What you should know
Before taking the tutorial, complete the seven lessons found in Flash Help. These interactive
lessons created in Flash introduce you to the concepts you need to know to complete the tutorial.
Lesson topics include the following:
• Getting Started with Flash MX
• Illustrating in Flash
• Adding and Editing Text
• Creating and Editing Symbols
• Understanding Layers
• Creating Buttons
• Creating Tweened Animatio
View the completed movie
You can open a completed version of the tutorial movie to better understand how your finished
file will appear.
In this section, you’ll accomplish the following tasks:
• Analyze the completed movie using the Property inspector and Movie Explorer
• Examine a movie clip and discern its relationship to the main movie
• View the types of assets included in the movie
1 Within your Flash MX application folder, browse to Tutorials/FlashIntro and double-click
stiletto.swf to open the completed movie in the stand-alone Flash Player.
Published Flash movies have the SWF extension; documents in the authoring environment
have the FLA extension.
2 When the movie opens, watch the three views of the car fade in and out.
You’ll create this animation by tweening bitmap effects within a movie clip.
3 Listen to the sound that plays continuously while the movie plays. This is an example of a
streaming sound.
4 Roll over the three buttons along the lower right edge of the window to view the rollover effect,
and to hear the event sounds included in each button.
5 Click a button to see where it links, then close the browser that opened and return to the SWF file.
6 After viewing the movie, click its close box.
Analyze the stiletto.fla file
It’s helpful to analyze the completed FLA file to see how the author designed the document. To
analyze the file, you can view the properties for an object, view the Timeline and Stage, look at
library assets, and use the Movie Explorer.
1 In Flash, choose File > Open. Navigate to your Flash application folder and open Tutorials/
FlashIntro/stiletto.fla.
You now see the completed tutorial movie in the authoring environment.
2 To view all layers in the main Timeline, drag down the bar that separates the Stage from
the Timeline.
3 In the Timeline, unlock the Copy layer and the Images layer.
View document properties
The Property inspector lets you view specifications for selected objects. The specifications depend
on the type of object selected. If you select a text object, for example, settings to view and modify
text attributes appear.
2 On the Stage, scroll down if necessary and select the rectangular block where descriptive text
appeared in the finished SWF file. The text does not appear in the FLA file because it loads
from an external TXT file into a dynamic text field.
In the Property inspector, you can view the size, style, and color of the text, among
other attributes.
If the Property inspector is not fully expanded, click the white triangle in lower right corner.
3 On the Stage, select the car.
Movie clip settings replace the text settings. Movie clips are symbols with their own
independent Timelines. You can think of them as movies within movies.
View the movie clip
Now you’ll open symbol-editing mode to view the Timeline for a movie clip.
1 On the Stage, double-click the movie clip of the car.
As you learned in the Creating Tweened Animation lesson, you define changes in animation in
keyframes. When you scroll around the Timeline, note which layers have keyframes in them
and which frames are keyframes.
Beginning and intermediate keyframes that include content are indicated in the Timeline by
solid circles, ending keyframes appear as small outlined rectangles.
Text box
2 In the Timeline, select the playhead and drag it slowly across the frames.
Watch how changes in action on the Stage correspond to changes in the Timeline. As you drag
the playhead, the movie plays sequentially. You can add ActionScript, the Flash scripting
language, to movies to make the playhead jump to specific frames.
3 When you finish viewing the movie clip, do one of the following to return to the main movie:
• Choose Edit > Edit Document.
• Click the Back button.
• Click Scene 1 above the Stage.
View library assets
The Library panel contains the symbols and imported objects in your document.
1 If the Library panel isn’t open, choose Window > Library.
2 Drag the Library panel to enlarge it, if necessary, to view the objects within the library.
3 If the Artwork folder is not expanded, double-click it to view the objects in the folder.
4 Click view1.png to view the image in the preview area at the top of the Library panel.
5 Expand the other folders in the Library panel to view the assets included in the document,
such as buttons and movie clips.
Analyze the movie structure with the Movie Explorer
The Movie Explorer helps you arrange, locate, and edit media. With its hierarchical tree structure,
the Movie Explorer provides information about the organization and flow of a movie, especially
useful when you analyze a movie authored by someone else.
1 If the Movie Explorer is not already open, choose Window > Movie Explorer.
2 If necessary, enlarge the Movie Explorer to view the tree structure within the pane.
The Movie Explorer filtering buttons display or hide information.
8 In the Movie Explorer, with the Car Animation category selected and expanded, expand the
View 3 Fade icon, then double-click Frame 60.
In the Timeline for the movie clip, the playhead moves to Frame 60 of the View 3 Fade layer.
To view an item listed in the hierarchical tree, click the corresponding icon. If you click a frame
icon, the playhead moves to that frame in the Timeline. If you click an asset, such as a bitmap
image, the Property inspector displays the image settings. Double-clicking an icon that
represents a symbol opens symbol-editing mode.
9 Close the Movie Explorer. To close the document, choose File > Close.
If you’ve made changes to the file, do not save them.
Define properties for a new document and create a gradient
background
To learn how to create a movie in Flash, let’s start from the very first step in the process: opening
a new file. Then, by completing this section, you’ll learn how to complete the following tasks:
• Open a new file and define document properties
• Create and transform a gradient background
Open a new file
Now you’re ready to create your own version of the tutorial movie.
1 Choose File > New.
2 Choose File > Save As.
3 Name the file mystiletto.fla and save it within your Flash MX application folder, in the
Tutorials/FlashIntro/My_Stiletto sub folder.
Note: As you complete the tutorial, remember to save your work frequently.
Define document properties
Configuring document properties is a common first step in authoring. You can use the Property
inspector and Document Properties dialog box to specify settings that affect the entire movie,
such as the frames per second (fps) playback rate, and the Stage size and background color.
1 If the Property inspector isn’t open, choose Window > Properties. In the Property inspector,
verify that 12 is the number in the Frame Rate text box.
The movie will play at 12 frames per second, an optimal frame rate for playing animations
on the Web.
Note: If the Property inspector is not fully expanded, click the white triangle in lower right corner.
2 The Background Color box indicates the color of the Stage. Click the down arrow on the
Background Color box, then move the Eyedropper tool over the color swatches to view their
hexadecimal values in the Hexadecimal text box.
3 Find and click the gray color swatch with the hexadecimal value of 999999.
4 To resize the Stage, click the Size button, which indicates the size of the Stage. In the Document
Properties dialog box, type 640 px in the first Dimensions text box and 290 px in the second
Dimensions text box. Verify that Pixels is selected in the pop-up menu, and click OK.
