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Macromedia Flash programming. For beginners: where to start learning flash? Flash tutorials

The last article was about animation. We created animation based on motion tweening, shape tweening, and simply composed motion from separate frames. I think it's time to move on to a more complex topic, a look at the tool that forms the basis for most quality Flash movies.

The tool is ActionScript, an event-driven language built into Flash. The latest version of ActionScript (which is present in Flash 5) is significantly different from the ActionScript that was in Flash 4. If in the previous version, it was a limited set of commands, allowing only basic actions, and entered using a not very convenient interface, the new ActionScript is a powerful language, with an increased set of commands, support for classes, inheritance (!), And much more user-friendly interface.

ActionScript makes your pages interactive. You can react to events from the mouse or from the keyboard, you can perform any actions when playing a certain frame.

In order to fully master ActionScript, it is desirable to already have programming experience (preferably in C ++, JavaScript, etc.). However, one of the great things about Flash is that you don't need to be a Flash pro, or fully know ActionScript, to write quality code in it. You can use whatever features of the language you deem necessary for your work.

Since this article is about the basics of the language, we'll cover:

  • The Actions panel is where virtually all communication with ActionScript takes place.
  • Buttons - how to make them work as we need them.
  • Paths - how to access the objects you want?
  • Basic actions with Flash-cartoons (movie clips) - we will control the process of playing the movie as we please.
  • Debugging in ActionScript - Output and Debugger windows.

The purpose of this article is to give you a feel for ActionScript, to show that this language can serve both to create very impressive programs, and to perform elementary actions that will make your page much more attractive.

Terms

Before we get into the actual steps, a few ActionScript terms are:

  • Actions are instructions that tell Flash animation what to do. From them came the name of the language - ActionScript (literally - action script). Let's agree that within the framework of this article, we will use the term "instruction" so as not to be confused with the actual actions that we will perform.
  • Events- these are the actions that occur when the cartoon is played. Events, for example, can occur when the loading of a frame ends, when we reach a certain frame, when the user presses a key on the keyboard or the mouse cursor is over our object.
  • Expressions is any part of an instruction that generates a value. The following examples are expressions: 2 + 2, 2 * 2, a + b, 2 * pi * r, (15 + k) * random (10).
  • Functions is a block of code that can be reused. You can pass values ​​to a function and receive a return result from it. For example, number = get_color (15, 24)... 15 and 24 are arguments (or parameters) to get_color, whose return value is written to the variable number.
  • Classes are the types of objects. For example, the class of the tree is plant. Flash has a number of predefined classes (very similar to JavaScript classes). You can create your own classes, or modify existing ones.
  • Instances are literally instances of certain classes. For example, a plant specimen can be a tree, bush, or flower. An instance is already specific real object... If a class is a definition of an object (instance), then an instance is already a concrete embodiment, it is a class in action. Each instance can be given a name so that it can refer to functions or object variables through it.
  • Handlers are special instructions that handle events. For example onClipEvent- handler of actions associated with a specific symbol (see).
  • Operators are elements of a language that compute values ​​based on one or more arguments. For example, the addition operator (+) returns the sum of the two values ​​to its left and right.
  • Variables are identifiers that can store values. For example, a = 5; or name = "Michael".

We will use these terms throughout our discussion of ActionScript. So…

Actions Panel

The action bar is used to display and enter ActionScript programs (Fig. 1). There are two modes of working with the panel - normal (for "dummies") and expert. In expert mode, the command list is a simple text entry field. In normal mode, we cannot directly edit commands. For this, the parameters panel is used.

You can add an instruction by clicking on the "+" button (see Fig. 1) or by selecting the corresponding instruction in the list of language elements. In addition, there are key sequences for all actions in Flash that can be used much faster. They are listed to the right of each action in the + button menu. For example, to add a function stop (), you need to press Esc + st (sequentially: Esc, then "s", then "t").

You can delete an instruction by selecting it and pressing the "-" button (or just the Delete key).

I recommend that you do not start using expert mode right away if you have no programming experience in Java-like languages ​​(C ++, Java, JavaScript). Have normal mode there is a great advantage that makes it indispensable for beginners - it is much less likely to make mistakes with the syntax of the language. This will help beginners to understand the intricacies of ActionScript more quickly.


Rice. 1 - Action bar

The action bar displays the actions of the object or the currently selected frame.

Buttons

The first thing you want when you start learning Flash interactivity is to do something that would respond to user actions, "animate" your creation, add feedback... The easiest way to do this is with buttons. Therefore, we will start with them.

