Feb 22, 2012
Posted on Feb 22, 2012 in Hints and Tips | 10 comments
First impressions are very important on a Flash game portal; if your game doesn’t grab the player in the first few seconds, they’ve got plenty of other games to choose from. As the menu is the first point of interface, anything you can do to make it less dull will help. In this tutorial we will create a menu that incorporates swapping depth, smooth roll over effects, and two different transition designs.
Final Result Preview
These are the two designs we will be working towards:
The first design will have the next screens transitioning in from different directions, depending on which option is clicked.
The second design transitions all screens in from the bottom: a more flexible choice if you have more than four options.
Introduction: What Makes It “Active”?
There are two main things that make this menu “active”. The first is the roll over effects on the buttons: regardless of how much they have scaled when you roll out ,they scale down from that particular size (unlike a tween created on the timeline). The second is that the code of the second style is designed to be flexible and easy to extend for your own needs.
Step 1: Setting Up
The first thing we are going to need to create is a new Flash File (ActionScript 3.0). Set its width to 600px, its height to 300px, and the frames per second to 30. The background color can be left as white.
Now save the file; you can name it whatever you please, but I named mine menuBounce.fla.
In the next section we will create the eight MovieClips used in the menu. For reference, here is a list of all the colors used throughout the tutorial:
- White – #FFFFFF (
0xffffff)
- Gold – #E8A317 (
0xe8a317)
- Light Gold – #FBB917 (
0xfbb917)
- Blue – #1569C7 (
0x1569c7)
- Light Blue – #1389FF (
0x1389ff)
- Green – #347235 (
0x347235)
- Light Green – #3E8F1B (
0x3e8f1b)
- Red – #990000 (
0x990000)
- Light Red – #C10202 (
0xc10202)
- Matte Grey – #222222 (
0x222222)
Step 2: Creating the MovieClips
To begin with we’ll create the “backs” (the movie clips that will stand in for actual screens), but before we begin let’s turn on some very useful Flash features.
Right-click the stage and select Grid > Show Grid. By default it will create a 10px by 10px grid across the stage. Next, right-click the stage again and this time select Snapping > Snap to Grid.
Now we can start drawing! Select the Rectangle Tool and draw a 600x300px light gold rectangle. Then select this fill, right-click and choose Convert to Symbol. Name the MovieClip goldBack, set the type to MovieClip and the registration to top-left.
Next right-click the MovieClip and select Duplicate three times to make three more copies of it. Now recolor them with light blue, light green and light red. Then name them blueBack, greenBack and redBack, respectively.
To finish off the backs we should add some sort of text inside each MovieClip: on goldBack write “PLAY”, on blueBack write “INSTRUCTIONS”, on greenBack write “OPTIONS”, and on redBack write “CREDITS”. Once you have written the text I would recommend breaking it apart until it becomes a fill (this removes the need to embed fonts and makes the transition look smoother). Your backs should look similar to the one below:
Now let’s start on the clickable squares! Select the Rectangle Tool and draw a 100x100px light gold square. Select the fill, right-click and Convert to Symbol. Name the MovieClip goldSquare, set the type to MovieClip and the registration to top-left. Now is the time to write text on the square, except this time instead of breaking the text apart leave it for now. Insert a keyframe and change the fill color to gold. Now break apart the text on both frames until they become fills.
Now right-click the MovieClip and choose Duplicate Symbol three times. Then repeat the same process from before for the other three colors, naming the MovieClips blueSquare, greenSquare and redSquare, respectively. Your squares should look similar to the one below:
Step 3: Positioning the MovieClips
Begin by deleting everything off the stage. Then go to Insert > New Symbol. Name it menuBounceMC, set the type to MovieClip, the registration to the top-left and export it as MenuBounceMC.
Now drag all the backs from the library into it and position them in the following way:
- goldBack: (-600,0)
- blueBack: (0,-300)
- greenBack: (0,300)
- redBack: (600, 0)
If you are going to use the one direction design then position all four of the backs at one of those positions. I used (0, 300).
Now drag all of the squares from the library into the MovieClip and positon them in the following way:
- goldSquare: (120,150)
- blueSquare: (240,150)
- greenSquare: (360,150)
- redSquare: (480, 250)
The last thing we have to do before we begin coding is assign the instance names. Set the instance names for the squares as square0, square1, square2, square3, starting from the left. Next set the instance names for the backs according to the corresponding with the square of the same color. So goldBack would get the instance name back0 because the goldSquare has the instance name square0.
Step 4: Setting Up the Classes
Now that we are finished creating and positioning the MovieClips we can begin to set up the two classes that we will use.
First go to your Flash file’s Properties and set its class to MenuBounce; then, create a new ActionScript 3.0 file and save it as MenuBounce.as.
Now copy the following code into it; I will explain it after:
package{
import flash.display.MovieClip;
import flash.events.Event;
public class MenuBounce extends MovieClip{
public var menuBounceMC:MenuBounceMC = new MenuBounceMC();
public function MenuBounce(){
addChild(menuBounceMC);
}
}
}
This is a basic document class to which we’ve added a little extra code that creates an instance of MenuBounceMC and adds it to the stage.
Now create a new ActionScript 3.0 file and save it as MenuBounceMC.as. Now copy the following code into it so we can set it up.
package{
import flash.display.MovieClip;
import flash.display.Sprite;
import flash.events.Event;
import flash.events.MouseEvent;
public class MenuBounceMC extends MovieClip{
public var activeSquare:MovieClip;
public var activeBack:MovieClip;
public var squaresArray:Array = new Array();
public var backsArray:Array = new Array();
public var speed:Number = 20;
public function MenuBounceMC(){
}
}
}
Each variable has a specific purpose:
activeSquare: Which square is being rolled over
activeBack: Which back has been selected to move
squaresArray: An array containing all of the square MovieClips
backsArray: An array containing all of the back MovieClips
speed: How many pixels the backs are moved by every frame
All of those variables have been set, with the exception of topSquare (which is set in other functions) and the arrays. So we must push all of the MovieClips onto the array. Add the following lines inside the constructor:
squaresArray = [square0, square1, square2, square3];
backsArray = [back0, back1, back2, back3];
However this method can be a little bit tedious if you are going to use a high number of MovieClips in the menu – say 50. An alternative would be to create the MovieClips completely through code and push them when you add them to the menu. But for our purpose of using only eight MovieClips it works fine.
The last set of things we need to add to complete the setup is our event listeners, which will trigger all of the transitions and roll over effects. Add these lines below the push() lines.
addEventListener(MouseEvent.MOUSE_OVER, bounceOver);
addEventListener(MouseEvent.MOUSE_OUT, bounceOut);
addEventListener(MouseEvent.CLICK, bounceClick);
addEventListener(Event.ENTER_FRAME, bounceUpdate);
Step 5: Creating the MouseEvent Handlers
Let’s start off by creating the three easier functions:
public function bounceOver(event:MouseEvent):void {
}
public function bounceOut(event:MouseEvent):void {
}
public function bounceClick(event:MouseEvent):void {
}
Inside the bounceOver() function start by adding an if-statement to make sure that no back is currently “active” – that is, transitioning in, transitioning out, or sitting on top:
if(activeBack == null){
}
The remainder of all the code in the bounceOver() function will be written inside that if-statement. Now we figure out whether the object rolled over (the event.target) is a square, by checking whether it’s in the squaresArray[]:
if(squaresArray.indexOf(event.target) != -1){
}
Assuming it is, we do real meat of the function:
activeSquare = event.target as MovieClip;
activeSquare.gotoAndStop(2);
setChildIndex(activeSquare, numChildren - 1);
First we set the variable activeSquare to point to the square in question. After that, we pause this square’s animation on the second frame, which displays its “rollover” image. Lastly we move the sprite to be on top of everything else, using setChildIndex().
