What we'll cover in this chapter:
Understanding how items on the stage correspond to objects in scripts
Structuring scripts to take advantage of nested movie-clip timelines
Using the properties of graphical objects to build advanced interactivity
Understanding how bitmap caching can improve the performance and frame rate of Flash movies
OK, let's not waste any time here. There's one main idea to wrap your brain around in this chapter: the movie clips, buttons, and text fields you've been using since way back when are all objects.
Not only does this fact make it a lot easier to explain a whole variety of ActionScript syntax, but it also opens up a lot of possibilities for what you can do to the things you see on the stage ...