The Stage dimensions change to reflect the new settings of 640 x 290 pixels.
Specify grid settings
On the Stage, you can align objects along horizontal and vertical grid lines. Even when the grid is
not visible, you can snap objects to it. Now you’ll modify the distance between the horizontal and
vertical grid lines, and create a grid in alignment with the Stage borders.
1 Choose View > Grid > Edit Grid.
2 In the Grid dialog box, type 10 px in the grid width text box and 10 px in the grid height text box.
3 Select Snap to Grid and verify that Show Grid is not selected.
Objects will now snap to the grid, even when the grid is not visible.
Select this shade of gray
Hexadecimal text box
Chapter 1 14
4 Verify that Normal is selected for Snap Accuracy, and click OK.
Snap accuracy determines how close an object must be to a grid line before snapping to it.
Create a gradient background
A gradient displays subtle variations of a color, or transitions between two or more colors. In the
finished tutorial file, the background is a gradient that blends black and dark blue with a
transparent area that allows part of the gray Stage color to be displayed. You achieve this effect
using the Color Mixer.
Note: While gradients offer interesting effects in movies, overuse of gradients can adversely affect computer
processor speeds and decrease the speed at which an animation plays. When designing a movie, consider both
your artistic and performance requirements to determine the best use of gradients.
Draw a rectangle
Earlier in the tutorial, you created a grid that aligned against the Stage and allowed you to
snap objects to the grid lines. Now you’ll draw a rectangle that snaps to the area of the grid
bordering the Stage.
1 In the pop-up menu above the right side of the Stage, enter 75% to view the entire Stage.
This setting indicates your magnified or scaled-down view of the Stage. The setting does not
affect the actual size of the Stage in your movie, which you specified in the Document
Properties dialog box.
2 In the toolbox, select the Rectangle tool.
Introduction to Flash MX Tutorial 15
3 In the toolbox, click the Stroke Color control. Select No Stroke (the button with the red
diagonal line above the color palette).
The selected fill color of the shape is unimportant; you’ll soon change the color.
4 Starting from the upper left corner of the Stage, drag to the lower right corner of the Stage to
draw a rectangle that covers the Stage.
When you release the pointer, the rectangle snaps to the edges of the Stage, along the hidden grid.
Note: While completing the tutorial, you may find it useful to undo a change you’ve made. Flash can undo several
of your recent changes, depending on the number of undo levels you have set in Preferences. To undo, choose
Edit > Undo or press Control+Z (Windows) or Command+Z (Macintosh). Conversely, you can redo what you’ve
undone by choosing Edit > Redo or pressing Control+Y (Windows) or Command+Y (Macintosh).
Specify a color for the gradient
Dark blue is the first color you’ll add to your gradient.
1 In the toolbox, select the Arrow tool. On the Stage, click inside the rectangle to select the fill.
When you drew the rectangle, the Property inspector displayed properties for the Rectangle
tool. When you select a shape that has already been created, the Property inspector displays
properties for the shape.
2 If the Color Mixer is not open, choose Window > Color Mixer.
Chapter 1 16
3 To expand the Color Mixer, click the white arrow in the panel title bar.
4 If the Color Mixer is not fully expanded, click the arrow in the lower right of the panel.
5 In the Fill Style pop-up menu, select Radial.
6 Click the gradient slider to the left of the gradient bar to select it.
7 Click the color box in the upper left corner of the window to open the color palette. Use one of
the following methods to select dark blue:
• Type 000066 in the hexadecimal value text box and press Enter or Return.
Click here to expand the panel
Gradient slider
Gradient bar
Introduction to Flash MX Tutorial 17
• Move the eyedropper over the color swatches until you find the dark blue with the hexadecimal
value of 000066, then click the swatch to select it.
Change the alpha value
In the Color Mixer, the Alpha text box indicates the transparency of the color, with 0% indicating
that the color is completely transparent, and 100% indicating the color is completely opaque.
You’ll specify an alpha value of 0% to create a gradient that includes dark blue and black along
with the gray Stage color that shows through the transparent areas of the gradient.
• In the Color Mixer, either type 0 in the Alpha text box and press Enter or Return, or move the
Alpha slider to 0.
Add a second gradient color
You’ll now add black to the gradient.
1 In the Color Mixer, click the gradient slider to the right of the gradient bar to select it.
Click this shade of blue
Chapter 1 18
2 Click the color box to open the color palette and select the black with a hexadecimal
value of 000000.
Remember, you can either type the hexadecimal value in the Hexadecimal text box and press
Enter or Return, or you can find and select the color swatch with the same hexadecimal value.
Transform the gradient fill
When you transform an object, you rotate, scale, or skew it. You can transform a fill using the
Fill Transform tool.
1 In the toolbox, select the Fill Transform tool. On the Stage, click anywhere inside the rectangle.
An ellipse that indicates the shape and location of the gradient appears around the Stage.
The ellipse has controls for the location, width, scale, and rotation of the radial gradient.
Width
Scale
Rotation
Center placement
Introduction to Flash MX Tutorial 19
2 Drag the center control to the left of the Stage so that it’s approximately 1/3 of the distance
from the left edge of the Stage, as shown in the following illustration.
As you change the shape and placement of the ellipse, the shape and placement of the color
transitions on the Stage change accordingly.
3 Drag the square handle on the ellipse, which controls gradient width, to the left to make the
ellipse narrower; the approximate shape of the ellipse is shown in the following illustration.
Name and lock a layer
The gradient shape appears on Layer 1 in the Timeline, currently the only layer in your
document. In preparation for adding and moving additional objects on the Stage, you’ll
rename and lock the layer. In the next section of the tutorial, you’ll create a new layer.
As you learned in the Understanding Layers lesson, by locking the layer, you ensure that you or
other users don’t make inadvertent changes to objects on the layer.
1 In the Timeline, double-click the Layer 1 name and type Background to rename the layer.
2 Click away from the layer name, then click the padlock icon to lock the layer.
Create and mask vector art
When you draw in Flash, you create vector art, which is a mathematical representation of lines,
curves, color, and position. Vector art is resolution-independent; you can rescale the art to any size
or display it at any resolution without losing clarity. Additionally, vector art downloads faster than
comparable bitmap images.
Along with the gradient, the finished file contains background shapes. You’ll use the Oval tool to
create the shapes.