We now move into the bounceOut() function. This time, we start by checking whether the object from which the mouse is being rolled out is the currently active square:
if(event.target == activeSquare){
}
Inside the if-block add the following code; it pauses the square’s animation on the first frame again, and then sets activeSquare back to null so that we can roll over another:
activeSquare.gotoAndStop(1);
activeSquare = null;
Then go to the bounceClick() function. This function will be used to initiate all the transitions. Start off by checking whether there’s already an active back:
if(activeBack == null){
}
This prevents the user from clicking another square during a transition. If there is an active back, then a click should undo this, so that we can click another square:
if(activeBack == null){
}else{
activeBack = null;
}
Assuming there’s no currently active back, once again add an if-block to check whether the object clicked was a square:
if(activeBack == null){
if(squaresArray.indexOf(event.target) != -1){
}
}else{
activeBack = null;
}
If the user did click a square, we must set the corresponding back as the “active” back. Since the index of each item in backsArray[] matches the index of each item in squaresArray, this is simple:
if(activeBack == null){
if(squaresArray.indexOf(event.target) != -1){
activeBack = backsArray[squaresArray.indexOf(event.target)] as MovieClip;
}
}else{
activeBack = null;
}
Now we just need to move the currently active back so that it is on top of everything else:
if(activeBack == null){
if(squaresArray.indexOf(event.target) != -1){
activeBack = backsArray[squaresArray.indexOf(event.target)] as MovieClip;
setChildIndex(activeBack, numChildren - 1);
}
}else{
activeBack = null;
}
Step 6: Creating the Final Event Handler
This is the last function we are going to create. Let’s begin by adding the scaling effect for when a square is rolled over or out:
public function bounceUpdate(event:Event):void {
for each (var square in squaresArray) {
if(square == activeSquare){
if(square.scaleX <= 1.5){
square.scaleX +=0.05;
square.scaleY +=0.05;
}
}else{
if(square.scaleX >= 1){
square.scaleX -=0.05;
square.scaleY -=0.05;
}
}
}
}
Here, we’ve created a for-each loop to cycle through every square in the array and check whether it’s the currently active square. If it is, we scale it up until it is greater or equal to 1.5 times its regular size ; if it’s not, we scale it down until it’s back at its regular size. (Technically, this code could allow it to be very slightly smaller than its regular size, but this is unnoticeable in practice.)
Now this is where some of you will go your seperate ways; if you are creating Design 1 go to Step 7a, and if you are creating Design 2 go to Step 7b.
Step 7a: Finishing Design 1
Congratulations you have chosen design 1! This design is simple and easy to follow – assuming you have exactly four squares and backs. Any more, and it becomes a mess to maintain.
We’re going to use a long series of nested if-else statements – very messy, I know. But let me tell you the reasoning behind this! Each back has a different starting position and transition direction. In a nutshell, you can’t use a single for-loop to move all the MovieClips unless you have one if statement to check which back is moving, another to set the axis of movement (x or y), and a third to set the speed (positive or negative). Okay, we could store all this information in properties of the squares or something like that, but I think this is one approach where “Keep It Simple, Stupid” applies.
if(activeBack == back0){
if(back0.x < 0){
back0.x += speed;
}
}else{
if(back0.x > -600){
back0.x -= speed;
}
}
if(activeBack == back1){
if(back1.y < 0){
back1.y += speed;
}
}else{
if(back1.y > -300){
back1.y -= speed;
}
}
if(activeBack == back2){
if(back2.y > 0){
back2.y -= speed;
}
}else{
if(back2.y < 300){
back2.y += speed;
}
}
if(activeBack == back3){
if(back3.x > 0){
back3.x -= speed;
}
}else{
if(back3.x < 600){
back3.x += speed;
}
}
The code’s easy to understand; it looks at each back and moves it onto the stage or off the stage, in the correct direction, depending on whether or not it’s active.
Step 7b: Finishing Design 2
Congratulations you have chosen Design 2! This design is far more flexibile and makes things a lot easier in terms of adding more backs and using less code. For this design we will use another for-each loop to examine each back in the backsArray:
for each (var back in backsArray){
if(back == activeBack){
if(back.y > 0){
back.y -= speed;
}
}else{
if(back.y < 300){
back.y += speed;
}
}
}
Now this should be pretty easy to understand. It cycles through the backs and checks each to see whether it’s active. If it is, the code moves it upwards onto the stage, and stops moving it once it is completely on (i.e. once it’s at y=0 or higher). If the back isn’t active, the code moves it back down until it reaches its starting position.
Conclusion
Here’s a challenge: given 16 squares (and 16 backs), can you make it so that Squares 1, 5, 9, and 13 make the corresponding backs transition in from the left, Squares 2, 6, 10, and 14 make them transition in from the top, and so on? You’ll need to combine the two approaches, as well as check the position of the active square/back in its array.
Thanks for taking the time to read through this tutorial. I hope you enjoyed the finished product and learned something about making active, flexible menus!



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Jan 12, 2012
Posted on Jan 12, 2012 in Hints and Tips | 10 comments
Stop using static menus! Most players immediately base their initial impression of a Flash game on the menu that they see when they load it. Stand out from the crowd with an active menu!
This tutorial was first posted in December 2011, but has since been updated with extra steps that explain how to make the code more flexible!
Final Result Preview
Introduction: Static vs Active
The word “static” essentially means lacking in change. The majority of menus we see throughout web games are lacking in change, you simply press Play and the game starts. Menus like that are overused and show little creativity or innovation.
To make a menu “active” we must continuously cause change. So in this tutorial that is exactly what we are going to accomplish: a menu that continuously changes.
Step 1: Setting Up
The first thing we are going to need to create is a new Flash File (ActionScript 3.0). Set its width to 650px, its height to 350px, and the frames per second to 30. The background color can be left as white.
Now save the file; you can name it whatever you please, but I named mine menuSlides.fla.
In the next section we will create the nine MovieClips used in the menu. For reference, here is a list of all the colors used throughout the tutorial:
- White – #FFFFFF
- Gold – #E8A317
- Light Gold – #FBB917
- Blue – #1569C7
- Light Blue – #1389FF
- Green – #347235
- Light Green – #3E8F1B
- Red – #990000
- Light Red – #C10202
- Matte Grey – #222222
Step 2: Creating the Slide MovieClips
To start with we will create the slides used in the transitions, but before we begin let’s turn on some very useful Flash features.
Right-Click the stage and select Grid > Show Grid. By default it will create a 10px by 10px grid across the stage. Next, right-click the stage again and this time select Snapping > Snap to Grid.
Now we can begin drawing! Select the Rectangle Tool and draw a Light Gold rectangle, 650px wide and 350px tall (you can Alt-click on the stage to make this easier). Now change the color to Gold and draw groups of three squares, each 20x20px, to form the shape of an L in each corner,:
Select the whole stage, right-click and choose Convert to Symbol. Name the MovieClip goldSlide and make sure that the type is MovieClip and the registration is top-left.
To save time and make things a whole lot easier, right-click the goldSlide MovieClip in the Library and select Duplicate Symbol three times to make three more copies. Change the colors in the new MovieClips to blue, green and red, then rename the MovieClips to blueSlide, greenSlide and redSlide.
Before we continue we should add some text to each slide. On goldSlide write PLAY, on blueSlide write INSTRUCTIONS, on greenSlide write OPTIONS and on redSlide write CREDITS.
Now that we have the text in place we can break it apart by right-clicking on it and selecting Break Apart twice; this will break the text down to a fill which will transition more smoothly. Plus as a bonus there will be no need to embed a font if you are just using it for the menu!
The Buttons
Now that we have drawn the 4 slides we can focus on the sideButton MovieClip that is used to move the slides either left or right.
First, draw a rectangle 30x60px with only a stroke (no fill), then draw diagonal lines 45 degrees from the top-right and bottom-right corners until they snap together in the middle of the opposite side. Now apply a Matte Grey fill to the triangle:
Next, delete the lines, then right-click the triangle and select Convert to Symbol. Name it sideButton, set the type to Button and make sure the registration is in the top-left corner.
Now insert 3 keyframes in the timeline by right-clicking the timeline and selecting Insert Keyframe. On the Up frame, select the fill of the triangle, go to the Windows tab and select Color. Change the Alpha to 50%. On the Over Frame repeat the same process, but this time set the alpha to 75%.
Now we can begin on the four numbered circle buttons, for jumping directly to a particular slide.
To start draw a white 30px circle with no stroke. Convert it to a symbol, name it circleOne, and set its type to Button and its registration point to the center. Insert three keyframes like we did before and then go to the Up frame.
Draw a black 25px circle with no stroke and center it to the middle through the coordinates or by using the Align menu. Next deselect the black circle, then reselect it and delete it. You should now have a white ring remaining. Now grab the text tool and put a white “1″ in the center of the ring. Then break this number apart until it is a fill.
Go to the Over frame and draw a black “1″. Center it and break it apart until it becomes a fill. Now deselect and reselect the fill, then delete it. Select everything on the frame and copy it, then go to the Down frame, select everything on it and hit delete. Paste in what we have copied.
Now create three more circle MovieClips, following the same process, for the numbers 2, 3 and 4.
Step 3: Positioning the MovieClips
Okay, we’re almost half-way done! First drag all of the slides onto the stage and position them with the following coordinates:
- goldSlide: (0, 0)
- blueSlide: (650, 0)
- greenSlide: (1300, 0)
- redSlide: (1950, 0)
Now drag and drop two copies of the sideButton. The first copy should be positioned at (10,145); before we can position the second copy we must first flip it!
Select the second copy and press Ctrl-T. Change the left-right to -100% and leave the up-down at 100%. Now move the second copy to (640,145).
