unwatch method), valueOf (Object.valueOf
method), watch (Object.watch method)
MAX_VALUE (Number.MAX_VALUE property)
public static MAX_VALUE : Number
The largest representable number (double-precision IEEE-754). This number is approximately 1.79e+308.
Availability
Flash Lite 2.0
Example
The following ActionScript displays the largest and smallest representable numbers to the Output panel.
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trace("Number.MIN_VALUE = "+Number.MIN_VALUE);
trace("Number.MAX_VALUE = "+Number.MAX_VALUE);
This code displays the following values:
Number.MIN_VALUE = 4.94065645841247e-324
Number.MAX_VALUE = 1.79769313486232e+308
MIN_VALUE (Number.MIN_VALUE property)
public static MIN_VALUE : Number
The smallest representable number (double-precision IEEE-754). This number is approximately 5e-324.
Availability
Flash Lite 2.0
Example
The following ActionScript displays the largest and smallest representable numbers to the Output panel to the log file.
trace("Number.MIN_VALUE = "+Number.MIN_VALUE);
trace("Number.MAX_VALUE = "+Number.MAX_VALUE);
This code displays the following values:
Number.MIN_VALUE = 4.94065645841247e-324
Number.MAX_VALUE = 1.79769313486232e+308
NaN (Number.NaN property)
public static NaN : Number
The IEEE-754 value representing Not A Number (NaN).
Availability
Flash Lite 2.0
See also
isNaN function
NEGATIVE_INFINITY (Number.NEGATIVE_INFINITY property)
public static NEGATIVE_INFINITY : Number
Specifies the IEEE-754 value representing negative infinity. The value of this property is the same as that of the
constant -Infinity.
Negative infinity is a special numeric value that is returned when a mathematical operation or function returns a
negative value larger than can be represented.
Availability
Flash Lite 2.0
Example
This example compares the result of dividing the following values.
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var posResult:Number = 1/0;
if (posResult == Number.POSITIVE_INFINITY) {
trace("posResult = "+posResult); // output: posResult = Infinity
}
var negResult:Number = -1/0;
if (negResult == Number.NEGATIVE_INFINITY) {
trace("negResult = "+negResult); // output: negResult = -Infinity
Number constructor
public Number(num:Object)
Creates a new Number object. The new Number constructor is primarily used as a placeholder. A Number object is not
the same as the Number() function that converts a parameter to a primitive value.
Availability
Flash Lite 2.0
Parameters
num : Object - The numeric value of the Number object being created or a value to be converted to a number. The
default value is 0 if value is not provided.
Example
The following code constructs new Number objects:
var n1:Number = new Number(3.4);
var n2:Number = new Number(-10);
See also
toString (Number.toString method), valueOf (Number.valueOf method)
POSITIVE_INFINITY (Number.POSITIVE_INFINITY property)
public static POSITIVE_INFINITY : Number
Specifies the IEEE-754 value representing positive infinity. The value of this property is the same as that of the constant
Infinity.
Positive infinity is a special numeric value that is returned when a mathematical operation or function returns a value
larger than can be represented.
Availability
Flash Lite 2.0
Example
This example compares the result of dividing the following values.
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var posResult:Number = 1/0;
if (posResult == Number.POSITIVE_INFINITY) {
trace("posResult = "+posResult); // output: posResult = Infinity
}
var negResult:Number = -1/0;
if (negResult == Number.NEGATIVE_INFINITY) {
trace("negResult = "+negResult); // output: negResult = -Infinity
toString (Number.toString method)
public toString(radix:Number) : String
Returns the string representation of the specified Number object (myNumber).
Availability
Flash Lite 2.0
Parameters
radix : Number - Specifies the numeric base (from 2 to 36) to use for the number-to-string conversion. If you do
not specify the radix parameter, the default value is 10.
Returns
String - A string.
Example
The following example uses 2 and 8 for the radix parameter and returns a string that contains the corresponding
representation of the number 9:
var myNumber:Number = new Number(9);
trace(myNumber.toString(2)); // output: 1001
trace(myNumber.toString(8)); // output: 11
The following example results in a hexadecimal value.
var r:Number = new Number(250);
var g:Number = new Number(128);
var b:Number = new Number(114);
var rgb:String = "0x"+ r.toString(16)+g.toString(16)+b.toString(16);
trace(rgb);
// output: rgb:0xFA8072 (Hexadecimal equivalent of the color 'salmon')
valueOf (Number.valueOf method)
public valueOf() : Number
Returns the primitive value type of the specified Number object.