As you know, in Flash there is a special type of symbol for creating buttons - Button (see). We will assume that you have already learned how to create buttons, now we will learn how to track clicks on these buttons.

Buttons in Macromedia Flash have an extensive list of events to which we can react:

  • press- the mouse button is pressed when the cursor is within the button;
  • release- the mouse button is released when the cursor is within the button;
  • releaseOutside- the mouse button is released when the cursor is outside the boundaries of the button;
  • rollOver- the mouse cursor enters the button;
  • rollOut- the cursor goes beyond the button;
  • dragOver- the cursor enters the boundaries of the button, while the button was pressed, and the mouse button was pressed;
  • dragOut- the cursor goes beyond the button, while the button was pressed, and the mouse button was pressed;
  • keyPress("key") - the "key" was pressed. The list of keys can be viewed in the Flash Help (Key object), or you can use the options panel to enter the desired key.

Unfortunately, Flash only "understands" the left mouse button. The right one is used to bring up the context menu (click right key on some Flash cartoon). There are no ways to catch the middle key or "mouse wheel" in Flash, I don't think they exist yet.

These events are intercepted using the directive on ()... Its syntax is as follows:

On (event) (... // Our actions)

Below you can try to trigger some events yourself:

A very commonly used example is following a link when clicking on a button:

On (release) (getURL ("http://rubs.boom.ru");)

To test this scenario, select your button, press Ctrl + Alt + A and enter program.

This is how you can easily intercept all the events associated with the button. Well, how to use them is entirely a matter of your imagination.

Basic Operations with Movie Clips

A lot of the creativity in Flash is in character manipulation. Almost all basic techniques, all tricks and effects are impracticable without these actions.

With ActionScript scripting, you can perform almost any action on symbols. You just need to remember that these actions can be performed only either in response to a user action, or when a frame occurs on the timeline.

So what do we have? I will only list the main (in my opinion) tools. The rest can be found in the language element list or in the help.

Movie clip functions that can be called:

  • play () - starts or resumes playing the clip;
  • stop () - stops playing a clip;
  • gotoAndPlay () - goes to a certain frame (scene) and continues playback;
  • gotoAndStop () - goes to a certain frame (scene) and stops playback.

Properties (parameters) of clips that can be read / changed:

  • _x, _y - clip coordinates (in pixels);
  • _xscale, _yscale - clip scale (in percent), respectively, horizontally and vertically;
  • _width, _height - clip width and height (in pixels);
  • _rotation - clip rotation angle (in degrees);
  • _alpha - clip transparency (in percent);
  • _visible - visibility.

This is not all you can do with clips. Use other parameters, experiment, create!

Names

In order to refer to clips, we need to understand the concept of an object name (instance name) and a path to an object (target path). Let's agree that the movie clip and the object are the same thing for us.

The object name is the name of a specific instance of a symbol. Let's say we can have a symbol - a typewriter, and instances of this symbol will be called "Typewriter1", "Typewriter2", "Pickup", "Zaporozhets" ...

In order to give a name to an object, select the object, and in the Instance panel (Window-> Panels-> Instance, Ctrl + I) in the Name column, enter the name of the object (Fig. 2). Names can only contain letters, numbers, and the underscore character ("_"), and the name cannot start with a number.


Rice. 2 - Instance panel

Paths

An object path is a hierarchical record of the object's name. I will try to explain what it is.

You know that in Flash you can "nest" objects within each other, thus forming a hierarchy. So, this nesting provides not only convenience in handling objects, it also limits the visibility of object names. Visibility is limited to its own level. An object can directly (by name) refer only to objects included in it, which are one level lower in the hierarchy.

In order to refer to an object of another level, you need to know the path to it. Moreover, the path can be indicated as absolutely (from the very top level hierarchy) and relatively (from the current level).

The path includes objects through which you need to "walk" through the hierarchy tree to get to the object we need, listed through a dot. In addition, there are several pointers (you can call them "virtual objects") that are often very useful:

this - a pointer to "itself" (that is, to the current object). It is sometimes needed, for example, when you need to pass a pointer to an object from which this function is called to a function.

_parent - a pointer to the "parent". Indicates an object that is one level higher in the hierarchy.

_root - "root". This is the beginning of the hierarchy. You cannot do without it when specifying an absolute path.

