Flash 8: Projects for Learning Animation and Interactivity (OReilly Digital Studio)
4.3. Components and Behaviors
Before you're comfortable with ActionScript, another way to jump-start the interactivity in your projects is by using components and behaviors. A component is a pre-created "widget" that typically contains both assets and much of the coding necessary to make it work. You need only add a small number of custom parameters to most components to make them do your bidding. In limited cases, even this customization can be automated with behaviors, or pre-written scripts that are usually configured using simple UI dialogs. You will use both components and behaviors in several later chapters, so this introduction will be brief. You will use the simplest of each in this project, and delve deeper when working with audio, video, and similar tasks later. 4.3.1. The Button Component
Occasionally, you won't want to spend time creating standardized assets if you can use substitutes that have been created for you. The Flash UI components are a good place to start for interface development, because you can use a similarly designed family of interface elements for a professional look. In this project, try replicating the previous web-launch example using the Push Button component:
Figure 4-7. Changing the button label in the Component Inspector panel 4.3.2. The Go to Web Page Behavior
You should now have a button that says "Book Web Site" but doesn't yet function. Use a behavior to add the necessary ActionScript to this component:
Behaviors are fine for distilling a complex series of events into a pre-configured script that is designed for a specific task. However, you will find with increasing experience that writing your own code is usually easier and more flexible. For one thing, the number of available behaviors is fairly limited. Second, behaviors add their scripts directly to the elements being manipulated, making it harder to consolidate code into fewer frame scripts (a coding best practice). Finally, as you become more comfortable with ActionScript, you may find that you can type simple actions faster than you can open and configure dialogs. However, because you can add multiple behaviors to assets, and you can edit the scripts added by behaviors, they can sometimes be convenient to start with. For example, compare the script added by the behavior to the script you wrote earlier: on (click) { // Goto Webpage Behavior getURL("http://www.flash8outofthebox.com","_parent"); //End Behavior } The getURL line is identical, so you've essentially accomplished the same goal in a different way. You may notice that, just as buttons and movie clips have unique event handlers, so do components. You may also notice that two new lines appear, both preceded by two slashes (//). These are comments that will not be executed. Adding comments to your scripts will help you, and others, understand how you expect the script to work. See the "Comments" sidebar for more information. Warning: Look at the file size of the file you just created. The components that ship with Flash are designed to share common elements, which makes using several different kinds of components more economical on file size. The shared assets already in place require fewer additions.However, compared to creating your own custom buttons, this also means that file size will be significantly increased when using only one or two components. In many cases, you may be better off creating your own assets, or investing in third-party replacements that are designed to have a smaller impact on your file size. See Appendix A for possible resources to find such replacements. |