Availability
Flash Lite 2.0
Returns
Number - A string.
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Example
The following example results in the primitive value of the numSocks object.
var numSocks = new Number(2);
trace(numSocks.valueOf()); // output: 2
Object
Object
public class Object
The Object class is at the root of the ActionScript class hierarchy. This class contains a small subset of the features
provided by the JavaScript Object class.
Availability
Flash Lite 2.0
Property summary
Modifiers
static
Property
Description
constructor:Object
Reference to the constructor function for a given object
instance.
__proto__:Object
Refers to the prototype property of the class (ActionScript
2.0) or constructor function (ActionScript 1.0) used to create
the object.
prototype:Object
A reference to the superclass of a class or function object.
__resolve:Object
A reference to a user-defined function that is invoked if
ActionScript code refers to an undefined property or method.
Constructor summary
Signature
Description
Object()
Creates an Object object and stores a reference to the object's constructor method in
the object's constructor property.
Method summary
Modifiers
Signature
Description
addProperty(name:String Creates a getter/setter property.
, getter:Function,
setter:Function) :
Boolean
hasOwnProperty(name:S
tring) : Boolean
Indicates whether an object has a specified property defined.
isPropertyEnumerable(na Indicates whether the specified property exists and is
me:String) : Boolean
enumerable.
isPrototypeOf(theClass
:Object) : Boolean
Indicates whether an instance of the Object class is in the
prototype chain of the object specified as an argument.
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Modifiers
Signature
Description
static
registerClass(name:Strin
g, theClass:Function)
: Boolean
Associates a movie clip symbol with an ActionScript object
class.
toString() : String
Converts the specified object to a string and returns it.
unwatch(name:String) :
Boolean
Removes a watchpoint that Object.watch() created.
valueOf() : Object
Returns the primitive value of the specified object.
watch(name:String,
callback:Function,
[userData:Object]) :
Boolean
Registers an event handler to be invoked when a specified
property of an ActionScript object changes.
addProperty (Object.addProperty method)
public addProperty(name:String, getter:Function, setter:Function) : Boolean
Creates a getter/setter property. When Flash reads a getter/setter property, it invokes the get function, and the
function's return value becomes the value of name. When Flash writes a getter/setter property, it invokes the set
function and passes it the new value as a parameter. If a property with the given name already exists, the new property
overwrites it.
A "get" function is a function with no parameters. Its return value can be of any type. Its type can change between
invocations. The return value is treated as the current value of the property.
A "set" function is a function that takes one parameter, which is the new value of the property. For example, if property
x is assigned by the statement x = 1, the set function is passed the parameter 1 of type number. The return value of
the set function is ignored.
You can add getter/setter properties to prototype objects. If you add a getter/setter property to a prototype object, all
object instances that inherit the prototype object inherit the getter/setter property. This makes it possible to add a
getter/setter property in one location, the prototype object, and have it propagate to all instances of a class (similar to
adding methods to prototype objects). If a get/set function is invoked for a getter/setter property in an inherited
prototype object, the reference passed to the get/set function is the originally referenced object--not the prototype
object.
If invoked incorrectly, Object.addProperty() can fail with an error. The following table describes errors that can
occur:
Error condition
What happens
name is not a valid property name; for example, an
Returns false and the property is not added.
empty string.
getter is not a valid function object.
Returns false and the property is not added.
setter is not a valid function object.
Returns false and the property is not added.
Availability
Flash Lite 2.0
Parameters
name:String - A string; the name of the object property to create.
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getter:Function - The function that is invoked to retrieve the value of the property; this parameter is a Function object.
setter:Function - The function that is invoked to set the value of the property; this parameter is a Function object. If
you pass the value null for this parameter, the property is read-only.
Returns
Boolean - A Boolean value: true if the property is successfully created; false otherwise.