The path looks like this:

leaf.play ();- at the subobject leaf(sheet) function is called play ();

_parent.tree.leaf.stop ();- it is assumed that there is an object at one level tree, which has an object leaf, from which the function is called stop ();

_root.banner._visible = false;- make a clip banner at level 1 is invisible.



Rice. 3 - Hierarchy of clips

For illustration, let's take a hierarchy of 5 objects (Fig. 3). Objects 1-4 are on the 1st layer, object 5 on the 2nd layer. Object 2 is nested in object 1, and object 3 is nested in object 2. The objects in the figure are visually nested within each other, but this in no way means that this should be the case "in real life." They are grouped here for clarity. Since the name of an object cannot start with a digit, let the objects be called obj1-obj5.

Now let's get to the paths. First, let's see what objects can refer to each other by name. obj1 can refer to obj2, a obj2- To obj3 but at the same time obj1 can't turn to obj3 directly, because that is not contained in obj1 and in obj2.

Let's say the first object needs object 3 to start over from the 1st frame. Here's how it's done:

Obj2.obj3.gotoAndPlay (1);

In order for the 4th object to make the 1st object (note with all subobjects!) Translucent, it needs to write the following in its script:

Parent.obj1._alpha = 50;

Root.obj1._alpha = 50;

Because obj4 we have it at the first level of the hierarchy, then for him _root and _parent- same.

Now, for object 3, we will write a script that will make object 5 invisible when the mouse button is pressed. In the script for object 3, we write:

OnClipEvent (mouseDown) (_root.obj5._visible = false;)

In this snippet, we have used an absolute path. If we were to use relative, it would look like:

Parent._parent._parent.obj5._visible = false;

I hope I cleared up the point with the paths.

The examples above have shown not only how paths look, but also how functions are called and property values ​​are assigned.

V recent times more and more often, letters come through the site with questions about where to start studying flash. I will publish a few, I think it will be interesting for many beginners. The answers are purely my vision and my experience, which does not mean at all that if you do it differently, nothing will work out. Who cares, read below (spelling and grammar of messages saved). And if you are not a beginner, then you will definitely be bored and tedious to read this :)

“Hello)) my name is Nico, I am from Tajikistan and now I have a great desire to become a flash animator, but I just don’t know where to start, I found your site here a lot of useful things, but for me, a beginner, they are still difficult. please advise me where to start learning flash animation)) I will be very grateful . and write how you draw, if I buy bamboo pen wakom and learn to draw on it "

Niko, you have the main thing - desire. If it does not evaporate after a couple of weeks-months, then the result will be. Where to start - with materiel.

1. Buy / download from the network a tutorial on flash. Take one of the latest versions (Flash Cs4-Cs 6), forget about the Macromedia tutorials, FlashMX, this is already the last century in the literal sense. Although much has not changed since then in the flash.

If you plan to study Action script (and for a flasher to know at least the basics of as, I think it is simply necessary) - stop at c As3. As2 is slowly becoming a thing of the past, we will keep pace with the times.

Since I have been studying flash for a long time, I cannot recommend any particular editions, because I am not familiar with them.

You will probably be very surprised, but all books on learning flash contain the same information :) This is especially true for books for beginners.

I really liked the books How to Cheat in Adobe flash in English from flash animator Chris Georgenes (he writes Flash animation tutorials for Adobe).

This is a series of books, they are reissued for each new version flush. If you know English. language is an excellent book, pleasing to the eye with wonderful graphics.

Download How to Cheat in Adobe Flash in Cs5 together with the disc you can.

My study of flash began with a tutorial. In the study of Flash, it was not the textbook itself that helped me personally, but the video course that was attached to the textbook. Therefore, we pass to point number 2.

2. Video tutorials.

I think that video tutorials are the most effective, since I myself studied flash in a video course.

3. Also, in the study of flash animation you cannot do without such a program as Swf Decompiller. This is a breaker for svf files, that is, ready-made animations. Here is a speech about her. It allows you to view (not tyrit :) the work of the pros, it helps a lot in the study of flash. You take a finished piece of work and look at the timeline to see how it was done and try to repeat it. The animation is not always displayed correctly - masks, tweens, but the principle can be understood and taken into account.

4. It is very effective to teach Flash using specific examples. Set yourself the goal of making an animation according to a scenario you have invented - for example, an animation of a car driving along a certain trajectory. When there is an end goal, it is easier to teach.

5. If in the course of the study questions arise, they can be left here on or in the community in subject... Or in any other forums where flashers live.