Specifically, in this section you’ll learn how to complete the following tasks:
• Add a layer
• Create and “cut out” shapes
• Mask the layer containing the shapes
To complete this section, you can either continue to work on your mystiletto.fla file, or you can
browse to your Flash MX application folder and open Tutorials/FlashIntro/stiletto2.fla. If you do
use the stiletto2.fla file, save the file with a new name in your My_Stiletto folder to maintain an
unadulterated version of the original file.
Add a layer
Rather than create the shapes on the Background layer, you’ll add a new layer on which you can
draw the shapes.
1 To add a new layer, choose Insert > Layer, or click the Insert Layer button. Name the new
layer Shapes.
2 In the toolbox, select the Oval tool.
Insert Layer button
Chapter 1 22
3 In the Property inspector, select Hairline from the Stroke Style pop-up menu. Click the Stroke
Color control. In the color palette, select the gray with a hexadecimal value of 999999.
Remember, you can either enter the hexadecimal value in the hexadecimal text box, or find and
click the color swatch with the same hexadecimal value.
4 If the Color Mixer isn’t open, choose Window > Color Mixer. In the Fill Style pop-up menu,
select Solid. Click the Fill Color control to select it. In the R (red) field, type 109. In the G
(green) and B (blue) text boxes, type 45, then press Enter or Return.
You are specifying the values for the amount of red, green, and blue within a color.
5 In the Timeline, verify that the Shapes layer is selected. On the Stage, constrain the oval to a
circle by pressing Shift as you drag, to draw a circle that extends from the canvass area above
the Stage to the canvass below the Stage.
Note: If you make a mistake, choose Edit > Undo and try again.
6 Select the Arrow tool in the toolbox, then double-click the circle on the Stage to select both the
fill and the stroke.
7 If the Transform panel isn’t open, choose Window > Transform.
Create a mask
The art that you created on the Shapes layer extends beyond the Stage, well into the canvass area.
Although the area on the canvass won’t appear in your published movie, the art beyond the Stage
can be distracting in the authoring environment. While you can erase the part of the shapes that
extend into the canvass, a better solution is to apply a mask over the Stage so that only the area
under the mask—the entire Stage, in this case—remains visible. This way, if you’d like to return
to the shapes to modify them, they will be intact.
Chapter 1 28
1 With the Shapes layer selected, add a new layer to the Timeline and name it Mask.
2 In the toolbox, select the Rectangle tool and draw a rectangle that extends from the upper left
corner of the Stage to the lower right corner.
This rectangle is the shape of your mask. Anything under the rectangle will be visible.
3 Right-click (Windows) or Control-click (Macintosh) the Mask layer name in the Timeline and
choose Mask from the context menu.
Introduction to Flash MX Tutorial 29
The layer is converted to a mask layer, indicated by a down arrow icon. The layer immediately
below it is linked to the mask layer, and its contents show throughout the filled area on the
mask. The masked layer name is indented, and its icon changes to a right-pointing arrow. The
art on the canvass is no longer visible on the Stage.
Mask layers must be locked for the Mask effect to show. To edit the shapes, you can unlock the
Mask and Background Shapes layers. When you finish editing the art, lock the layers again to
invoke masking.
4 Save your file.
Tween bitmap effects within a movie clip
In addition to creating vector art in Flash, you can import bitmap images, which use pixels to
display graphics, into your Flash movie and apply various color effects. In this section, you’ll
complete the following tasks:
• Import bitmap images
• Modify bitmap compression
• Create and edit a movie clip symbol
• Tween bitmap effects to fade views of the car in and out
To complete this section, you can either continue to work on your mystiletto.fla file, or you can
browse to your Flash MX application folder and open Tutorials/FlashIntro/stiletto3.fla. If you do
use the stiletto3.fla file, save the file
Import images into the library
When you import a file into Flash, you can import it directly into the library.
1 On the Timeline, add a new layer and name it Images.
2 Choose File > Import to Library.
When you select Import to Library rather than Import, the images must be placed on the Stage
before they will appear.
Chapter 1 30
3 Browse to your Tutorials/FlashIntro/Assets folder within your Flash MX application folder and
select view1.png, then Shift-click to add view2.png and view3.png to the selection. Click Open.
4 In the Fireworks PNG Import Settings dialog box, click Import as a Single Flattened Bitmap,
then click OK.
The three images are now in the library.
Modify bitmap compression
When you import an image, you can check and modify settings that compress the image. While
compressing images reduces the file size of your movie, compression can affect image quality; the
goal is to strike a balance between compression settings and image quality.
1 If the Library panel isn’t open, choose Window > Library. Enlarge the window, if necessary, to
see the three files you imported.
2 Double-click the view1.png file.
JPEG compression is the default selection.
3 In the Compression pop-up menu, select Lossless (PNG/GIF) for higher image quality.
4 To test how the image appears with the new setting, click Test. If necessary, drag the car into
view in the preview window. When you finish previewing the image, click OK.
Introduction to Flash MX Tutorial 31
5 Return to the Library panel. Double-click view2.png and repeat step 3, then click OK.
6 In the Library panel, double-click view3.png and specify Lossless (PNG/GIF), then click OK.
Create a movie clip symbol
In the finished file, three views of the electric car fade in and out in the opening scene. This effect
is achieved by creating a movie clip symbol that has a Timeline independent of the main
Timeline. Next, you tween the alpha transparency between three views of the car to create a fade
in/fade out effect. To begin to create the effect, you’ll create the movie clip.
1 With the Images layer still selected in the Timeline, drag the view1.png object from the Library
panel to the Stage, placing the car within the area where the gradient background is lightest.
2 Choose Insert > Convert to Symbol, or press F8.
3 In the Convert to Symbol dialog box, name the symbol Car Animation. Verify that Movie Clip
is selected and that the center square is selected in the Registration indicator, and click OK.
Bitmaps, like other Flash objects, have registration points used for positioning and
transformation. When you align the three views of the car within the movie clip, all three views
should align relative to a center registration point.
Edit a symbol
To view the Timeline of the movie clip, you must be in symbol-editing mode. You can open
symbol-editing mode by double-clicking the symbol either on the Stage or in the Library panel.
1 On the Stage, double-click the car to open symbol-editing mode.
The name of the symbol appears above the canvass area, along with a Scene 1 link that returns
you to the main movie.
In symbol-editing mode, you’re now viewing the Timeline for the movie clip rather than the
Timeline for the main movie.
2 Rename Layer 1 View 1 Fade.
Registration point
Chapter 1 32
3 The car that you see on the Stage is a bitmap image, not a symbol, within the Car Animation
symbol. Make the car a symbol by selecting it on the Stage and pressing F8.