Example
In the following example, an object has two internal methods, setQuantity() and getQuantity(). A property,
bookcount, can be used to invoke these methods when it is either set or retrieved. A third internal method,
getTitle(), returns a read-only value that is associated with the property bookname. When a script retrieves the value
of myBook.bookcount, the ActionScript interpreter automatically invokes myBook.getQuantity(). When a script
modifies the value of myBook.bookcount, the interpreter invokes myObject.setQuantity(). The bookname
property does not specify a set function, so attempts to modify bookname are ignored.
function Book() {
this.setQuantity = function(numBooks:Number):Void {
this.books = numBooks;
};
this.getQuantity = function():Number {
return this.books;
};
this.getTitle = function():String {
return "Catcher in the Rye";
};
this.addProperty("bookcount", this.getQuantity, this.setQuantity);
this.addProperty("bookname", this.getTitle, null);
}
var myBook = new Book();
myBook.bookcount = 5;
trace("You ordered "+myBook.bookcount+" copies of "+myBook.bookname);
// output: You ordered 5 copies of Catcher in the Rye
The previous example works, but the properties bookcount and bookname are added to every instance of the Book
object, which requires having two properties for every instance of the object. If there are many properties, such as
bookcount and bookname, in a class, they could consume a great deal of memory. Instead, you can add the properties
to Book.prototype so that the bookcount and bookname properties exist only in one place. The effect, however, is
the same as that of the code in the example that added bookcount and bookname directly to every instance. If an
attempt is made to access either property in a Book instance, the property's absence will cause the prototype chain to
be ascended until the versions defined in Book.prototype are encountered. The following example shows how to add
the properties to Book.prototype:
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function Book() {}
Book.prototype.setQuantity = function(numBooks:Number):Void {
this.books = numBooks;
};
Book.prototype.getQuantity = function():Number {
return this.books;
};
Book.prototype.getTitle = function():String {
return "Catcher in the Rye";
};
Book.prototype.addProperty("bookcount", Book.prototype.getQuantity,
Book.prototype.setQuantity);
Book.prototype.addProperty("bookname", Book.prototype.getTitle, null);
var myBook = new Book();
myBook.bookcount = 5;
trace("You ordered "+myBook.bookcount+" copies of "+myBook.bookname);
The following example shows how to use the implicit getter and setter functions available in ActionScript 2.0. Rather
than defining the Book function and editing Book.prototype, you define the Book class in an external file named
Book.as. The following code must be in a separate external file named Book.as that contains only this class definition
and resides within the Flash application's classpath:
class Book {
var books:Number;
function set bookcount(numBooks:Number):Void {
this.books = numBooks;
}
function get bookcount():Number {
return this.books;
}
function get bookname():String {
return "Catcher in the Rye";
}
}
The following code can then be placed in a FLA file and will function the same way as it does in the previous examples:
var myBook:Book = new Book();
myBook.bookcount = 5;
trace("You ordered "+myBook.bookcount+" copies of "+myBook.bookname);
See also
getProperty function, setInterval function
constructor (Object.constructor property)
public constructor : Object
Reference to the constructor function for a given object instance. The constructor property is automatically assigned
to all objects when they are created using the constructor for the Object class.
Availability
Flash Lite 2.0
Example
The following example is a reference to the constructor function for the myObject object.
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var my_str:String = new String("sven");
trace(my_str.constructor == String); //output: true
If you use the instanceof operator, you can also determine if an object belongs to a specified class:
var my_str:String = new String("sven");
trace(my_str instanceof String); //output: true
However, in the following example the Object.constructor property converts primitive data types (such as the
string literal seen here) into wrapper objects. The instanceof operator does not perform any conversion, as seen in
the following example:
var my_str:String = "sven";
trace(my_str.constructor == String); //output: true
trace(my_str instanceof String); //output: false
See also
instanceof operator
hasOwnProperty (Object.hasOwnProperty method)
public hasOwnProperty(name:String) : Boolean
Indicates whether an object has a specified property defined. This method returns true if the target object has a
property that matches the string specified by the name parameter, and false otherwise. This method does not check
the object's prototype chain and returns true only if the property exists on the object itself.
Availability
Flash Lite 2.0
Parameters
name:String - A string; the name of the property.
Returns
Boolean - A Boolean value: true if the target object has the property specified by the name parameter, false otherwise.
isPropertyEnumerable (Object.isPropertyEnumerable method)
public isPropertyEnumerable(name:String) : Boolean
Indicates whether the specified property exists and is enumerable. If true, then the property exists and can be
enumerated in a for..in loop. The property must exist on the target object because this method does not check the
target object's prototype chain.
Properties that you create are enumerable, but built-in properties are generally not enumerable.
Availability
Flash Lite 2.0
Parameters
name : String - The name of the property to check for.
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Returns
Boolean - A Boolean value: true if the property specified by the name parameter is enumerable.