Finally drag and drop the four circle MovieClips and position them as so:
- circleOne: (30, 320)
- circleTwo: (70, 320)
- circleThree: (110, 320)
- circleFour: (150, 320)
Your stage should now look like this:
The blue, green and red slides are hidden just off to the right of the stage. Now select everything on the stage and convert to a symbol. Name it menuSlidesMC, set the type to MovieClip and the registration to the top-left corner, and export it for ActionScript as MenuSlidesMC.
Before we finish we must give each of the MovieClips inside menuSlidesMC an instance name. Select each slide in the order they appear from the left and name them slide1, slide2, slide3 and slide4 respectively. Name the circle buttons one, two, three and four, and finally name the side buttons left and right.
Step 4: Setting Up the Classes
Now that all of our MovieClips have been created we can start setting up the two classes we are going to use.
First go to your Flash file’s Properties and set its class to menuSlides; then, create a new ActionScript 3.0 file and save it as menuSlides.as.
Now copy the following code into it; I will explain it after:
package{
import flash.display.MovieClip;
import flash.events.Event;
import flash.events.MouseEvent;
public class menuSlides extends MovieClip{
public var menuSlidesMC:MenuSlidesMC = new MenuSlidesMC();
public function menuSlides(){
addChild(menuSlidesMC);
}
}
}
Pretty basic – it’s a document class, into which we imported the MovieClips and Events we will use. Then we created an instance of MenuSlidesMC, and added it to the stage.
Now create a new ActionScript 3.0 file for the menuSlidesMC instance. Save it as MenuSlidesMC.as and copy the following code into it:
package{
import flash.display.MovieClip;
import flash.events.Event;
import flash.events.MouseEvent;
public class MenuSlidesMC extends MovieClip{
public var speed:Number = new Number();
public var activeSlide:Number = new Number();
public function MenuSlidesMC(){
speed = 10;
activeSlide = 1;
addEventListener(MouseEvent.CLICK, slidesClick);
addEventListener(Event.ENTER_FRAME, slidesMove);
}
}
}
Just like last time, we imported what we are going to need, but we created two number variables. The first variable, speed, is actually how many pixels the slides are moved by each frame. (Note: this number has to evenly divide into your stage’s width to give a smooth transition). The second variable, activeSlide, tells us which slide is currently set to be on screen.
We also added two event listeners for functions we are going to create; one of them is called on a mouse click, and the other is called at the beginning of every frame.
Step 5: Creating the Event Handler Functions
To begin we will get the mouse click function out of the way. Start by creating a public function named slidesClick():
public function slidesClick(event:MouseEvent):void {
}
Next we will create some if-statements regarding the event.target.name. Basically, this property stores the name of the object that was targeted by the mouse click. We can use this to check which button is pressed:
if(event.target.name == "left"){
if(activeSlide>1){
activeSlide-=1;
}
}else if(event.target.name == "right"){
if(activeSlide<4){
activeSlide+=1;
}
}
if(event.target.name == "one"){
activeSlide=1;
}else if(event.target.name == "two"){
activeSlide=2;
}if(event.target.name == "three"){
activeSlide=3;
}else if(event.target.name == "four"){
activeSlide=4;
}
The code above goes in the slidesClick() function. The first set of if-statements are for the left and right side buttons; they increase or decrease the value of activeSlide, but never allow the value to become less than 1 or greater than 4 (since we only have four slides). The second set of if-statements are for the circle buttons; instead of just incrementing or decrementing the value of activeSlide they set it to the selected value.
Now let’s begin with the ENTER_FRAME handler function:
public function slidesMove(event:Event):void {
}
Add the slidesMove() function below your slidesClick() function and we’ll start adding some code to it. First, we’ll use a switch to check which slide should be on the screen, based on the value of activeSlide:
switch (activeSlide){
case 1:
break;
case 2:
break;
case 3:
break;
case 4:
break;
}
Now in each case we will create an if/else block that will check that slide’s current x-position, and move all of the slides either left, right, or not at all, depending on where the desired slide currently sits.
The first case looks like this:
if(slide1.x<0){
slide1.x+=speed;
slide2.x+=speed;
slide3.x+=speed;
slide4.x+=speed;
}else if(slide1.x>0){
slide1.x-=speed;
slide2.x-=speed;
slide3.x-=speed;
slide4.x-=speed;
}
Now all we have to do is repeat the same process for the other cases! After you are done your swtich should look like this:
switch (activeSlide){
case 1:
if(slide1.x<0){
slide1.x+=speed;
slide2.x+=speed;
slide3.x+=speed;
slide4.x+=speed;
}else if(slide1.x>0){
slide1.x-=speed;
slide2.x-=speed;
slide3.x-=speed;
slide4.x-=speed;
}
break;
case 2:
if(slide2.x<0){
slide1.x+=speed;
slide2.x+=speed;
slide3.x+=speed;
slide4.x+=speed;
}else if(slide2.x>0){
slide1.x-=speed;
slide2.x-=speed;
slide3.x-=speed;
slide4.x-=speed;
}
break;
case 3:
if(slide3.x<0){
slide1.x+=speed;
slide2.x+=speed;
slide3.x+=speed;
slide4.x+=speed;
}else if(slide3.x>0){
slide1.x-=speed;
slide2.x-=speed;
slide3.x-=speed;
slide4.x-=speed;
}
break;
case 4:
if(slide4.x<0){
slide1.x+=speed;
slide2.x+=speed;
slide3.x+=speed;
slide4.x+=speed;
}else if(slide4.x>0){
slide1.x-=speed;
slide2.x-=speed;
slide3.x-=speed;
slide4.x-=speed;
}
break;
}
And that’s it! We are all finished with the code and the menu should be working great right now.
…But wait, what if we want to add more slides or take some away?
Step 6: Adding Slides to an Array
At the moment our code isn’t very flexible due to all of those hard-coded if statements. So let’s do something bold: delete all of the code in the slidesMove() function because we will no longer be needing it, and also delete the if-statements for the circle buttons as we are going to optimize those as well.
Now declare a new variable (underneath speed and activeSlides):
public var slidesArray:Array = new Array();
The first variable, slidesArray, will be an array that contains all of our slides, which will allow us to access them by referencing an item in the array (so we can use slidesArray[2] instead of slide3).
One thing to note is that the first item in an array is given an index of 0, so we will have to make some changes to our instance names.
Select each slide in the order they appear from the left and name them slide0, slide1, slide2 and slide3, respectively. And to help us cut down on the number of lines of code we use, select each circle button in the order they appear from the left and name them circle0, circle1, circle2 and circle3, respectively.
If you are going to add more slides and buttons, now is the time to do so. Just position the extra slides at the end of the row of slides, then give them instance names following the same order. Then do the same for the circle buttons.
Now that we have the instance names correct we must add the slides to the array. Do so by adding the following code to your constructor:
slidesArray = [slide0, slide1, slide2, slide3, slide4, slide5];
Now the slides are in the array and can be accessed by their index in the array. For example, slidesArray[0] is equivalent to slide0 because that is the first item in the list.
Next, inside the “right” else-if statement, change the condition to:
if(activeSlide < slidesArray.length-1){
The value of slidesArray.length is equal to the number of elements in the array, so this new condition will now allow us to press the button and shift the slides over as long as the active slide is not the final slide.
Step 7: Handling Circle Button Presses
Now, when a circle button is clicked, we need to figure out which one it is (and which slide it refers to).
Create an array to hold all the circle buttons. First, define it, beneath the slide array:
public var slidesArray:Array = new Array();
public var circlesArray:Array = new Array();
Then, add the circle buttons to the array in the constructor:
circlesArray = [circle0, circle1, circle2, circle3, circle4, circle5];
Now, move to the slidesClick() function, underneath the whole if-else block. We’re going to check whether the button clicked is in the circle buttons array:
if (circlesArray.indexOf(event.target) != -1) {
}
The array’s indexOf() function checks to see whether an object is in the array; if it’s not, it returns -1. So, we’re checking to see whether it’s not equal to -1, which will check to see whether it is in the array.
Assuming it is, then the indexOf() function will return the index of the button within the circle buttons array – so, if circle3 was clicked, circlesArray.indexOf(event.target) will be equal to 3. This means we can just set activeSlide to 3, and we’re done!
if (circlesArray.indexOf(event.target) != -1) {
activeSlide = circlesArray.indexOf(event.target);
}
Step 8: Moving the Slides
The only thing left to do is move all of the slides. Begin by adding the same loop as we had before, in the slidesMove() function:
for(var i:int = 0; i < slidesArray.length; i++){
}
An if-else statement needs to be added now; this will use the variable activeSlide to select a slide out of the array and check where its x-position is, just like before.
if(slidesArray[activeSlide].x<0){
}else if(slidesArray[activeSlide].x>0){
}
Since activeSlide is a number, slidesArray[activeSlide] refers to one specific slide, so slidesArray[activeSlide].x is equal to that slide’s x-position.
In the first case we will add a for loop to move all of the movie clips to the right, and in the second case we will add a for loop to move all of the movie clips to the left.