4 In the Convert to Symbol dialog box, name the symbol View 1 Car, then verify that Movie
Clip is selected.
5 Verify that the center square is selected in the Registration indicator and click OK.
6 Scroll horizontally across the Timeline until you get to Frame 105. Select the frame and choose
Insert > Keyframe, or press F6 to add a keyframe.
The Current Frame indicator displays the selected frame.
7 Add keyframes to Frames 25 and 35.
8 Add a keyframe to Frame 34, then click anywhere on the layer between Frames 36 and 104,
and press Delete on your keyboard.
An empty keyframe appears in Frame 35, and the car does not appear on the Stage from
frame 35 on.
Note: If you make an error in adding keyframes and want to delete them, select one or more frames and rightclick
(Windows) or Control-click (Macintosh), then choose Clear Keyframe from the context menu.
Tween bitmap effects
Creating a bitmap effect tween is similar to creating a straight motion tween: you specify settings for
beginning and ending keyframes, then specify tweening for those frames and the frames in between.
Flash creates the transitional animation from the first keyframe in the animation to the last.
1 In the Car Animation Timeline, select Frame 34, then click the View 1 Car on the Stage so
that the Property inspector appears displaying movie clip properties.
Current frame
Introduction to Flash MX Tutorial 33
2 In the Color pop-up menu of the Property inspector, select Alpha. In the Alpha Amount
pop-up menu, either type 0% in the text box and press Enter or Return, or use the pop-up
slider to select 0%.
3 In the Timeline, select any frame between Frames 25 and 34. In the Property inspector, select
Motion from the Tween pop-up menu.
An arrow with a solid line spans the tweened keyframes. A dashed line between keyframes
indicates the tweening is not implemented correctly, which often occurs when a beginning or
ending keyframe is missing.
Fade in the second car
As the View 1 Car fades out, another view of the car should fade in.
1 Add a new layer to the Car Animation Timeline and name it View 2 Fade.
2 On the View 2 Fade layer, add a keyframe to Frame 25.
3 With the playhead still on Frame 25, drag view2.png from the Library panel to the Stage.
4 If the Info panel isn’t open, choose Window > Info. Verify that the center square is selected in
the Registration indicator, then type 0 in the X coordinate text box and type 0 in the Y
coordinate text box. Press Enter or Return.
The Property inspector also has X and Y text boxes; however, those coordinates are relative to a
registration point in the upper left corner of the movie clip.
Bounding rectangle
Chapter 1 34
5 Select the view2.png on the Stage and press F8 to make it a symbol. In the Convert to Symbol
dialog box, name the symbol View 2 Car. Verify that Movie Clip is selected, and click OK.
6 In the movie clip Property inspector, select Alpha in the Color pop-up menu and type 0% in
the Alpha Amount text box.
7 Add a keyframe to Frame 35 of the View 2 Fade layer.
8 On the Stage, click inside the bounding rectangle of the transparent car. In the movie clip
Property inspector, enter 100% in the Alpha Amount text box.
9 On the View 2 Fade layer, select any frame between Frame 25 and Frame 34. In the Property
inspector, select Motion from the Tween pop-up menu.
Fade out the second car
Now you’ll create the animation that fades out the second car.
1 On the View 2 Fade layer, add a keyframe to Frame 60.
2 On the View 2 Fade layer, add a keyframe to Frame 70, and another keyframe to Frame 69.
3 Select the keyframe in Frame 69 of the View 2 Fade layer. Select the View 2 Car on the Stage
and use the Property inspector to select an alpha transparency of 0%.
4 On the View 2 Fade layer, select any frame between Frames 60 and 68. In the Property
inspector, select Motion from the Tween pop-up menu.
5 Click any frame on the View 2 Fade layer between Frames 71 and 105, and press Delete.
Note: As you complete the tutorial, remember to save your work frequently.
Test the movie
At any point during authoring, you can test how your movie will play as a SWF file.
1 Save your movie and choose Control > Test Movie.
Flash exports a SWF copy of your movie.
In the SWF movie, the animation automatically plays in a continuous loop.
2 When you finish viewing the movie, close the SWF file by clicking its close box. In your Flash
document, choose Edit > Edit Document or click Scene 1 to return to the main Timeline.
Load dynamic text at runtime
In the lesson Adding and Editing Text, you practiced typing text directly on the Stage. You can
also design your movie to include text from external files. One of the easiest ways to accomplish
this is to use the loadVariables action to load text from a text file into a dynamic text field at
runtime. In the FLA file, you can specify text attributes, such as font style, size, and color, for the
dynamic text field. An advantage of keeping text in external files is that anyone who wants to
modify the text can work with the text file rather than the FLA file.
In this section, you’ll learn how to accomplish the following tasks:
• Import and align a logo
• Create a dynamic text field
• Use the Property inspector to assign a text variable name
• Use the loadVariables action to load text from an external file
To complete this section, you can either continue to work on your mystiletto.fla file, or you can
browse to your Flash MX application folder and open Tutorials/FlashIntro/stiletto4.fla. If you do
use the stiletto4.fla file, save the file with a new name in your My_Stiletto folder to maintain an
unadulterated version of the original file.
Import the logo
Before creating the dynamic text field, you’ll import the logo, a Macromedia FreeHand file for
which Flash automatically adds a layer on the Timeline.
1 In the Timeline, select the Images layer and add a new layer above it. Name the new layer Copy.
2 With the Copy layer selected, choose File > Import.
Earlier in the tutorial, you imported objects into the library. Now you’ll import the logo so that
it appears on the Stage.
3 Browse within your Flash MX application folder to the Tutorials/FlashIntro/Assets folder and
click logo.fh10, then click Open.
Introduction to Flash MX Tutorial 37
4 In the FreeHand Import dialog box, verify that Scenes, Layers, and All are selected. Also verify
that Include Background Layer and Maintain Text Blocks is selected, and then click OK.
5 In the Timeline, Flash created a layer named Logo. Drag the Logo name to move the layer
below the Copy layer.
6 You can specify Stage coordinates for the logo. In the Property inspector, with the logo
selected, type 10 in the X text box and 20 in the Y text box. Then press Enter or Return.
7 In the Timeline, lock the Logo layer.
Create a dynamic text field
Now you’ll create a dynamic text field. Instead of typing text into the field, you’ll specify the
variable text that loads into the field at runtime.
1 In the Timeline, select the Copy layer. In the toolbox, select the Text tool. In the Property
inspector, select Dynamic Text from the Text Type pop-up menu.