The largest flash forum I know of is flasher.ru... So, dear newbies - use the benefits of the Internet and this resource in particular :)

6.And more important point... In order to make good animation, it would be a good idea to turn to textbooks on classic animation (especially if you want to learn how to animate characters, not just text blocks for banners).

Having mastered flash as a tool, you will become not exactly an animator, but rather a “stirrer” who can move objects.

There are a lot of books on classic animation - stop at "Timing in animation", you can take.

About where to get Adobe Flash. If you want to find or take something - then better than google there is nothing. He knows everything :)

Can you learn to work in flash on your own? This is quite real, almost all good flash animators I know have studied flash themselves, without courses and exams. Patience, hard work - and everything is in your hands. Even so, I don’t know the flashers who attended the courses, everyone taught on their own.

“Thanks for the blog, I found a lot of useful things for myself.

I am a pure vector, and it was not difficult for me to draw in Flash. The problem started when it came to animation.

Could you make a lesson for the most brainless crooked noobs)) So that even I would understand)) "

( tara )

There will be a tutorial on animation for beginners. I have no idea how to fit everything into one lesson, I think it will be a series of lessons. I was sure that the internet is full of lessons for beginners, but for some reason they are often asked. So stay tuned for updates on the website and in

New support for HTML markup technology
Use the new extension in conjunction with the core animation and drawing functions of Flash Professional to create interactive content in HTML, without knowledge of the markup language. Export javascript elements to work with the open source CreateJS. *

Using Stage 3D
Ultra-fast rendering thanks to direct use of the Starling Framework open source for 2D content with hardware acceleration.
Improved drawing tools
Design graphics efficiently and accurately with Smart Shape and powerful design tools.

Industry-leading animation tools
Create and edit animation transitions with the timeline editing tools and motion editor, and use inverse kinematics to create natural motion for character animation.

Improved text handling in Adobe Flash Professional CS6
Working with texts in Adobe Flash CS6 just got easier. The agony of editing text in Flash is over. Take advantage of global bi-directional language support and a set of typographic quality APIs using the new TextLayout Framework. Take advantage of the ability to accurately preserve text layout when importing from other Adobe products.

Integration with Creative Suite programs
Perform pass-through editing bitmaps v Adobe photoshop CS6 using tight integration with Adobe Flash® Builder® 4.6.

Object oriented animation in Adobe Flash CS6
Take full control over individual animation attributes and all add-ons by applying animation transitions directly to objects like never before. Easily change the trajectory of movement using the program controls.

Converting 3D objects
Animate planar objects in 3D space with superior 3D movement and rotation tools that animate them along the X, Y, and Z axes. Apply local or global transformations to objects.

Decorate tool brushes
The Decorate tool with a comprehensive set of brushes helps you add expressive animation effects. Create complex objects such as moving clouds or rain, and draw stylized lines or patterns using multiple objects.

Ease of video embedding
You can now insert a video file into your interactive content with one click of the mouse. New tools will help you work with video files even easier and faster

Unified Creative Suite interface
That's it required programs available from adobe interface Flash Professional CS6

Adobe Flash Professional - large multifunctional program difficult to learn and use.

Adobe, by its unchanging habit, cares little about simplifying its programs. If other programmers for the sake of simplicity discard all intermediate options, then in Adobe nothing is lost. All intermediate options for working on the program will be included in the final version in the form of some kind of button, panel or line in the menu. As a result, the weight of the programs (in MB) grows and the program becomes overcomplicated. In addition, many instruments fully or partially duplicate each other.

Adobe Flash Professional was no exception to this rule. The program has three different drawing modes, three different animation creation modes and many other confusing features that can scare potential users away from the program.

Note: The authors of Adobe Flash Professional have somewhat simplified the latest versions of the program - functions such as creating classic motion tweens , no Motion Editor, only one programming language, ActionScript 3.0, etc.

Program settings


Adobe Flash Professional is configured by default, but you can change these settings if necessary.

From the Edit menu, choose Preferences (Windows) or Flash> Preferences (Mac OS).
Of the many settings, YOU can turn off the Welcome Screen - No Document.
V latest versions program, you can select the color of the program window (tab "General" - User interface - Dark, light).
You can change the number of possible undo operations ("Undo" - Undo) - the default is 100.
Flash supports up to 9999 undo, but you don't need to select the maximum because this will slow down the program.

Highlight colors - You can change the default colors used for the displayed bounding boxes around the drawing of objects, groups or symbols.