Right:
for(var j:int = 0; j < slidesArray.length; j++){
slidesArray[j].x+=speed;
}
Left:
for(var k:int = 0; k < slidesArray.length; k++){
slidesArray[k].x-=speed;
}
If you test this now, you will notice that our optimised code has lead to a much zippier interface!
Step 9: Taking It Further
If you wanted to take this even further, you could use a for loop to position the slides and the circles, rather than needing to drag and drop them in the Flash IDE. For example, to position the slides, we’d first position slide0 in the constructor:
slidesArray = [slide0, slide1, slide2, slide3, slide4, slide5];
slidesArray[0].x = 0;
slidesArray[0].y = 0;
Then, we’d loop through all the other slides, starting at slide1:
slidesArray = [slide0, slide1, slide2, slide3, slide4, slide5];
slidesArray[0].x = 0;
slidesArray[0].y = 0;
for (var i:int = 1; i < slidesArray.length; i++) {
}
We can give all the slides an y-position of 0:
slidesArray = [slide0, slide1, slide2, slide3, slide4, slide5];
slidesArray[0].x = 0;
slidesArray[0].y = 0;
for (var i:int = 1; i < slidesArray.length; i++) {
slidesArray[i].y = 0;
}
…and then we can set each slide’s x-position to be 620px to the right of the slide before it:
slidesArray = [slide0, slide1, slide2, slide3, slide4, slide5];
slidesArray[0].x = 0;
slidesArray[0].y = 0;
for (var i:int = 1; i < slidesArray.length; i++) {
slidesArray[i].x = slidesArray[i-1].x + 620;
slidesArray[i].y = 0;
}
If your slides aren’t 620px wide, you can even detect their width automatically!
slidesArray = [slide0, slide1, slide2, slide3, slide4, slide5];
slidesArray[0].x = 0;
slidesArray[0].y = 0;
for (var i:int = 1; i < slidesArray.length; i++) {
slidesArray[i].x = slidesArray[i-1].x + slidesArray[i-1].width;
slidesArray[i].y = 0;
}
You can do the same thing with the circle buttons, but I’ll leave that up to you to experiment with.
The great thing about this is, you can add as many slides as you want to the menu; all you have to do is add them to the array, and they’ll be dealt with by this code.
(You can remove slides from the array, too, but they won’t be affected by any of the code, so you’ll probably need to reposition them in the Flash IDE.)
Conclusion
Thank you for taking the time to read through the tutorial, I hope it was helpful and that you learned a little something about active game menus.



View full post on Activetuts+
Dec 21, 2011
Posted on Dec 21, 2011 in Hints and Tips | 10 comments
When a user first opens up a Flash game, their initial impression is based upon the menu that they see. Unfortunately, many games’ menus are dull, plain and static. This is terrible news! A lot of players will just close the game before even playing it, and move on to another. Don’t let this happen to you!
Final Result Preview
Take a look at the menu we’ll be building:
Obviously, in a full game, the different menu screens would contain different buttons, text, and submenu items!
Introduction: What is a Dynamic Menu?
Before we learn what a dynamic menu is we must first learn what a static menu is.
A static menu can be described by the definitions of the two words it is made up of: “static”, meaning lacking in change, and “menu”, meaning a list of available options or choices. Therefore a static menu has an interface of options or choices that is lacking in change.
Conversely, the word “dynamic” means to continuously cause change within a system or process. So in the simplest terms a dynamic menu continuously updates the interface of given options or choices.
Step 1: Setting Up
The first thing that we are going to need to create is a new Flash File(ActionScript 3.0), set its width to 650px and height to 350px, and set the frames per second to 60. Instead of changing the background color leave it as white; later on in the tutorial we will create a background.
Now that we have the basic Flash File set up we can save it; you can name yours whatever you please. I just named mine MenuAccordion.fla.
In the next section we will create the eight MovieClips required for the menu; here is a list of all the colors and their hexidecimal codes that will be used throughout the tutorial:
- White –
#FFFFFF
- Gold –
#E8A317
- Light Gold –
#FBB917
- Blue –
#1569C7
- Light Blue –
#1389FF
- Green –
#347235
- Light Green –
#3E8F1B
- Red –
#990000
- Light Red –
#C10202
- Matte Grey –
#222222
Step 2: Creating the MovieClips
To start off we need to create one main background color, four “bar” MovieClips (these are the ones that will be clicked on) and four background MovieClips (these will slide out after a bar is clicked).
First, right-click the stage and choose Grid, then select Show Grid – by default it will create a 10px by 10px square grid accross the stage. To make your life easier right-click again and select Snapping > Snap to Grid. Now we are ready to start drawing!
Select the Rectangle tool and draw a Matte Grey background over the whole stage. Name the layer Background and lock it. Next, create a new layer and name it Menu. Your timeline and stage should look something similar to this now:
Next we will create one bar MovieClip; to make things easier we will just duplicate it to form four MovieClips and change the color of each.
Select the rectangle tool once again, and draw a 30px by 350px rectangle with no stroke. Right-click the fill and select Convert to Symbol…. Name it goldBar, make sure the type is MovieClip and the registration point is in the top-left corner. Double-click the MovieClip on the stage to edit it.
Right-click the first keyframe in the timeline and go to actions, type in a simple stop(); command to prevent the MovieClip from cycling through frames. Next, right-click the second frame and select Insert Keyframe. It is up to you what you would like to write in each fill; only thing to remember is that if your are writing on a 90 degree angle the text may appear invisible if you have the text set to dynamic. Personally I just broke apart the text until it became a fill, and I drew an arrow that was pointing opposite directions on each frame:
Now that we have one bar completed we can right-click it in the library and select Duplicate Symbol…. Make three copies of it and name them blueBar, greenBar and redBar, respectively. Then just edit their fill colors and change the text. Voila! We have four bar MovieClips.
Now we can begin on the background MovieClips which we will create and duplicate in the same way. Select the rectangle tool again and draw a rectangle of 560x350px. Convert it to a symbol, name it goldBackground, and make sure that the type is a MovieClip and the registration is in the top-left corner. Then just duplicate it three times and name the new MovieClips blueBackground, greenBackground and redBackground respectively.
Your rectangles should look very simple, like this:
There is only one more MovieClip to create, I promise! Go to the Insert menu and select New Symbol; name it menuAccordionMC, set the type to MovieClip and put the registration point in the top-left corner (because our last MovieClips had this too). Next, check the box that says Export for ActionScript: the class name should be MenuAccordionMC with the capital at the beginning.
Step 3: Positioning the MovieClips
In the previous section we created all the MovieClips required, and now we need to position them!
Delete any MovieClips on the stage if they are on still there. Open your menuAccordionMC from the Library, and create seven more layers in its timeline. Now name them in the following order from top to bottom:
- goldBar
- blueBar
- greenBar
- redBar
- goldBackground
- blueBackground
- greenBackground
- redBackground
Now drag and drop each MovieClip from the library to its corresponding layer. The easiest way to position all of these will be to lock all of the layers besides the one with the MovieClip you are currently positioning.
Start with the goldBar and set its x and y coordinates to (0,0). Next the blueBar with the coordinates (30,0), then the greenBar with (60,0), and finally the redBar with (90,0).
Time for the backgrounds: the goldBackground‘s coordinates are (-530,0), the blueBackground‘s coordinates are (-500,0), the greenBackground‘s coordinates are (-470,0) and the redBackground‘s coordinates are (-440,0).
Your MovieClip should look like this now, and the (0,0) coordinate should be in the top-left corner of the goldBar MovieClip where the white plus is in the image:
Step 4: Identifying the MovieClips
Before we can begin coding there is one more thing we have to do: give the eight inner MovieClips instance names.
Open up the the menuAccordionMC for the final time then select each MovieClip and make its instance name the same as its MovieClip name. So goldBar’s instance name would be goldBar, greenBackground’s instance name would be greenBackground, and so on. After this is done we can begin the coding, which is fairly easy to understand!
Step 5: Setting Up the Classes
Go to your Flash file’s properties and name the document class MenuAccordion. Now create a new ActionScript 3.0 file and put the following code in it and save the file as MenuAccordion:
package {
import flash.display.MovieClip;
import flash.events.Event;
public class MenuAccordion extends MovieClip {
public var menuAccordionMC:MenuAccordionMC = new MenuAccordionMC();
public function MenuAccordion() {
addChild(menuAccordionMC);
}
}
}
Here, we first import what we will need (in this case just the MovieClip and Event classes). Next we add the variable for our menuAccordionMC, then in the constructor we attach the MovieClip to the stage at (0,0).
That is all the code we will need for the document class; now let’s create a new ActionScript 3.0 file for the MovieClip and save it as MenuAccordionMC.as.
