![flash actionscript 3.0 class flash actionscript 3.0 class](https://0.academia-photos.com/attachment_thumbnails/44570684/mini_magick20190214-14152-12eoj70.png)
This is a class that is instantiated on startup.
![flash actionscript 3.0 class flash actionscript 3.0 class](https://i.ytimg.com/vi/ujvnLutJPXg/maxresdefault.jpg)
![flash actionscript 3.0 class flash actionscript 3.0 class](https://i.ytimg.com/vi/uEck3vtJh3Y/maxresdefault.jpg)
Rather than stuff this all in Frame 1 of the timeline, there’s a way of binding a particular class to the Flash file.
#Flash actionscript 3.0 class code
The Flash file will end up holding any static library assets I create such as animations and graphics, but I will be using code attached to instances I create dynamically with my own scripting. On a side note, the Project Manager is as terrible as I remember it from 2007, but at least it is just a mirror of an underlying directory structure. Created a new project, which creates a Flash. Switched to the “Developer” Workspace Layout, which exposes the Project Panel. Here’s the basic steps I followed with Flash Professional CS 5.5. As is the norm, the official “Getting Started” material that I could find is simplistic to the point of uselessness…who writes these things? I don’t want to print “hello world” I want to set up the basis of a rich flourishing application. In ActionScript 2, you’d actually have to call DuplicateMovieClip() on an existing MovieClip instance.Īnyway, there’s always a little bit of magic involved in setting up a new “Hello World” style program. For example, you can now instantiate a MovieClip or TextField with var mc:MovieClip = new MovieClip(), which looks totally normal. The big advantage of ActionScript 3 is that it’s faster AND has a new package hierarchy that makes way more sense than the old one. I’ve been thinking about porting some old ActionScript 2 code to ActionScript 3 and building an AIR app.