And other.

Create a new document

You can create and open documents using the Welcome Screen or the File menu.
The Welcome screen is a launching pad for creating and opening files, including built-in standard Flash animation templates, banners, animations for mobile phones.

In the Create New column of the Welcome window, select ActionScript 3.0.

Or: From the File menu, choose New.
The "New Document" window will open.

On the General tab, select the type of created Flash file(ActionScript 2.0 or 3.0).
The default language is ActionScript 2.0, but you can also choose ActionScript 3.0. Using ActionScript 3.0 allows you to use all the functions of the latest versions of the program (CS5 and CS6). For example, if you want to apply 3D rotation to objects when creating animations, you must select ActionScript 3.0 (ActionScript 2.0 does not support this feature).
ActionScript 3.0 also requires visitors to have the latest Flash Player.

Notes:
In the latest versions of the program
1. The use of ActionScript 2.0 is not provided.
2. It is possible to create animation in HTML5 format.

In the tab Create from template You can select a template to open it for editing.

You can always change the properties of your project - on the Modify menu, choose Document, or use the keyboard shortcut Ctrl + J (Windows) or Command + J (Mac OS).

In the Dimensions section set the width and height of your movie in pixels.
In the Ruler units section, the ruler units are set - centimeters. mm, pixels, etc. Usually the rulers are measured in pixels.
In the Background Color section, the background color of the animation is selected.
In the Frame rate section, the speed is set - frames per second. Usually the default speed is 24 frames per second.
Auto-Save option - setting the frequency of autosaving your work.
The Printer option forces your new document match the paper size of your printer.

Saving the document

Your new document must be saved before starting any work or adding any content.

By default, documents are saved in Flash CS6 format - .fla
1 From the File menu, choose Save.
2 Select a folder to save the project. give the project your name.
Always include the .fla extension at the end of the project name.

Note: You can save the project in Flash CS5 format (this option is not available in the latest versions of the program).
Documents created in Flash CS6 will not open in Flash CS5 or earlier.
Documents created in Flash CS5 and earlier will open in Flash CS6.

Opening a document

Select the File menu> Open
File> Open Recent - to open the last 10 files.
You can also use the Welcome screen to open documents.

When installed on your adobe computer Flash Professional will be installed simultaneously and file manager Adobe Bridge, which can be used when working with files.
From the File menu, choose View in Bridge, or Go to the program Bridge (Browse in Bridge).
Select the .fla file in Adobe Bridge. When you double-click on a file, it opens in Adobe Flash.

Interface customization
Customize the workspace as needed -

Animation creation

Templates
Adobe Flash includes many common templates.
The templates are predefined sizes and a version of ActionScript.
Choose File> New and click on the Templates tab.
Consider the included flash templates.

Painting
Adobe Flash Professional has a built-in graphic editor for vector images that are used to create animations.

There are several drawing modes in Adobe Flash, which work differently - see Drawing modes

Check out the set of drawing tools available in Adobe Flash - see Toolbar .
It is not difficult to create such simple objects as rectangle (square), ellipse (circle), line.
To create more complex objects, you will have to familiarize yourself with all the functionality of the program in the drawing area - see Drawing.

To create time-lapse hand-drawn animation, you will have to use a graphics tablet for drawing, because without this, it is extremely difficult to create high-quality animation.
About graphics tablets

Creating a simple animation

There are two main ways to create animation in Adobe Flash - frame-by-frame animation and tween animation. In turn, animation tweens has several varieties -.

With any method of creating animation, you need to study the work
Timeline (Timeline). If you understand the work of the Timeline, consider that half of the study of the program is done.
You especially need to pay attention to working with layers and on work with personnel .

Having mastered all of the above, you can already create Flash elements (for example, banners, slides, etc.) to be inserted into your html pages.

You can create all the elements for your animation in Adobe Flash Professional. Or you can import elements created in Adobe Illustrator, Adobe Photoshop, Adobe After Effects, etc. programs.


The other half of your success with Adobe Flash Professional is learning ActionScript 3.0. In this case, you will be able to use all the functionality of the program, including creating interactive Flash-sites.
An inferior alternative is to use the code snippets that come with the program (Window menu (Windows) - Code Snippets).

This overview does not contain ActionScript tutorials, but there is such material on the Internet.


Flash animation control

If you want to create something more complex than simple animated banners or slides, you will need:
a. Learn to create buttons
b. Learn to use ActionScript code.