To set up the MenuAccordionMC class, input the following code – I will explain the variables and event listeners shortly:
package{
import flash.display.MovieClip;
import flash.events.Event;
import flash.events.MouseEvent;
public class MenuAccordionMC extends MovieClip{
public var activeColor:String = new String();
public var speed:Number = new Number();
public function MenuAccordionMC(){
activeColor = "none";
speed = 10;
addEventListener(MouseEvent.CLICK, accordionClick);
addEventListener(Event.ENTER_FRAME, accordionMove);
}
}
}
First thing to notice is that we have imported the MouseEvent: this is very important because without it our mouse click will have no effect. As for the two new variables: activeColor is just a simple string to tell us which color is currently in use, and speed is how many pixels the backgrounds shift every frame.
The first event listener is for a MouseEvent.CLICK and will call the function accordionClick when our menu is clicked anywhere. The second event listener adds the function accordionMove and will be called every frame.
Now we will create the two functions for the event listeners. Place the following code right after the closing curly brace for the constructor.
public function accordionClick(event:MouseEvent):void {
}
public function accordionMove(event:Event):void {
}
The two classes are now set up, so it’s time to start putting code in these functions!
Step 6: The accordionClick Function
This function is relatively easy and only has an if, else statement in it. Begin by writing the following in the function:
if(event.target.currentFrame==1){
}else{
}
Many people are unfamiliar with event.target, so I will briefly explain it. In a nutshell, it just directs the code to the target of the the event – so if the blueBar is clicked, event.target is equal to blueBar.
This means that the if statement checks to see whether the bar’s currentFrame is equal to 1, and if so it executes that code; if not, it will execute the code in the second curly brackets. We can continue now and change the if, else statement to the following:
if(event.target.currentFrame==1){
event.target.gotoAndStop(2);
activeColor = event.target.name;
}else{
event.target.gotoAndStop(1);
activeColor = "none";
}
The new lines are very basic: the target’s currentFrame is changed to the second or first frame and the activeColor variable is set to the target’s name or it is set to “none”. That is all the code needed for the accordionClick function.
Step 7: The accordionMove Function
Alright, this is where all the magic happens! This is the endgame and its a long stretch to the finish, but if you follow the final instructions correctly you will have a working accordion menu!
First thing we need to add to the function is a switch case, which will eventually include all of the if statements required for this to run smoothly:
switch (activeColor){
case "none":
break;
case "goldBar":
break;
case "blueBar":
break;
case "greenBar":
break;
case "redBar":
break;
}
This switch case corresponds to the variable activeColor that is set during the accordionClick function. Now let’s start with the easiest part of this case statement, case: none:
if(this.goldBackground.x>=-530){
this.goldBackground.x-=speed;
}
if(this.blueBackground.x>=-500){
this.blueBackground.x-=speed;
}
if(this.greenBackground.x>=-470){
this.greenBackground.x-=speed;
}
if(this.redBackground.x>=-440){
this.redBackground.x-=speed;
}
if(this.blueBar.x>30){
this.blueBar.x-=speed;
}
if(this.greenBar.x>60){
this.greenBar.x-=speed;
}
if(this.redBar.x>90){
this.redBar.x-=speed;
}
(Editor’s Note: You may argue that this code is not neat enough for practical use. See the comments of the other tutorial in this series for a discussion about this!)
All that the none case does is check whether any of the MovieClips’ x-positions are greater than their original ones, if they are it moves them left until they no longer are greater than their original x positions.
The next case, goldBar, does something similar. It moves all the other bars that are on the right side of it to the right side of the stage and the backgrounds to the bars’ previous x-positions. Then it just switches all the other bars’ currentFrame properties to 1 (so that the arrows point in the opposite direction):
if(this.goldBackground.x<0){
//Moves The Bars & Backgrounds
this.goldBackground.x+=speed;
if(this.blueBar.x<560){
this.blueBar.x+=speed;
}
if(this.blueBackground.x<30){
this.blueBackground.x+=speed;
}
if(this.greenBar.x<590){
this.greenBar.x+=speed;
}
if(this.greenBackground.x<60){
this.greenBackground.x+=speed;
}
if(this.redBar.x<620){
this.redBar.x+=speed;
}
if(this.redBackground.x<90){
this.redBackground.x+=speed;
}
//Checks if any other bar's currentFrame is 2, if it is it switches it to 1
if(this.blueBar.currentFrame==2){
this.blueBar.gotoAndStop(1);
}else if(this.greenBar.currentFrame==2){
this.greenBar.gotoAndStop(1);
}else if(this.redBar.currentFrame==2){
this.redBar.gotoAndStop(1);
}
}
All right, we have two out of the five cases complete. The next three cases work the same as the goldBar – with one exception. They move any backgrounds that are open to the left of them back to their original position and shift themselves back to their original position.
Here is the blueBar case:
if(this.blueBackground.x<30){
this.blueBackground.x+=speed;
if(this.greenBar.x<590){
this.greenBar.x+=speed;
}
if(this.greenBackground.x<60){
this.greenBackground.x+=speed;
}
if(this.redBar.x<620){
this.redBar.x+=speed;
}
if(this.redBackground.x<90){
this.redBackground.x+=speed;
}
if(this.goldBar.currentFrame==2){
this.goldBar.gotoAndStop(1);
}else if(this.greenBar.currentFrame==2){
this.greenBar.gotoAndStop(1);
}else if(this.redBar.currentFrame==2){
this.redBar.gotoAndStop(1);
}
}
if(this.blueBar.x>30){
this.blueBar.x-=speed;
if(this.goldBackground.x>-530){
this.goldBackground.x-=speed;
}
if(this.greenBar.x<590){
this.greenBar.x+=speed;
}
if(this.greenBackground.x<60){
this.greenBackground.x+=speed;
}
if(this.redBar.x<620){
this.redBar.x+=speed;
}
if(this.redBackground.x<90){
this.redBackground.x+=speed;
}
if(this.goldBar.currentFrame==2){
this.goldBar.gotoAndStop(1);
}else if(this.greenBar.currentFrame==2){
this.greenBar.gotoAndStop(1);
}else if(this.redBar.currentFrame==2){
this.redBar.gotoAndStop(1);
}
}
The only thing new about this case is the second main if statement; this is for when another background was already open, it performs a check to see which one and then it moves it back just like the “none” case, then it changes the frames on the other bar MovieClips.
The final two cases work in exactly the same way; the only difference between the three of these is the positions where each bar is being moved to and where its background is being moved to.
Here are the final two cases:
if(this.greenBackground.x<60){
this.greenBackground.x+=speed;
if(this.redBar.x<620){
this.redBar.x+=speed;
}
if(this.redBackground.x<90){
this.redBackground.x+=speed;
}
if(this.goldBar.currentFrame==2){
this.goldBar.gotoAndStop(1);
}else if(this.blueBar.currentFrame==2){
this.blueBar.gotoAndStop(1);
}else if(this.redBar.currentFrame==2){
this.redBar.gotoAndStop(1);
}
}
if(this.greenBar.x>60){
this.greenBar.x-=speed;
if(this.goldBackground.x>-530){
this.goldBackground.x-=speed;
}
if(this.blueBar.x>30){
this.blueBar.x-=speed;
}
if(this.blueBackground.x>=-500){
this.blueBackground.x-=speed;
}
if(this.redBar.x<620){
this.redBar.x+=speed;
}
if(this.redBackground.x<90){
this.redBackground.x+=speed;
}
if(this.goldBar.currentFrame==2){
this.goldBar.gotoAndStop(1);
}else if(this.blueBar.currentFrame==2){
this.blueBar.gotoAndStop(1);
}else if(this.redBar.currentFrame==2){
this.redBar.gotoAndStop(1);
}
}
if(this.redBackground.x<90){
this.redBackground.x+=speed;
if(this.goldBar.currentFrame==2){
this.goldBar.gotoAndStop(1);
}else if(this.blueBar.currentFrame==2){
this.blueBar.gotoAndStop(1);
}else if(this.greenBar.currentFrame==2){
this.greenBar.gotoAndStop(1);
}
}
if(this.redBar.x>90){
this.redBar.x-=speed;
if(this.goldBackground.x>-530){
this.goldBackground.x-=speed;
}
if(this.blueBar.x>30){
this.blueBar.x-=speed;
}
if(this.blueBackground.x>=-500){
this.blueBackground.x-=speed;
}
if(this.greenBar.x>60){
this.greenBar.x-=speed;
}
if(this.greenBackground.x>=-470){
this.greenBackground.x-=speed;
}
if(this.goldBar.currentFrame==2){
this.goldBar.gotoAndStop(1);
}else if(this.blueBar.currentFrame==2){
this.blueBar.gotoAndStop(1);
}else if(this.greenBar.currentFrame==2){
this.greenBar.gotoAndStop(1);
}
}
And with that all of the coding is complete for the accordion!