2 In the Font pop-up menu, select _sans.
_sans is a device font appropriate for small text that appears on multiple computer platforms.
For more information about device fonts, see “Using device fonts (horizontal text only),”
under Help > Using Flash.
3 In the Point Size text box, type 12.
4 Click the Text (fill) Color box and select yellow, with a hexadecimal value of FFCC00.
Chapter 1 38
5 In the Line Type pop-up menu, select Multiline, which is for multiple lines of text that will wrap.
6 On the Stage, click below the logo. Drag the pointer to create a text field the width of the logo
text and the approximate depth of the vertical line that’s grouped with the logo, as shown in
the following illustration.
7 In the Property inspector, type textField in the Var text box.
The text file that will load into the dynamic text field, as seen in the following illustration,
includes text that names the variable: textField=. When you enter this name in the Var text
box, you are naming the variable that the movie should load.
Line Type pop-up menu
Text Type pop-up menu
Font pop-up menu
Point size text box
Introduction to Flash MX Tutorial 39
Use the loadVariables action to load text
The loadVariables action includes a parameter to specify the path to the variable text. The text
is in a file named copy.txt, within your Tutorials/FlashIntro/Assets folder.
1 In the Timeline, add a new layer and name it Actions. If necessary, drag the Actions layer to
the top of the Timeline.
A good practice is to keep actions on the top layer in a Timeline.
2 If the Actions panel is not open, choose Window > Actions. Enlarge the Actions panel, if
necessary, by clicking the white arrow in the title bar to expand the window, and by dragging
the lower right corner of the panel to view the Actions toolbox and Script pane.
The type of Actions panel that is displayed depends on the object to which you’re adding an
action. If you’ve selected a frame, for example, the Actions panel displays actions for frames. If
you’ve selected a button, the Actions panel displays actions for buttons.
3 Click the triangle in the upper right corner of the panel title bar to display the pop-up menu.
Verify that normal mode, rather than expert mode, is selected.
Expert mode offers features useful to those experienced with ActionScript. In normal mode,
parameter fields and controls guide you in creating ActionScript.
Options menu button
Actions toolbox Script pane
Chapter 1 40
4 In the Actions toolbox, choose Actions > Browser/Network, then double-click
loadVariables.
The ActionScript is added to the Script pane. Parameters for the action appear above the
Script pane.
5 In the URL text box, type the path to the text file: ../assets/copy.txt.
Test your movie
• Save your movie, then choose Control > Test movie.
You can also press Control+Enter (Windows) or Command+Return (Macintosh).
Add animation and navigation to buttons
When you specify that a new symbol is a button, Flash creates the Timeline for the button states.
In the Creating Buttons lesson, you learned how to change the fill color of a shape within a
button state. In this section, you’ll learn more about modifying buttons, including adding
animation to a button.
Specifically, in this section you’ll learn how to complete the following tasks:
• Import a library from another FLA file
• Align buttons
• Add animation to a button state
• Add navigation to a button to link to a Web site
• Use the Enable Simple Buttons feature
• Add button navigation
Introduction to Flash MX Tutorial 41
To complete this section, you can either continue to work on your mystiletto.fla file, or you can
browse to your Flash MX application folder and open Tutorials/FlashIntro/stiletto5.fla. If you do
use the stiletto5.fla file, save the file with a new name in your My_Stiletto folder to maintain an
unadulterated version of the original file.
Import the library of another FLA file
The buttons that you’ll use in your movie reside in the library of another FLA file. To use the
buttons, you open the FLA file containing the buttons as a library.
1 With your Library panel open, choose File > Open as Library. Browse within your Flash MX
application folder to the Tutorials/FlashIntro/Assets folder and double-click buttons.fla.
The library for the buttons.fla file appears in addition to the library for your document.
Align buttons
You can align the three buttons along horizontal and vertical axes using the Align panel.
1 In the Timeline, with the Copy layer selected, add a new layer and name it Buttons. Lock all
the layers except the Buttons layer.
2 In the Stage View pop-up menu, on the right above the Stage, enter 150% to enlarge your view
of the Stage. Then scroll to the lower right side of the Stage.
Chapter 1 42
3 Drag Button 1 from the buttons.fla Library panel and place it under the lower right corner of
the dynamic text field.
When you drag a button from the buttons.fla Library panel, the button becomes part of the
library for your document.
4 Drag Button 2 and Button 3 from the buttons.fla Library panel, placing them to the left of
Button 1. Use the approximate spacing shown in the following illustration:
5 With the Arrow tool, drag to select all three buttons.
6 To open the Align panel, choose Window > Align. Verify that To Stage is not selected. You do
not want to align the buttons relative to the Stage. Click Align Vertical Center, and then click
Distribute Horizontal Center.
The buttons align on the Stage.
Align Vertical Center
Distribute Horizontal Center
To Stage
Introduction to Flash MX Tutorial 43
Enable simple buttons
When the Enable simple buttons feature is active, you can hear the sounds included with Buttons
2 and 3, and you can view the colors used for the button states. More complex button design,
such as animation, does not play.
1 Choose Control > Enable Simple Buttons, then roll over and click each button.
The right button, Button 1, is not finished. You will modify that button next.
2 When you finish testing the buttons, choose Control > Enable Simple Buttons to deselect
that feature.
Modify a button state
You’ll create a movie clip within the Over state of Button 1, then create a shape tween in the
movie clip. The shape tween creates an effect that changes the color from gray to red.
1 On the Stage, double-click the right button, Button 1, to open symbol-editing mode.
2 In the Button 1 Timeline, hide all layers except the Color layer. In the Color layer, select the
Over keyframe.
3 On the Stage, select the black oval shape for the right button. Press F8 to make the oval a
symbol. In the Convert to Symbol dialog box, name the symbol Button Animation. Select
Movie Clip, and click OK.
4 On the Stage, double-click the Button Animation symbol to open symbol-editing mode.
5 Rename Layer 1 Color Change, and add a keyframe to Frame 15.
6 With the playhead still on Frame 15, select the button shape on Stage and choose a bright
shade of red from the Fill Color pop-up menu in the toolbox.
7 In the Timeline, click any frame between Frames 1 and 13. In the Property inspector, select
Shape from the Tween pop-up menu.
Drag the playhead from frames 1 to 15 to see the color change.
Add actions to buttons
When the user clicks the button and the tweened animation plays, you want the playhead to
move to the end of the Button Animation Timeline, then stop. You use ActionScript, the Flash
scripting language, to control playhead movement in a Timeline.