Example
The following example creates a generic object, adds a property to the object, then checks whether the object is
enumerable. By way of contrast, the example also shows that a built-in property, the Array.length property, is not
enumerable.
var myObj:Object = new Object();
myObj.prop1 = "hello";
trace(myObj.isPropertyEnumerable("prop1")); // Output: true
var myArray = new Array();
trace(myArray.isPropertyEnumerable("length")); // Output: false
See also
for..in statement
isPrototypeOf (Object.isPrototypeOf method)
public isPrototypeOf(theClass:Object) : Boolean
Indicates whether an instance of the Object class is in the prototype chain of the object specified as an argument. This
method returns true if the object is in the prototype chain of the object specified by the theClass parameter. The
method returns false not only if the target object is absent from the prototype chain of the theClass object, but also
if the theClass argument is not an object.
Availability
Flash Lite 2.0
Parameters
theClass:Object - The class in whose prototype chain to check for the object.
Returns
Boolean - A Boolean value: true if the object is in the prototype chain of the object specified by the theClass
parameter; false otherwise.
Object constructor
public Object()
Creates an Object object and stores a reference to the object's constructor method in the object's constructor
property.
Availability
Flash Lite 2.0
Example
The following example creates a generic object named myObject:
var myObject:Object = new Object();
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__proto__ (Object.__proto__ property)
public __proto__ : Object
Refers to the prototype property of the class (ActionScript 2.0) or constructor function (ActionScript 1.0) used to
create the object. The __proto__ property is automatically assigned to all objects when they are created. The
ActionScript interpreter uses the __proto__ property to access the prototype property of the object's class or
constructor function to find out what properties and methods the object inherits from its superclass.
Availability
Flash Lite 2.0
Example
The following example creates a class named Shape and a subclass of Shape named Circle.
// Shape class defined in external file named Shape.as
class Shape {
function Shape() {}
}
// Circle class defined in external file named Circle.as
class Circle extends Shape{
function Circle() {}
}
The Circle class can be used to create two instances of Circle:
var oneCircle:Circle = new Circle();
var twoCircle:Circle = new Circle();
The following trace statements show that the __proto_ property of both instances refers to the prototype property
of the Circle class.
trace(Circle.prototype == oneCircle.__proto__); // Output: true
trace(Circle.prototype == twoCircle.__proto__); // Output: true
See also
prototype (Object.prototype property)
prototype (Object.prototype property)
public static prototype : Object
A reference to the superclass of a class or function object. The prototype property is automatically created and
attached to any class or function object you create. This property is static in that it is specific to the class or function
you create. For example, if you create a custom class, the value of the prototype property is shared by all instances of
the class, and is accessible only as a class property. Instances of your custom class cannot directly access the prototype
property, but can access it through the __proto__ property.
Availability
Flash Lite 2.0
Example
The following example creates a class named Shape and a subclass of Shape named Circle.
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// Shape class defined in external file named Shape.as
class Shape {
function Shape() {}
}
// Circle class defined in external file named Circle.as
class Circle extends Shape{
function Circle() {}
}
The Circle class can be used to create two instances of Circle:
var oneCircle:Circle = new Circle();
var twoCircle:Circle = new Circle();
The following trace statement shows that the prototype property of the Circle class points to its superclass Shape. The
identifier Shape refers to the constructor function of the Shape class.
trace(Circle.prototype.constructor == Shape); // Output: true
The following trace statement shows how you can use the prototype property and the __proto__ property together
to move two levels up the inheritance hierarchy (or prototype chain). The Circle.prototype.__proto__ property
contains a reference to the superclass of the Shape class.
trace(Circle.prototype.__proto__ == Shape.prototype); // Output: true
See also
__proto__ (Object.__proto__ property)
registerClass (Object.registerClass method)
public static registerClass(name:String, theClass:Function) : Boolean
Associates a movie clip symbol with an ActionScript object class. If a symbol doesn't exist, Flash creates an association
between a string identifier and an object class.
When an instance of the specified movie clip symbol is placed on the Timeline, it is registered to the class specified by
the theClass parameter rather than to the class MovieClip.
When an instance of the specified movie clip symbol is created by using MovieClip.attachMovie() or
MovieClip.duplicateMovieClip(), it is registered to the class specified by theClass rather than to the MovieClip
class. If theClass is null, this method removes any ActionScript class definition associated with the specified movie
clip symbol or class identifier. For movie clip symbols, any existing instances of the movie clip remain unchanged, but
new instances of the symbol are associated with the default class MovieClip.
If a symbol is already registered to a class, this method replaces it with the new registration.
When a movie clip instance is placed by the Timeline or created using attachMovie() or duplicateMovieClip(),
ActionScript invokes the constructor for the appropriate class with the keyword this pointing to the object. The
constructor function is invoked with no parameters.