Conclusion
Right now you should be admiring your hard work and its magnificent result, but if you are wondering how to take the accordion to the next level and add more bars, then just remember the following:
- The backgrounds are the size of the stage minus the total width of all the bars – which in turn is the number of bars that there are multiplied by the width of one bar.
- Each clause of the switch case either moves all the bars and their backgrounds that are on the selected bar’s right to the right, or moves the selected bar left with the bars to its left and their backgrounds, revealing its own background
Thank you for taking the time to read this article, I hoped you enjoyed it!



View full post on Activetuts+
Dec 9, 2011
Posted on Dec 9, 2011 in Hints and Tips | 10 comments
Stop using static menus! Most players immediately base their initial impression of a Flash game on the menu that they see when they load it. Stand out from the crowd with a dynamic menu!
Final Result Preview
Introduction: Static to Dynamic
The word “static” essentially means lacking in change. The majority of menus we see throughout web games are lacking in change, you simply press Play and the game starts. Menus like that are overused and show little creativity or innovation.
To make a menu “dynamic” we must continuously cause change. So in this tutorial that is exactly what we are going to accomplish: a menu that continuously changes.
Step 1: Setting Up
The first thing we are going to need to create is a new Flash File (ActionScript 3.0). Set its width to 650px, its height to 350px, and the frames per second to 60. The background color can be left as white.
Now save the file; you can name it whatever you please, but I named mine menuSlides.fla.
In the next section we will create the nine MovieClips used in the menu. For reference, here is a list of all the colors used throughout the tutorial:
- White – #FFFFFF
- Gold – #E8A317
- Light Gold – #FBB917
- Blue – #1569C7
- Light Blue – #1389FF
- Green – #347235
- Light Green – #3E8F1B
- Red – #990000
- Light Red – #C10202
- Matte Grey – #222222
Step 2: Creating the Slide MovieClips
To start with we will create the slides used in the transitions, but before we begin let’s turn on some very useful Flash features.
Right-Click the stage and select Grid > Show Grid. By default it will create a 10px by 10px grid across the stage. Next, right-click the stage again and this time select Snapping > Snap to Grid.
Now we can begin drawing! Select the Rectangle Tool and draw a Light Gold rectangle, 650px wide and 350px tall (you can Alt-click on the stage to make this easier). Now change the color to Gold and draw groups of three squares, each 20x20px, to form the shape of an L in each corner,:
Select the whole stage, right-click and choose Convert to Symbol. Name the MovieClip goldSlide and make sure that the type is MovieClip and the registration is top-left.
To save time and make things a whole lot easier, right-click the goldSlide MovieClip in the Library and select Duplicate Symbol three times to make three more copies. Change the colors in the new MovieClips to blue, green and red, then rename the MovieClips to blueSlide, greenSlide and redSlide.
Before we continue we should add some text to each slide. On goldSlide write PLAY, on blueSlide write INSTRUCTIONS, on greenSlide write OPTIONS and on redSlide write CREDITS.
Now that we have the text in place we can break it apart by right-clicking on it and selecting Break Apart twice; this will break the text down to a fill which will transition more smoothly. Plus as a bonus there will be no need to embed a font if you are just using it for the menu!
The Buttons
Now that we have drawn the 4 slides we can focus on the sideButton MovieClip that is used to move the slides either left or right.
First, draw a rectangle 30x60px with only a stroke (no fill), then draw diagonal lines 45 degrees from the top-right and bottom-right corners until they snap together in the middle of the opposite side. Now apply a Matte Grey fill to the triangle:
Next, delete the lines, then right-click the triangle and select Convert to Symbol. Name it sideButton, set the type to Button and make sure the registration is in the top-left corner.
Now insert 3 keyframes in the timeline by right-clicking the timeline and selecting Insert Keyframe. On the Up frame, select the fill of the triangle, go to the Windows tab and select Color. Change the Alpha to 50%. On the Over Frame repeat the same process, but this time set the alpha to 75%.
Now we can begin on the four numbered circle buttons, for jumping directly to a particular slide.
To start draw a white 30px circle with no stroke. Convert it to a symbol, name it circleOne, and set its type to Button and its registration point to the center. Insert three keyframes like we did before and then go to the Up frame.
Draw a black 25px circle with no stroke and center it to the middle through the coordinates or by using the Align menu. Next deselect the black circle, then reselect it and delete it. You should now have a white ring remaining. Now grab the text tool and put a white “1″ in the center of the ring. Then break this number apart until it is a fill.
Go to the Over frame and draw a black “1″. Center it and break it apart until it becomes a fill. Now deselect and reselect the fill, then delete it. Select everything on the frame and copy it, then go to the Down frame, select everything on it and hit delete. Paste in what we have copied.
Now create three more circle MovieClips, following the same process, for the numbers 2, 3 and 4.
Step 3: Positioning the MovieClips
Okay, we’re almost half-way done! First drag all of the slides onto the stage and position them with the following coordinates:
- goldSlide: (0, 0)
- blueSlide: (650, 0)
- greenSlide: (1300, 0)
- redSlide: (1950, 0)
Now drag and drop two copies of the sideButton. The first copy should be positioned at (10,145); before we can position the second copy we must first flip it!
Select the second copy and press Ctrl-T. Change the left-right to -100% and leave the up-down at 100%. Now move the second copy to (640,145).
Finally drag and drop the four circle MovieClips and position them as so:
- circleOne: (30, 320)
- circleTwo: (70, 320)
- circleThree: (110, 320)
- circleFour: (150, 320)
Your stage should now look like this:
The blue, green and red slides are hidden just off to the right of the stage. Now select everything on the stage and convert to a symbol. Name it menuSlidesMC, set the type to MovieClip and the registration to the top-left corner, and export it for ActionScript as MenuSlidesMC.
Before we finish we must give each of the MovieClips inside menuSlidesMC an instance name. Select each slide in the order they appear from the left and name them slide1, slide2, slide3 and slide4 respectively. Name the circle buttons one, two, three and four, and finally name the side buttons left and right.
Step 4: Setting Up the Classes
Now that all of our MovieClips have been created we can start setting up the two classes we are going to use.
First go to your Flash file’s Properties and set its class to menuSlides; then, create a new ActionScript 3.0 file and save it as menuSlides.as.
Now copy the following code into it; I will explain it after:
package{
import flash.display.MovieClip;
import flash.events.Event;
import flash.events.MouseEvent;
public class menuSlides extends MovieClip{
public var menuSlidesMC:MenuSlidesMC = new MenuSlidesMC();
public function menuSlides(){
addChild(menuSlidesMC);
}
}
}
Pretty basic – it’s a document class, into which we imported the MovieClips and Events we will use. Then we created an instance of MenuSlidesMC, and added it to the stage.
Now create a new ActionScript 3.0 file for the menuSlidesMC instance. Save it as MenuSlidesMC.as and copy the following code into it:
package{
import flash.display.MovieClip;
import flash.events.Event;
import flash.events.MouseEvent;
public class MenuSlidesMC extends MovieClip{
public var speed:Number = new Number();
public var activeSlide:Number = new Number();
public function MenuSlidesMC(){
speed = 10;
activeSlide = 1;
addEventListener(MouseEvent.CLICK, slidesClick);
addEventListener(Event.ENTER_FRAME, slidesMove);
}
}
}
Just like last time, we imported what we are going to need, but we created two number variables. The first variable, speed, is actually how many pixels the slides are moved by each frame. (Note: this number has to evenly divide into your stage’s width to give a smooth transition). The second variable, activeSlide, tells us which slide is currently set to be on screen.
We also added two event listeners for functions we are going to create; one of them is called on a mouse click, and the other is called at the beginning of every frame.
Step 5: Creating the Event Handler Functions
To begin we will get the mouse click function out of the way. Start by creating a public function named slidesClick():
public function slidesClick(event:MouseEvent):void {
}
Next we will create some if-statements regarding the event.target.name. Basically, this property stores the name of the object that was targeted by the mouse click. We can use this to check which button is pressed:
if(event.target.name == "left"){
if(activeSlide>1){
activeSlide-=1;
}
}else if(event.target.name == "right"){
if(activeSlide<4){
activeSlide+=1;
}
}
if(event.target.name == "one"){
activeSlide=1;
}else if(event.target.name == "two"){
activeSlide=2;
}if(event.target.name == "three"){
activeSlide=3;
}else if(event.target.name == "four"){
activeSlide=4;
}
The code above goes in the slidesClick() function. The first set of if-statements are for the left and right side buttons; they increase or decrease the value of activeSlide, but never allow the value to become less than 1 or greater than 4 (since we only have four slides). The second set of if-statements are for the circle buttons; instead of just incrementing or decrementing the value of activeSlide they set it to the selected value.