1 Add a new layer to the Button Animation Timeline and name it Actions.
2 On the Actions layer, add a keyframe to Frame 15.
3 If the Actions panel is not open, choose Window > Actions. Enlarge the panel, if necessary, to
view both the Actions toolbox and the Script pane.
4 With Frame 15 of the Actions layer selected, go to the Actions > Movie Control category of the
Actions toolbox and double-click stop.
The stop action lets you specify that the playhead will stop when it reaches Frame 15.
In the Button Animation Timeline, Frame 15 of the Actions layer now displays a small a,
which indicates that an action is attached to that frame.
Note: As you complete the tutorial, remember to save your work frequently.
Add button navigation
You use the getURL action to add navigation to a button that opens a Web site.
1 Choose Edit > Edit Document or click Scene 1 to return to the main movie.
2 On the Stage, click Button 1, the right button.
3 In the Actions panel, choose Actions > Browser/Network and double-click getURL.
4 In the URL text box, type any complete URL, such as
http://www.macromedia.com.
Introduction to Flash MX Tutorial 45
5 In the Window pop-up menu, select _blank to launch a new browser window when the user
clicks Button 1.
6 Save your file, then choose Control > Test movie. Click Button 1 to go to the Web site you
specified in step 4.
7 Close the browser and the SWF file, and then return to the Flash authoring environment. If
desired, you can select Button 2 on the Stage and repeat steps 3 through 7 to link it to a
different Web site, then repeat the steps for Button
Add streaming and event sounds
When a movie is downloading from an Internet source, a streaming sound can begin to play as
soon as the beginning of the sound file has downloaded. Such sounds are especially suited for
continuous background sounds.
Event sounds must download completely and load into RAM before playing; event sounds are
useful for buttons. In this section, you’ll learn how to accomplish the following tasks:
• Add a streaming sound to your movie
• Add an event sound to a button
To complete this section, you can either continue to work on your mystiletto.fla file, or you can
browse to your Flash MX application folder and open Tutorials/FlashIntro/stiletto6.fla. If you do
use the stiletto6.fla file, save the file with a new name in your My_Stiletto folder to maintain an
unadulterated version of the original file.
Chapter 1 46
Add a streaming sound
You can include sound in your movie by dragging the sound to the Stage. You’ll add background
music that streams and plays for a specified number of times.
1 In the Timeline, with the Buttons layer selected, add a new layer and name it Sounds.
2 Choose File > Import. Within your Flash MX application folder, browse to Tutorials/
FlashIntro/Assets and click track1.mp3. Control-click (Windows) or Command-click
(Macintosh) to add ping.mp3 to the selection, then click Open.
The files are imported into the library.
3 With the Sounds layer selected, drag the track1.mp3 sound from the Library panel to the Stage.
In the Timeline, a small representation of sound waves appears in the frame.
4 In the Timeline, select the first frame of the Sounds layer. In the Property inspector, type 999
in the Loop text box to specify the number of times the sound can play continuously.
Test the movie
1 Save your file, then choose Control > Test Movie to hear the sound.
2 When you finish playing the movie, click the movie’s close box.
Add an event sound to a button
In addition to dragging a sound to the Stage, you can select a sound from the Property inspector.
You will use this method to add an event sound to a button.
As you learned in the Creating Buttons lesson, when you create a button symbol, Flash creates
frames for the different button states in relation to the mouse pointer. The Over frame, for
example, represents the button’s state when the pointer is over the button. Other button frames/
states are Up, Down, and Hit.
Now you’ll add an event sound to a button, which causes the sound to play during the Over state.
Because you’re adding the sound to the button symbol in the library, not just to an instance of the
symbol, the sound will play for each instance of the button.
1 In the Library panel, double-click the Button 1 instance to open symbol-editing mode.
2 In the Timeline for Button 1, add a new layer and name the new layer Sound.
3 Select the Over frame (Frame 2) of the Sound layer and choose Insert > Keyframe or press F6.
4 To define the sound properties, click Frame 2 of the Sound layer. In the Property inspector,
select Ping.mp3 from the Sound pop-up menu. Verify that Event is selected in the Sync
pop-up menu.
5 Save your document and choose Control > Test Movie to hear the button sounds. When you
finish viewing the SWF file, close its window to return to the document.
Introduction to Flash MX Tutorial 47
Organize your Library panel
You currently have quite a few assets in your Library panel. To keep these assets organized, easy to
find, and categorized by type, you’ll create folders, then move the assets into the folders.
Tip: Keeping your library panel organized is a good practice for any movie that you author, especially because others
working on the same file can then locate assets easily.
1 If the Library panel is not open, choose Window > Library.
2 Expand and enlarge the window, as necessary, to view all the assets in the Library panel. At the
bottom of the Library panel, click the New Folder button four times, to create four new folders.
3 Double-click the name of untitled folder 1, and rename it Car Animation Movie Clips.
4 Rename the other three folders Sounds, Artwork, and Buttons.
5 Drag View 1 Car, View 2 Car, View 3 Car, and Car Animation to the Car Animation Movie
Clips folder.
6 Drag ping.mp3 and track1.mp3 to the Sounds folder.
7 Drag view1.png, view2.png, and view3.png to the Artwork folder.
Chapter 1 48
8 Drag Button 1, Button 2, and Button 3 to the Buttons folder. With the Buttons folder
selected, click New Folder again to create a subfolder with the Buttons folder.
9 Name the new folder Button Movie Clips, then drag the remaining button movie clip assets to
this folder.
10 Close the Library panel and save your document.
Test download performance and publish the movie
To complete your document, you will use the Publish command to create a Web-compatible
movie with the SWF extension.
If you use the Publish command with the default settings, Flash prepares your file for the Web.
Flash will Publish the SWF and create an HTML file with the tags necessary to display the SWF.
Once you define the necessary Publish Settings options, you can repeatedly export to all selected
formats at once by simply choosing File > Publish. Flash stores the publish settings you specify
with the document, so each movie can have its own settings.
Introduction to Flash MX Tutorial 49
In this section, you’ll learn how to complete the following tasks:
• Use the Bandwidth Profiler to test movie download performance
• Publish your movie in one step
• Review and modify publish settings
• View your movie in a Web browser
To complete this section, you can either continue to work on your mystiletto.fla file, or you can
browse to your Flash MX application folder and open Tutorials/FlashIntro/stiletto7.fla. If you do
use the stiletto7.fla file, save the file with a new name in your My_Stiletto folder to maintain an
unadulterated version of the original file.