Buttons (graphic or text) are needed so that the visitor of your site can control the animation - see Buttons.

Animation in Adobe Flash is created using ActionScript code. More early versions programs used ActionScript 2.0; recent versions use ActionScript 3.0. These versions have significant differences and are partially compatible.

You do not have to write code manually when creating flash-animation. in Adobe Flash, most of the work is done visually. However, in some cases, you need to insert ActionScript code. In this case, you can use the code snippets that come with the program, or write the code yourself.

ActionScript is used to give navigation buttons the right action — to navigate to a specific animation frame or page on a site, to control and synchronize sound and video, and much more.

For brief acquaintance with ActionScript, see ActionScript.

Flash site creation

Preview

Local viewing

You can quickly preview your animation by moving the red playhead back and forth on the Frame Bar (see picture). Timeline).

To see how the animation will look on the web (i.e. with all the animations nested), choose the Control> Test video(Test Movie)> in Flash Professional (in Flash Professional).
In this case, the created animation is viewed in the built-in Flash Player.

To test Flash for mobile phones use the Control> Test video(Test Movie)> in Device Central.

Publication

When you publish, the editor generates HTML files, a SWF file, and other files that Flash needs to function properly.
For publishing settings, on the File menu, choose Publishing options(Publish Settings).
To publish from the File menu, choose Publish.

Flash CS3 Tutorial

Decorated as electronic self-help textbook in the format CHM(compressed hypertext). The tutorial contains 16 lessons that cover all the main features of the environment Adobe Flash CS3 ... In addition, the text of the tutorial contains practical tasks with step by step instructions and a detailed explanation of all actions.

The Appendix provides background information on the basics of the language ActionScript 2.0.

The proposed approach can be formulated as "From problem to theory"... All tools and techniques for working in the environment Flash are considered in the textbook not in isolation, but in the context of practical tasks that arise when creating animated videos.

The first part of the textbook (topics 1-6) is quite accessible for study by schoolchildren. 5-8 grades... For the normal development of the rest of the material, familiarity with trigonometric functions and the basics of vector mathematics is desirable.

To study the second part of the textbook, students should have some basic knowledge of the basics of programming(variables, loops, conditional statements, functions). Since the language ActionScript very similar to Si and JavaScript, proficiency in these languages ​​will greatly facilitate life and allow you to focus specifically on Flash.

Although in Adobe Flash CS3 programming language introduced ActionScript 3.0, in the author's opinion, it is inappropriate to use it in a textbook intended for schoolchildren. The new version of the language requires a more abstract approach and is of interest mainly to the professional public.

In preparing the materials, a trial was used English version programs Adobe Flash CS3, which can be downloaded for free from (you must first register on the site, this is also free).

Good Flash Books

  1. Official training course... Adobe CS3 Professional. - M: Triumph, 2008.
  2. Muck K.... ... - SPb: Peter, 2009.
  3. Vander Veer E.A., Grover K.... Flash CS3. Missing leadership. - SPb: BHV-Petersburg, 2008.
  4. Paknell S., Hogg B., Swann K.... Macromedia Flash 8 for professionals. - SPb: Williams, 2006.
  5. Bhangal S.... Flash. Tricks. 100 tips and tricks from a professional. - SPb: Peter, 2005.

License agreement

  1. 1) publication of materials in any form, including posting materials on other websites;
  2. 2) distribution of incomplete or modified materials;
  3. 3) inclusion of materials in collections on any media;
  4. 4) obtaining commercial benefits from the sale or other use of materials.

By downloading the materials, you signify that you have accepted the terms of this license agreement.

Elective courses

Based on the textbook, two elective courses have been developed, which actually represent two parts of one course. Their total duration is 54 hours.

Courses can be used for specialized training of students in classes of physics and mathematics, information technology and other profiles.

Application of the programming language ActionScript while creating Flash-rollers allows you to take full advantage of the capabilities of the environment Adobe Flash CS3, get absolute control over the playback of the movie and solve problems that are extremely difficult or impossible to solve without the program code. V training course based on the second part of the tutorial, it is simple and accessible, using a set practical examples, outlines the basics of programming in ActionScript 2.0.

Illustration

As an illustration of the possibilities Flash traditionally, a cube is often used, which can be rotated both with the mouse and with the arrow keys (by first clicking on it). Clicking on the small cube returns the large cube to its original position. The self-help tutorial has all the information you need to create such a cube.



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