Now let’s begin with the ENTER_FRAME handler function:
public function slidesMove(event:Event):void {
}
Add the slidesMove() function below your slidesClick() function and we’ll start adding some code to it. First, we’ll use a switch to check which slide should be on the screen, based on the value of activeSlide:
switch (activeSlide){
case 1:
break;
case 2:
break;
case 3:
break;
case 4:
break;
}
Now in each case we will create an if/else block that will check that slide’s current x-position, and move all of the slides either left, right, or not at all, depending on where the desired slide currently sits.
The first case looks like this:
if(slide1.x<0){
slide1.x+=speed;
slide2.x+=speed;
slide3.x+=speed;
slide4.x+=speed;
}else if(slide1.x>0){
slide1.x-=speed;
slide2.x-=speed;
slide3.x-=speed;
slide4.x-=speed;
}
Now all we have to do is repeat the same process for the other cases! After you are done your swtich should look like this:
switch (activeSlide){
case 1:
if(slide1.x<0){
slide1.x+=speed;
slide2.x+=speed;
slide3.x+=speed;
slide4.x+=speed;
}else if(slide1.x>0){
slide1.x-=speed;
slide2.x-=speed;
slide3.x-=speed;
slide4.x-=speed;
}
break;
case 2:
if(slide2.x<0){
slide1.x+=speed;
slide2.x+=speed;
slide3.x+=speed;
slide4.x+=speed;
}else if(slide2.x>0){
slide1.x-=speed;
slide2.x-=speed;
slide3.x-=speed;
slide4.x-=speed;
}
break;
case 3:
if(slide3.x<0){
slide1.x+=speed;
slide2.x+=speed;
slide3.x+=speed;
slide4.x+=speed;
}else if(slide3.x>0){
slide1.x-=speed;
slide2.x-=speed;
slide3.x-=speed;
slide4.x-=speed;
}
break;
case 4:
if(slide4.x<0){
slide1.x+=speed;
slide2.x+=speed;
slide3.x+=speed;
slide4.x+=speed;
}else if(slide4.x>0){
slide1.x-=speed;
slide2.x-=speed;
slide3.x-=speed;
slide4.x-=speed;
}
break;
}
And that’s it! We are all finished with the code and the menu should be working great right now.
Conclusion
Thank you for taking the time to read through the tutorial, I hope it was helpful and that you learned a little something about dynamic menus.



View full post on Activetuts+
Jan 21, 2011
Posted on Jan 21, 2011 in Hints and Tips | 5 comments
During this tutorial, we’ll use the Project Panel in Flash to create a vertical animated AS3 menu. The whole process will allow you to easily customize all aspects of the menu using the parameterized constructors. Read on to learn more!
Final Result Preview
Let’s take a look at the final result we will be working towards:
Step 1: Create a New Project
Start by creating a new project. Open Flash and go to File > New, then select Flash Project. The Project panel will appear.
In the Projects dropdown select New Project. Type the project name “AnimatedMenu”. In the Root Folder, browse and choose where you want to save your project; you can select an already existing folder or create a new one. Make sure the ActionScript version is set to ActionScript 3.0 and click Create Project.
Step 2: Add the Classes Folder
Now that the project is created, we are going to add a new folder to group in it our classes. Still in the same panel “Project” press the “New Folder” icon in the bottom, name the new folder “Classes” and click Create Folder.
Step 3: Install TweenLite
During this tutorial we will use the TweenLite classes from GreenSock for tweening, so we need to add it to our project. Download it and extract it, place it in your project folder (so you will have AnimatedMenu/com/greensock/).
Now if you refresh the Project panel you should see this structure:
Step 4: Create a New Flash File
Click the “New File” icon in the Project panel to create a new file, name it “AnimatedMenu.fla” (make sure that the File Type is Flash File) and click Create File.
Set the stage size to 600x350px.
Step 5: Create a New ActionScript File
Select the Classes folder and click the “New File” icon, set the File Type to ActionScript, name it “Main”. This will be our document class, if you are not familiar with document classes this Quick Tip on using a document class will help you.
Step 6: Set a Relative Source Path
This will allow us to use any class located in our Classes folder without the need to change the package name. Go to File > ActionScript Settings and click the plus button “Add New Path” and write the relative path ‘./Classes’.
Step 7: Start Coding the Main.as File
Inside the package Classes, import the Sprite Class and use it to extand the class “Main”. Here is the code :
package Classes
{
import flash.display.Sprite;
public class Main extends Sprite
{
Step 8: Declare the Variables
These are the variables we will use (MenuItem is an ActionScript class that we will create later)
private var item1:MenuItem;
private var item2:MenuItem;
private var item3:MenuItem;
private var item4:MenuItem;
Step 9: The Constructor
Now we are going to code the constructor, it contains the code that will be executed when this class is called.
public function Main():void
{
Step 10: Create Four Menu Items
Instantiate the MenuItem class to create four menu items with different colors, labels, functionalities and positions:
//Create four instances of the MenuItem class and spacify the parameters (x,y,color,label,URL).
item1 = new MenuItem(100,60,0x28D9E9,"Home page","http://active.tutsplus.com/");
item2 = new MenuItem(140,150,0xA8FA2D,"Services","http://psd.tutsplus.com/");
item3 = new MenuItem(120,240,0xFC30FC,"About me","http://net.tutsplus.com/");
item4 = new MenuItem(160,330,0xEE2B2B,"Contacts","http://vector.tutsplus.com/");
You can change the URLs to point to other sites.
Step 11: Add the Items to the Stage
This code simply adds the four items created earlier to the stage.
//Add the items to the stage.
addChild(item1);
addChild(item2);
addChild(item3);
addChild(item4);
Now we are done with the Main class, here is the full code of this class.
package Classes
{
import flash.display.Sprite;
public class Main extends Sprite
{
private var item1:MenuItem;
private var item2:MenuItem;
private var item3:MenuItem;
private var item4:MenuItem;
public function Main():void
{
//Create four instances of the MenuItem class and spacify the parameters (x,y,color,label,URL).
item1 = new MenuItem(100,60,0x28D9E9,"Home page","http://active.tutsplus.com/");
item2 = new MenuItem(140,150,0xA8FA2D,"Services","http://psd.tutsplus.com/");
item3 = new MenuItem(120,240,0xFC30FC,"About me","http://net.tutsplus.com/");
item4 = new MenuItem(160,330,0xEE2B2B,"Contacts","http://vector.tutsplus.com/");
//Add the items to the stage.
addChild(item1);
addChild(item2);
addChild(item3);
addChild(item4);
}
}
}
This class is too short to do all the functions that our menu is supposed to do, so we will create the “MenuItem.as” class that contains the necessary functions for our menu.
Step 12: Create the MenuItem.as
Add a new ActionScript 3 file in the Classes folder exactly like you did for the Main.as. Name it “MenuItem.as”.
Step 13: Import Classes
These are the classes that we need to import for our new class. Don’t forget you can always look them up in the LiveDocs.
package Classes
{
import flash.display.Sprite;
import flash.events.Event;
import flash.events.MouseEvent;
import com.greensock.*;
import com.greensock.TweenLite;
import com.greensock.easing.*;
import com.greensock.plugins.*;
import flash.text.TextField;
import flash.media.Sound;
import flash.net.navigateToURL;
import flash.net.URLRequest;
Step 14: Class and Variables
Declare the MenuItem class (should have the same name as its File name “MenuItem”) and extend the Sprite class.
public class MenuItem extends Sprite
{
These are the variables that we need at the moment, later we will add some others as we progress in this tutorial.
private var rect1:DynamicMovie = new DynamicMovie(); //Use the DynamicMovie class instead of Sprite class.
private var rect2:DynamicMovie = new DynamicMovie(); //This allow us to change the registration point.
private var rect3:DynamicMovie = new DynamicMovie(); //So we can rotate the rectangels around their centers.
private var X:Number;
private var Y:Number;
private var Color:uint;
DynamicMovie is an AS3 class based on an old AS2 class written by Darron Schall; this AS3 class extends MovieClip and adds a new set of properties (x2, y2, rotation2, scaleX2, scaleY2, mouseX2, mouseY2) that allow you to manipulate the sprite based on a contextual registration point that can be set using the setRegistration() method.
We need this class to rotate the rectangles around their centers. So let’s place it.
Step 15: Add the DynamicMovie Class
You find this class in the source folder of this tutorial or you can download it from oscartrelles.com, then just place it in the Classes Folder so that it can be recognized by our code.
Step 16: The Constructor
This is the constructor of the MenuItem.
public function MenuItem(posX:Number, posY:Number,color:uint,Title:String,URL:String)
{
//Get the position and color parameters.