Test movie download performance
For a Flash movie to play correctly over the Internet, a frame must download before the movie
reaches that frame. If the movie reaches a frame that hasn’t downloaded yet, it pauses until the
data arrives. The low bandwidth of Flash files promotes fast downloads.
You can use the Bandwidth Profiler to test your movie and identify where pauses might occur.
The Bandwidth Profiler graphically shows how much data is sent from each frame in the movie,
according to the selected modem speed.
1 Save your document and choose Control > Test Movie.
2 From the Debug menu, select a modem speed to determine the download rate that Flash
will simulate.
You can also choose Customize to enter a download rate.
3 Choose View > Bandwidth Profiler to see the SWF with a download performance chart.
Chapter 1 50
The shaded bar represents the first and only frame in your main movie. Movies with multiple
frames will have multiple shaded bars. The height of the bar represents the frame’s size in bytes
and kilobytes. Bars that extend above the red line, especially if the bar represents a frame other
than the first frame, indicate there could be delays in movie playback. You can optimize your
movie for faster downloads. For details, see “Optimizing movies” under Help > Using Flash.
4 When you finish viewing the Bandwidth Profiler, choose View > Bandwidth Profiler to
deselect it. Close the SWF window to return to the authoring environment.
Use the Publish command
You can publish your Flash document for Web playback in one step.
• With your document saved, choose File > Publish.
Flash publishes your movie by creating a SWF file, and possibly additional files, based on the
attributes in the Publish Settings dialog box. You’ll find the published files, by default, in the
same folder where you saved your FLA.
View publish settings
Using the Publish Settings dialog box, it’s easy to reconfigure the way your file publishes.
1 To view your publish settings, choose File > Publish Settings.
Flash is configured, by default, to create a supporting HTML file that displays the Flash movie.
When you select a format that requires additional settings, a new tab appears.
2 On the Formats tab, verify that Flash (.swf ) and HTML (.html) are selected. Click the Flash tab.
By default, the movie publishes for the Flash Player. The publishing process also applies movie
and JPEG compression.
Introduction to Flash MX Tutorial 51
3 Click the HTML tab.
By default, the publishing process creates an HTML document that inserts your SWF file in a
browser window. Settings on the HTML tab of the Publish Settings dialog box determine how
the movie appears in the browser.
Change publish settings
By default, Flash gives the SWF file the same name as the FLA file. You can tell Flash to change
the name.
1 On the Formats tab of the Publish Settings dialog box, deselect Use Default Names.
2 In the HTML (.html) text box, select the existing text and type a new name, such as
stilettoElectric.html. Then click Publish. When the Publishing status window closes, click OK
in the Publish Settings dialog box.
View your published movie in a browser
You can view the HTML file and SWF movie, which you just published, in your browser.
1 Open your browser, then open the HTML file that you created.
By default, the HTML file is in the same folder as your FLA file.
When you open the HTML file, the SWF movie plays within your browser.
2 In your browser, you can use a command such as View > Page Source or View > Source to
view the HTML.
OBJECT and EMBED tags ensure that the SWF movie is displayed within the browser.
For additional information about Flash HTML templates, see “About HTML publishing
templates” under Help > Using Flash.
The next steps
By completing all eight sections of the tutorial, you’ve learned much about creating Flash movies,
including how to complete the following tasks:
• Analyze a completed movie
• Define document properties and create a gradient
• Create and mask vector art
• Tween bitmap effects within a movie clip
• Load dynamic text
• Modify buttons and add navigation
• Add streaming and event sounds
• Test and publish a movie
Continue learning more about Flash capabilities by taking the Introduction to ActionScript
Tutorial under Help > Tutorials. Designed for ActionScript novices, the tutorial introduces you to
scripting concepts while allowing you to build a jigsaw puzzle with actions. Additionally, you can
search for articles and Tech Notes about Flash MX in the Macromedia award-winning Support
Center. To access the site, go to www.macromedia.com and click Support.
Introduction to ActionScript Tutorial
ActionScript is the scripting language of Macromedia Flash MX. A scripting language is a way to
communicate with a program; you can use it to tell Flash what to do and to ask Flash what is
happening as a movie runs. This two-way communication lets you create interactive movies. In
this tutorial, you will examine the tasks involved in creating an interactive jigsaw puzzle.
This tutorial is designed for Flash users who are ActionScript beginners but who want to work
toward advanced abilities. You should already be familiar with basic actions and know how to
assign them in the Actions panel. To get the most out of this tutorial, you should first complete
the Introduction to Flash MX Tutorial, under Help > Tutorials. You should also be comfortable
with the concepts presented in “Writing Scripts with ActionScript” and “Creating Interaction
with ActionScript,” under Help > Using Flash.
This tutorial takes approximately one hour to complete, depending upon your experience, and
will teach you how to do the following tasks:
• Initialize the movie
• Save and retrieve information
• Display information in a dynamic text box
• Write an expression
• Control the flow of the movie
• Create commands and reuse code
• Use a built-in object
• Test the movie
Chapter 2 54
View a completed movie
Before you begin work on your own movie, view a completed version of this tutorial to get an
idea of what you’ll create. Additionally, the completed tutorial lets you examine the Timeline,
Movie Explorer, Stage, and Actions panel to understand authoring practices.
1 Within your Flash MX application folder, browse to Tutorials/ActionScript/Finished.
Double-click puzzle.swf to open the completed movie in the stand-alone Flash Player.
2 In the puzzle.swf movie, click the OK button.
The puzzle pieces scramble.
3 Click all the Show/Hide buttons.
Notice how the different patterns and piece numbers are displayed to guide you in completing
the puzzle.
4 Click a puzzle piece and drag it to the solution area.
The piece snaps into place.
5 Shift-click a puzzle piece.
The piece number appears in the circle under the solution area. You can match the piece
number to its location in the piece number guide if you get stuck.
6 Alt-click (Windows) or Option-click (Macintosh) a puzzle piece.
The piece rotates clockwise.
7 When you finish viewing the SWF file, you can either close the window or leave it open to
serve as a reference.
Introduction to ActionScript Tutorial 55
Analyze the puzzle.fla file
It’s helpful to analyze the completed FLA file to determine how the author put it together and
where the ActionScript elements are located.
1 In Flash, choose File > Open. Within your Flash MX application folder, browse to Tutorials/
ActionScript/Finished and open the puzzle.fla file.
You now see the completed tutorial movie in the authoring environment.
2 To see all the contents on the Stage, choose View > Magnification > Show Frame.
The movie contains only one frame, displayed in the main Timeline of the puzzle.fla file. You
will use ActionScript to show and hide the various dialog boxes and pattern guides that appear
in the puzzle.