If you use this method to register a movie clip with an ActionScript class other than MovieClip, the movie clip symbol
doesn't inherit the methods, properties, and events of the built-in MovieClip class unless you include the MovieClip
class in the prototype chain of the new class. The following code creates a new ActionScript class called theClass that
inherits the properties of the MovieClip class:
theClass.prototype = new MovieClip();
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Availability
Flash Lite 2.0
Parameters
name : String - String; the linkage identifier of the movie clip symbol or the string identifier for the ActionScript class.
theClass : Function - A reference to the constructor function of the ActionScript class or null to unregister the
symbol.
Returns
Boolean - A Boolean value: if the class registration succeeds, a value of true is returned; false otherwise.
See also
attachMovie (MovieClip.attachMovie method), duplicateMovieClip (MovieClip.duplicateMovieClip
method)
__resolve (Object.__resolve property)
public __resolve : Object
A reference to a user-defined function that is invoked if ActionScript code refers to an undefined property or method.
If ActionScript code refers to an undefined property or method of an object, Flash Lite player determines whether the
object's __resolve property is defined. If __resolve is defined, the function to which it refers is executed and passed
the name of the undefined property or method. This lets you programmatically supply values for undefined properties
and statements for undefined methods and make it seem as if the properties or methods are actually defined. This
property is useful for enabling highly transparent client/server communication, and is the recommended way of
invoking server-side methods.
Availability
Flash Lite 2.0
Example
The following examples progressively build upon the first example and illustrate five different usages of the __resolve
property. To aid understanding, key statements that differ from the previous usage are in bold typeface.
Usage 1: the following example uses __resolve to build an object where every undefined property returns the value
"Hello, world!".
// instantiate a new object
var myObject:Object = new Object();
// define the __resolve function
myObject.__resolve = function (name) {
return "Hello, world!";
};
trace (myObject.property1); // output: Hello, world!
trace (myObject.property2); // output: Hello, world!
Usage 2: the following example uses __resolve as a functor, which is a function that generates functions. Using
__resolve redirects undefined method calls to a generic function named myFunction.
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// instantiate a new object
var myObject:Object = new Object();
// define a function for __resolve to call
myObject.myFunction = function (name) {
trace("Method " + name + " was called");
};
// define the __resolve function
myObject.__resolve = function (name) {
return function () { this.myFunction(name); };
};
// test __resolve using undefined method names
myObject.someMethod(); // output: Method someMethod was called
myObject.someOtherMethod(); //output: Method someOtherMethod was called
Usage 3: The following example builds on the previous example by adding the ability to cache resolved methods. By
caching methods, __resolve is called only once for each method of interest. This allows lazy construction of object
methods. Lazy construction is an optimization technique that defers the creation, or construction, of methods until the
time at which a method is first used.
// instantiate a new object
var myObject:Object = new Object();
// define a function for __resolve to call
myObject.myFunction = function(name) {
trace("Method "+name+" was called");
};
// define the __resolve function
myObject.__resolve = function(name) {
trace("Resolve called for "+name); // to check when __resolve is called
// Not only call the function, but also save a reference to it
var f:Function = function () {
this.myFunction(name);
};
// create a new object method and assign it the reference
this[name] = f;
// return the reference
return f;
};
// test __resolve using undefined method names
// __resolve will only be called once for each method name
myObject.someMethod(); // calls __resolve
myObject.someMethod(); // does not call __resolve because it is now defined
myObject.someOtherMethod(); // calls __resolve
myObject.someOtherMethod(); // does not call __resolve, no longer undefined
Usage 4: The following example builds on the previous example by reserving a method name, onStatus(), for local
use so that it is not resolved in the same way as other undefined properties. Added code is in bold typeface.
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// instantiate a new object
var myObject:Object = new Object();
// define a function for __resolve to call
myObject.myFunction = function(name) {
trace("Method "+name+" was called");
};
// define the __resolve function
myObject.__resolve = function(name) {
// reserve the name "onStatus" for local use
if (name == "onStatus") {
return undefined;
}
trace("Resolve called for "+name); // to check when __resolve is called
// Not only call the function, but also save a reference to it
var f:Function = function () {
this.myFunction(name);
};
// create a new object method and assign it the reference
this[name] = f;
// return the reference
return f;
};
// test __resolve using the method name "onStatus"
trace(myObject.onStatus("hello"));
// output: undefined
Usage 5: The following example builds on the previous example by creating a functor that accepts parameters. This
example makes extensive use of the arguments object, and uses several methods of the Array class.
