Jumping into Display Programming
For those of you who have worked with ActionScript in the past, chances are you've used it to dynamically manipulate elements on the stage. The term display programming refers to ActionScript 3.0's ability to work with different elements that appear on the stage. To effectively do so, you need to know something about ActionScript 3.0's display structure.
The first thing to know is that the Stage
is the base container of the display
structure. As you add further containers to the stage, they are added to a
display list. Each container can hold different
display objects that appear on the screen. To get
started, you'll see how to create an object container (DisplayObjectContainer
object) that's placed on
the stage, and then you'll place a Shape
object into a container.
If you've had previous experience with Flash, you know that you can
place objects such as text fields, drawings, and even other movie clips
into a MovieClip
object. However,
ActionScript 3.0 has a new Sprite
class
that can hold other objects in a similar way as the MovieClip
class. Unlike the MovieClip
class, though, the Sprite
class has no timeline. (In fact, the
MovieClip
is actually a subclass of the
Sprite
class.) Without a timeline, the
Sprite
class requires less memory and
can be used as an ideal container for different objects while retaining
many of the advantages of a MovieClip
object.
Take a look at Figure 3. It shows the script that created the square that appears on the stage ...
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