3 To resize the Timeline and Stage, drag the bar that separates the Stage from the Timeline up
and down. Scroll through the Timeline to see how the layers are organized.
4 To see the dialog boxes and guides on the Stage in the authoring environment, click the red X
in the Eye column to the right of a layer’s name. A red X indicates a hidden layer.
You click in the Lock column to lock a layer, which prevents it from being selected. This is
useful if you are selecting an item on the Stage that is underneath an item in another layer. The
Outline column, indicated by a square above the column, turns on outlines of all the elements
in a layer; this can make it easier to see shape edges and can cause Flash to work faster.
5 Select Frame 1 of the Actions layer.
Frame 1 has a lowercase a, which indicates actions are associated with the frame.
To add an ActionScript element to a movie, you must assign it to either a button, a frame, or a
movie clip. Frame scripts are indicated by a lowercase a on a frame in the Timeline. To locate
button and movie clip scripts, do one of the following:
• Open the Actions panel and select a script from the Jump bar—the pop-up list under the
Actions panel title bar.
Move this bar to resize the Timeline.
Chapter 2 56
• Select buttons and movie clips on the Stage with the Actions panel open.
• Use the filtering buttons or the Find text box to search for the script in the Movie Explorer.
6 To view the actions, choose Window > Actions.
The Actions panel opens. Expand the panel, if necessary, to see the actions attached to the frame.
The Actions panel has two modes, normal and expert. This tutorial explains how to add
actions in normal mode.
View actions in the Movie Explorer
1 To locate all of the actions in the movie, use the Movie Explorer. If it’s not open, select
Window > Movie Explorer.
In the Movie Explorer, deselect all the filtering buttons except the ActionScript button. In
addition to the actions in Frame 1 of the Actions layer, actions are also included in each of the
Show/Hide buttons, the buttons in the various dialogs boxes that appear, and each puzzle piece.
2 Select File > Close to close the puzzle.fla movie when you’re finished. Do not save changes to
the finished file.
Initialize the movie
All movies have an initial state. This shows how a movie looks before it runs and anyone interacts
with it. Sometimes you must set variables and movie clip properties to establish this first state. For
example, in the puzzle.fla file, certain dialog boxes and pattern guides must be hidden in the
initial state.
Each movie clip in a Flash movie has a set of qualities, or properties, that you can manipulate with
ActionScript. Each of those properties is identified by a name preceded by an underscore (_)
character. For example, each movie clip has an _xscale property, a _yscale property, and a
_rotation property, among others.
ActionScript uses variables to store information. For example, the variable myName might hold the
value "Jody Singer".
Open the starting file
Now you’re ready to create your own version of the tutorial movie.
1 Choose File > Open.
2 In the Flash MX application folder, browse to Tutorials/ActionScript/My_Puzzle and open
mypuzzle.fla.
3 If you receive a font substitution message, click Use Default.
You see a partially completed tutorial movie. The movie may look finished because all the
symbols are in place on the Stage. However, you’ll still need to add quite a few scripts to make
the movie interactive.
4 Choose File > Save As and save the file with a new and sequential name, such as mypuzzle2.fla,
in the same folder as mypuzzle.fla.
Making a copy of the file allows you or another user to complete the tutorial again using the
original mypuzzle.fla file. Additionally, if you regularly save your file with a new and sequential
name, you can revert to an earlier file if you make an error that you’re not able to resolve in
your current file.
Set movie clip properties
The puzzle.fla movie has three dialog boxes: one alerts you when the puzzle is completed, and the
other two ask if you want to scramble the puzzle pieces. Additionally, several patterns and guides
overlay the solution area to help users solve the puzzle. Each of these dialog boxes, patterns, and
guides is a movie clip.
To initialize the movie, you must hide several of the movie clips so that only the start dialog box
and the puzzle pieces are showing. You’ll do this by setting their _visible properties to false.
1 Select Frame 1 in the Actions layer. If the Actions panel isn’t open, choose Window > Actions.
The Actions panel shows actions associated with the selected frame. Text after double slashes (//)
is commented text, which offers information helpful in understanding the scripts.
Chapter 2 58
2 Click the pop-up menu in the upper right corner of the Actions panel title bar. Verify that
Normal Mode and View Line Numbers are selected.
3 In the Script pane, click line 4 to select the commented code that reads //ENTER code here.
4 From the Actions > Miscellaneous Actions category in the Actions toolbox on the left,
double-click the evaluate action to add an empty line of code ending with a semicolon.
A semicolon (

in an ActionScript statement is like a period (.) in an ordinary sentence.
5 With the insertion point in the Expression text box of the Actions panel, click the Insert
Target Path button.
The Insert Target Path dialog box appears.
6 Verify that Dots, meaning dots notation, and Absolute, meaning absolute path, are selected.
In the dialog box, you see a list of movie clips from which you can select.
7 Select the edges movie clip from the movie clip tree, then click OK.
The following code appears in the Expression text box:
_root.edges
A target path tells ActionScript the location of a movie clip within the overall structure of a
Flash movie. The _root property refers to the main Timeline and the edges movie clip lives
on the Stage of the main Timeline. Any target path that begins with _root is called an absolute
path because it gives the complete path to a movie clip from the main Timeline.
Use the Reference panel
During authoring, if you’d like additional information about the ActionScript that you enter, you
can select the action in the Actions toolbox or Script pane, then click the Reference button. The
Reference panel, a help system organized similarly to the Actions panel, displays information
about the selected action.
Test your syntax
ActionScript, like written language, depends on correct syntax. If the syntax is incorrect, the
action will not execute correctly. Flash offers a variety of ways for you to test your syntax.
1 Click the Options menu in the upper right corner of the Actions panel title bar and choose
Check Syntax.
If the syntax is correct, a message appears stating that the script contains no errors.
If the syntax is incorrect, a message appears stating the script contains errors; the Output
window opens and displays information about the error.
2 Click OK to close the syntax message.
Introduction to ActionScript Tutorial 61
In normal mode, ActionScript syntax errors appear highlighted in red in the Script pane. If you
move your mouse pointer over the error, a tooltip displays the error message. Syntax error
messages also appear highlighted along the bottom status area of the Actions panel.
Additionally, as you learned in the Introduction to Flash MX Tutorial, you can choose Control >
Test Movie throughout authoring to test if your movie plays as expected.
Save and retrieve information
To create a complex interactive Flash movie, y
Reply