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// instantiate a new object
var myObject:Object = new Object();
// define a generic function for __resolve to call
myObject.myFunction = function (name) {
arguments.shift();
trace("Method " + name + " was called with arguments: " + arguments.join(','));
};
// define the __resolve function
myObject.__resolve = function (name) {
// reserve the name "onStatus" for local use
if (name == "onStatus") {
return undefined;
}
var f:Function = function () {
arguments.unshift(name);
this.myFunction.apply(this, arguments);
};
// create a new object method and assign it the reference
this[name] = f;
// return the reference to the function
return f;
};
// test __resolve using undefined method names with parameters
myObject.someMethod("hello");
// output: Method someMethod was called with arguments: hello
myObject.someOtherMethod("hello","world");
// output: Method someOtherMethod was called with arguments: hello,world
See also
arguments, Array
toString (Object.toString method)
public toString() : String
Converts the specified object to a string and returns it.
Availability
Flash Lite 2.0
Returns
String - A string.
Example
This example shows the return value for toString() on a generic object:
var myObject:Object = new Object();
trace(myObject.toString()); // output: [object Object]
This method can be overridden to return a more meaningful value. The following examples show that this method has
been overridden for the built-in classes Date, Array, and Number:
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// Date.toString() returns the current date and time
var myDate:Date = new Date();
trace(myDate.toString()); // output: [current date and time]
// Array.toString() returns the array contents as a comma-delimited string
var myArray:Array = new Array("one", "two");
trace(myArray.toString()); // output: one,two
// Number.toString() returns the number value as a string
// Because trace() won't tell us whether the value is a string or number
// we will also use typeof() to test whether toString() works.
var myNumber:Number = 5;
trace(typeof (myNumber)); // output: number
trace(myNumber.toString()); // output: 5
trace(typeof (myNumber.toString())); // output: string
The following example shows how to override toString() in a custom class. First create a text file named Vehicle.as
that contains only the Vehicle class definition and place it into your Classes folder inside your Configuration folder.
// contents of Vehicle.as
class Vehicle {
var numDoors:Number;
var color:String;
function Vehicle(param_numDoors:Number, param_color:String) {
this.numDoors = param_numDoors;
this.color = param_color;
}
function toString():String {
var doors:String = "door";
if (this.numDoors > 1) {
doors += "s";
}
return ("A vehicle that is " + this.color + " and has " + this.numDoors + " " + doors);
}
}
// code to place into a FLA file
var myVehicle:Vehicle = new Vehicle(2, "red");
trace(myVehicle.toString());
// output: A vehicle that is red and has 2 doors
// for comparison purposes, this is a call to valueOf()
// there is no primitive value of myVehicle, so the object is returned
// giving the same output as toString().
trace(myVehicle.valueOf());
// output: A vehicle that is red and has 2 doors
unwatch (Object.unwatch method)
public unwatch(name:String) : Boolean
Removes a watchpoint that Object.watch() created. This method returns a value of true if the watchpoint is
successfully removed, false otherwise.
Availability
Flash Lite 2.0
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Parameters
name : String - A string; the name of the object property that should no longer be watched.
Returns
Boolean - A Boolean value: true if the watchpoint is successfully removed, false otherwise.
Example
See the example for Object.watch().
See also
watch (Object.watch method), addProperty (Object.addProperty method)
valueOf (Object.valueOf method)
public valueOf() : Object
Returns the primitive value of the specified object. If the object does not have a primitive value, the object is returned.
Availability
Flash Lite 2.0
Returns
Object - The primitive value of the specified object or the object itself.
Example
The following example shows the return value of valueOf() for a generic object (which does not have a primitive
value) and compares it to the return value of toString(). First, create a generic object. Second, create a new Date
object set to February 1, 2004, 8:15 AM. The toString() method returns the current time in human-readable form.
The valueOf() method returns the primitive value in milliseconds. Third, create a new Array object containing two
simple elements. Both toString() and valueOf() return the same value: one,two:
// Create a generic object
var myObject:Object = new Object();
trace(myObject.valueOf()); // output: [object Object]
trace(myObject.toString()); // output: [object Object]
The following examples show the return values for the built-in classes Date and Array, and compares them to the
return values of Object.toString():
// Create a new Date object set to February 1, 2004, 8:15 AM
// The toString() method returns the current time in human-readable form
// The valueOf() method returns the primitive value in milliseconds
var myDate:Date = new Date(2004,01,01,8,15);
trace(myDate.toString()); // output: Sun Feb 1 08:15:00 GMT-0800 2004
trace(myDate.valueOf()); // output: 1075652100000
// Create a new Array object containing two simple elements
// In this case both toString() and valueOf() return the same value: one,two
var myArray:Array = new Array("one", "two");
trace(myArray.toString()); // output: one,two
trace(myArray.valueOf()); // output: one,two
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See the example for Object.toString() for an example of the return value of Object.valueOf() for a custom class
that overrides toString().
