Passing Information to Functions
In the last section, we created a function that
executed a simple trace( )
statement—not
exactly the most compelling specimen of the function species.
Here’s a more interesting function that moves a movie clip
instance named ball
a short distance:
function moveBall ( ) { ball._x += 10; ball._ y += 10; }
With the function moveBall( )
defined, we can
move ball
diagonally anytime by calling the
moveBall( )
function:
moveBall( );
The ball moves diagonally down and to the right. (Note that the
origin (0, 0) is in the upper left of the main Stage. Increasing
values of _x
move the ball to the right, but
unlike the Cartesian coordinates, increasing values of _ y
move the ball down, not up.)
Our moveBall( )
function is convenient, but it
lacks flexibility. It works only on one movie clip
(ball
), it moves ball
in only
one direction, and it always moves ball
the same
distance.
A well-designed function should define a single code segment that
works in many circumstances. We can generalize our
moveBall( )
function so that it can move
any clip any distance in
any direction. The first step in generalizing
any function is determining what factors control its behavior. In our
moveBall( )
function, the factors are the name
of the movie clip to move, the distance to move it horizontally, and
the distance to move it vertically. Such factors are known as the
parameters of the function—they’re the information that we’d like to be able to adjust when the function is called. ...
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