See also
toString (Object.toString method)
watch (Object.watch method)
public watch(name:String, callback:Function, [userData:Object]) : Boolean
Registers an event handler to be invoked when a specified property of an ActionScript object changes. When the
property changes, the event handler is invoked with myObject as the containing object.
You can use the return statement in your callback method definition to affect the value of the property you are
watching. The value returned by your callback method is assigned to the watched object property. The value you
choose to return depends on whether you wish to monitor, modify or prevent changes to the property:
• If you are merely monitoring the property, return the newVal parameter.
• If you are modifying the value of the property, return your own value.
• If you want to prevent changes to the property, return the oldVal parameter.
If the callback method you define does not have a return statement, then the watched object property is assigned a
value of undefined.
A watchpoint can filter (or nullify) the value assignment, by returning a modified newval (or oldval). If you delete a
property for which a watchpoint has been set, that watchpoint does not disappear. If you later recreate the property,
the watchpoint is still in effect. To remove a watchpoint, use the Object.unwatch method.
Only a single watchpoint can be registered on a property. Subsequent calls to Object.watch() on the same property
replace the original watchpoint.
The Object.watch() method behaves similarly to the Object.watch() function in JavaScript 1.2 and later. The
primary difference is the userData parameter, which is a Flash addition to Object.watch() that Netscape Navigator
does not support. You can pass the userData parameter to the event handler and use it in the event handler.
The Object.watch() method cannot watch getter/setter properties. Getter/setter properties operate through lazy
evaluation – the value of the property is not determined until the property is actually queried. Lazy evaluation is often
efficient because the property is not constantly updated; it is, rather, evaluated when needed. However,
Object.watch() needs to evaluate a property to determine whether to invoke the callback function. To work with
a getter/setter property, Object.watch() needs to evaluate the property constantly, which is inefficient.
Generally, predefined ActionScript properties, such as _x, _y, _width, and _height, are getter/setter properties and
cannot be watched with Object.watch().
Availability
Flash Lite 2.0
Parameters
name:String - A string; the name of the object property to watch.
callback:Function - The function to invoke when the watched property changes. This parameter is a function object,
not a function name as a string. The form of callback is callback(prop, oldVal, newVal, userData).
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userData:Object [optional] - An arbitrary piece of ActionScript data that is passed to the callback method. If the
userData parameter is omitted, undefined is passed to the callback method.
Returns
Boolean - A Boolean value: true if the watchpoint is created successfully, false otherwise.
Example
The following example uses watch() to check whether the speed property exceeds the speed limit:
// Create a new object
var myObject:Object = new Object();
// Add a property that tracks speed
myObject.speed = 0;
// Write the callback function to be executed if the speed property changes
var speedWatcher:Function = function(prop, oldVal, newVal, speedLimit) {
// Check whether speed is above the limit
if (newVal > speedLimit) {
trace ("You are speeding.");
}
else {
trace ("You are not speeding.");
}
// Return the value of newVal.
return newVal;
}
// Use watch() to register the event handler, passing as parameters:
// - the name of the property to watch: "speed"
// - a reference to the callback function speedWatcher
// - the speedLimit of 55 as the userData parameter
myObject.watch("speed", speedWatcher, 55);
// set the speed property to 54, then to 57
myObject.speed = 54; // output: You are not speeding
myObject.speed = 57; // output: You are speeding
// unwatch the object
myObject.unwatch("speed");
myObject.speed = 54; // there should be no output
See also
addProperty (Object.addProperty method), unwatch (Object.unwatch method)
Point (flash.geom.Point)
Object
|
+-flash.geom.Point
public class Point
extends Object
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The Point class represents a location in a two-dimensional coordinate system, where x represents the horizontal axis
and y represents the vertical axis.
The following code creates a point at (0,0):
var myPoint:Point = new Point();
Availability
Flash Lite 3.1
Property summary
Modifiers
Property
Description
length:Number
The length of the line segment from (0,0) to this point.
x:Number
The horizontal coordinate of the point.
y:Number
The vertical coordinate of the point.
constructor (Object.constructor property), __proto__ (Object.__proto__ property),
prototype (Object.prototype property), __resolve (Object.__resolve property)
Constructor summary
Signature
Description
Point(x:Number,
y:Number)
Creates a new point.
Method summary
Modifiers
static
static
Signature
Description
add(v:Point): Point
Adds the coordinates of another point to the coordinates of this
point to create a new point.
clone() : Point
Creates a copy of this Point object.
distance(pt1:Point,
pt2:Point) : Number
Returns the distance between pt1 and pt2.
equals(toCompare:Obje
ct) : Boolean
Determines whether two points are equal.
interpolate(pt1:Point,
pt2:Point , f:Number)
: Point
Determines a point between two specified points.
normalize(length:Num
ber) : Void
Scales the line segment between (0,0) and the current point to a
set length.
offset(dx:Number,
dy:Number) : Void
Offsets the Point object by the specified amount.
Last updated 12/20/2010
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FLASH LITE 2.X AND 3.X ACTIONSCRIPT LANGUAGE REFERENCE
ActionScript classes
Modifiers
Signature
Description
static
polar(len:Number,
Converts a pair of polar coordinates to a Cartesian point
angle:Number) : Point coordinate.
subtract(v:Point : Point Subtracts the coordinates of another point from the coordinates of
this point to create a new point.
toString (Point.toString
method)() : String
Returns a string that contains the values of the x and y coordinates.
addProperty (Object.addProperty method), hasOwnProperty (Object.hasOwnProperty method),
isPropertyEnumerable (Object.isPropertyEnumerable method), isPrototypeOf
(Object.isPrototypeOf method)registerClass (Object.registerClass method), toString
(Object.toString method), unwatch (Object.unwatch method), valueOf (Object.valueOf
method), watch (Object.watch method)
add (Point.add method)
public add(v:Point) : Point
Adds the coordinates of another point to the coordinates of this point to create a new point.
Availability
Flash Lite 3.1
Parameters
v:Point - The point to be added.
Returns
Point - The new point.
Example
The following example creates a Point object resultPoint by adding point_2 to point_1.
import flash.geom.Point;
var point_1:Point = new Point(4, 8);
var point_2:Point = new Point(1, 2);
var resultPoint:Point = point_1.add(point_2);
trace(resultPoint.toString()); // (x=5, y=10)
clone (Point.clone method)
public clone() : Point
Creates a copy of this Point object.
Availability
Flash Lite 3.1
Returns
Point - The new Point object.
Last updated 12/20/2010
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FLASH LITE 2.X AND 3.X ACTIONSCRIPT LANGUAGE REFERENCE
ActionScript classes
Example
The following example creates a copy of the Point object called clonedPoint from the values found in the myPoint
object. The clonedPoint object contains all of the values from myPoint, but it is not the same object.
import flash.geom.Point;
var myPoint:Point = new Point(1, 2);
var clonedPoint:Point = myPoint.clone();
trace(clonedPoint.x); // 1
trace(clonedPoint.y); // 2
trace(myPoint.equals(clonedPoint)); // true
trace(myPoint === clonedPoint); // false
distance (Point.distance method)
public static distance(pt1:Point, pt2:Point)) : Number
Returns the distance between pt1 and pt2.
Availability
Flash Lite 3.1
Parameters
pt1:Point - The first point.
pt2:Point - The second point.
Returns
Number - The distance between the first and second points.
Example
The following example creates point_1 and point_2, then determines the distance between them
(distanceBetween).
import flash.geom.Point;
var point_1:Point = new Point(-5, 0);
var point_2:Point = new Point(5, 0);
var distanceBetween:Number = Point.distance(point_1, point_2);
trace(distanceBetween); // 10
equals (Point.equals method)
public equals(toCompare:Object) : Boolean
Determines whether two points are equal. Two points are equal if they have the same x and y values.
Availability
Flash Lite 3.1
Parameters
toCompare:Object - The point to be compared.
Returns
Boolean - If the object is equal to this Point object, true; if it is not equal, false.
Last updated 12/20/2010
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FLASH LITE 2.X AND 3.X ACTIONSCRIPT LANGUAGE REFERENCE
ActionScript classes
Example
The following example determines whether the values of one point are equal to the values of another point. If the
objects are the same, equals() does not return the same result that the strict equality operator (===) does.
import flash.geom.Point;
var point_1:Point =