X = posX;
Y = posY;
Color = color;
// Call the addRect function to add 3 rectangles with the specified parameters.
addRect(rect1,X-12,Y,360,62,Color,0.3,3);
addRect(rect2,X-4,Y,360,62,Color,0.4,0);
addRect(rect3,X,Y,360,62,Color,0.7,-2);
}
Step 17: addRect() Function
This function is responsible for drawing the rectangles according to the given parameters: position, width, height, color, alpha and rotation.
private function addRect(rect:DynamicMovie,X:Number, Y:Number, width:Number, height:Number,color:uint, alpha:Number, rotation:Number)
{
rect.setRegistration(X+(width/2),Y+(height/2));
rect.graphics.beginFill(color,alpha);
rect.graphics.drawRect(X,Y,width,height);
addChild(rect);
rect.rotation2 = rotation;
}
Now you can test it and you will see this:
Sure, we can’t call it a menu if we don’t add some labels. We’ll deal with that in the next step.
Step 18: Add a Dynamic TextField
Head back to your AnimatedMenu.fla file and add a new symbol (Ctrl + F8); name it “Text_mc” and select “Export for ActionScript”.
Now inside this symbol add a 160x30px Dynamic TextField using the Text Tool (T). This is the font I used: Creampuff Regular, 24px, #FFFFFF. Name the instance “txtLabel”.
Select the TextField and go to Window > Align (Ctrl + K) and hit the buttons “Align left edge” and “Align top edge” (make sure that the checkbox “Align to stage” is selected)
Step 19: Embed the Font
After creating the text field with the specified font we should embed it to display the text properly.
So go to Text > Font Embedding, give it a name (for example “Font1″), select the Creampuff font from the Family combo box, in the Character ranges select all of the Uppercase and the Lowercase, then press the “plus” button located in the left section. See the image below:
Step 20: Add Labels
To add labels to the menu items we are going to instantiate the Text_mc MovieClip. Add this line of code to the variables in the MenuItem.as file.
private var txt:Text_mc = new Text_mc();
Now we should assign to the TextField the title given in the constructor’s parameters.
Add this code to the end of the constructor.
//Assign a title to the TextField and place it.
txt.txtLabel.text = Title;
txt.x = X + 70;
txt.y = Y + 16;
addChild(txt);
This is what you should get:
In the next steps we will add some functions to animate the menu.
Step 21: Menu Button
To turn our menu item into a button we should add a transparent rectangle over it and set the buttonMode to true. So add this variable to the variable list.
private var menuButton:DynamicMovie = new DynamicMovie();
In the end of the constructor add this code:
//Use the addRect function to draw a transparent rectangle over the menu item.
addRect(menuButton,X-10,Y-5,380,80,Color,0,0);
buttonMode = true;
Step 22: Add Event Listeners
Add the following event listeners to the menuButton at the end of the constructor.
menuButton.addEventListener(MouseEvent.MOUSE_OVER,mouseOver);
menuButton.addEventListener(MouseEvent.MOUSE_OUT,mouseOut);
menuButton.addEventListener(MouseEvent.CLICK,mouseClick);
Step 23: Mouse Over
This function will be called when the mouse is over the menuButton.
private function mouseOver(e:MouseEvent)
{
var timeline:TimelineLite = new TimelineLite();
//Rotate the rectangels.
new TweenLite(rect1,.3,{rotation2:-4});
new TweenLite(rect2,.3,{rotation2:0});
new TweenLite(rect3,.3,{rotation2:5});
//Tween the text.
timeline.append(new TweenLite(txt,.3,{x:X+45,scaleX:1.1,scaleY:1.1}));
timeline.append(new TweenLite(txt,.3,{x:X+70,alpha:1}));
//Add a Glow Filter to the text.;
new TweenMax(txt,.3,{glowFilter:{color:0xffffff,alpha:1,blurX:5,blurY:5,strength:1,quality:3}});
}
Here we are using the GreenSock classes TimelineLite and TweenMax to animate the button. Search the Activetuts+ site for more tutorials featuring GreenSock.
Step 24: Mouse Out
When the mouse is out this function will return the menu to its initial position.
private function mouseOut(e:MouseEvent)
{
var timeline:TimelineLite = new TimelineLite();
//Rotate the rectangles to their initial position.
new TweenLite(rect1,.3,{rotation2:3});
new TweenLite(rect2,.3,{rotation2:0});
new TweenLite(rect3,.3,{rotation2:-2});
//backward the text animation.
timeline.append(new TweenLite(txt,.3,{x:X+65,alpha:.9}));
timeline.append(new TweenLite(txt,.3,{x:X+70}));
new TweenMax(txt,.3,{glowFilter:{color:0xffffff,alpha:0,blurX:0,blurY:0,strength:0,quality:3}});
}
Step 25: Mouse Click
This function will open the specified URL when the menu item is clicked.
private function mouseClick(e:MouseEvent)
{
//Open the requested URL.
navigateToURL(new URLRequest(myURL));
}
You should add this variable to the variables list.
private var myURL:String;
And add this instruction to the constructor.
myURL = URL;
This is what you should get. Roll over the menu to see the animation.
Now let’s add a cool bubbles effect.
Step 26: The Bubbles Effect
This function will create a number of bubbles with a random position, size and alpha in two directions. This is the code:
private function bubbles(position:Number,direction:Number)
{
//Create 50 bubbles, you can modify the number to get more or less bubbles.
for (var i=0; i<50; i++)
{
var bubble:DynamicMovie= new DynamicMovie();
//Set the registration point for the current bubble.
bubble.setRegistration(X+position,Y);
//Give the bubble the same color as the menu item and a random alpha (but greater than 0.2).
bubble.graphics.beginFill(Color,Math.random()+0.2);
//draw a circle with a random position and radius.
bubble.graphics.drawCircle(X + position + Math.random() * i,Y + 55 - Math.random() * i,Math.random()*5);
//add the bubble at the third index so that it is under the menuButton.
addChildAt(bubble,3);
//Tween the Bubble randomly according to the direction.
new TweenLite(bubble,Math.random() + 1,{x2:X - 80 * direction + position - Math.random() * i,y2:Y - Math.random() * i,alpha:0,ease:Circ.easeOut});
}
}
Step 27: Call the Bubbles Function
We need to call the bubbles() function when the mouse rolls over the menu item. So add this code to the mouseOver() function:
//Left bubbles.
bubbles(70,1);
//Right bubbles
bubbles(270,-1);
This is what we get:
Step 28: Import the Sound Effect
We are going to finish by adding a sound effect to the menu when it is rolled over by the mouse. To do so, download the sound from here (download the mp3 file). Then import it to the library, File > Import > Import to Library. Rename it to “MySound.mp3″.
Open its properties and click Advanced; the window will display extra content, select “Export for ActionScript” and name the Class “MySound”.
Step 29: Add the Sound Effect to the Menu
To add the sound effect instantiate the sound imported earlier to the library and play it. Place this code in the mouseOver() function.
var mySound:MySound = new MySound();
mySound.play();
We are done with our menu! Here is the full code of the MenuItem.as :
package
{
import flash.display.Sprite;
import flash.events.Event;
import flash.events.MouseEvent;
import com.greensock.*;
import com.greensock.TweenLite;
import com.greensock.easing.*;
import com.greensock.plugins.*;
import flash.text.TextField;
import flash.media.Sound;
import flash.net.navigateToURL;
import flash.net.URLRequest;
public class MenuItem extends Sprite
{
private var rect1:DynamicMovie = new DynamicMovie();//Use the DynamicMovie class instead of Sprite class.
private var rect2:DynamicMovie = new DynamicMovie();//This allow us to change the registration point.
private var rect3:DynamicMovie = new DynamicMovie();//So we can rotate the rectangels around their centers.
private var menuButton:DynamicMovie = new DynamicMovie();
private var X:Number;
private var Y:Number;
private var Color:uint;
private var txt:Text_mc = new Text_mc();
private var myURL:String;
public function MenuItem(posX:Number, posY:Number,color:uint,Title:String,URL:String)
{
//Get the position and color parameters.
X = posX;
Y = posY;
Color = color;
myURL = URL;
// Call the addRect function to add 3 rectangles with the specified parameters.
addRect(rect1,X-12,Y,360,62,Color,0.3,3);
addRect(rect2,X-4,Y,360,62,Color,0.4,0);
addRect(rect3,X,Y,360,62,Color,0.7,-2);
//Assign a title to the TextField and place it.
txt.txtLabel.text = Title;
txt.x = X + 70;
txt.y = Y + 16;
addChild(txt);
//Use the addRect function to draw a transparent rectangle over the menu item.
addRect(menuButton,X-10,Y-5,380,80,Color,0,0);
buttonMode = true;
menuButton.addEventListener(MouseEvent.MOUSE_OVER,mouseOver);
menuButton.addEventListener(MouseEvent.MOUSE_OUT,mouseOut);
menuButton.addEventListener(MouseEvent.CLICK,mouseClick);
}
private function addRect(rect:DynamicMovie,X:Number, Y:Number, width:Number, height:Number,color:uint, alpha:Number, rotation:Number)
{
rect.setRegistration(X+(width/2),Y+(height/2));
rect.graphics.beginFill(color,alpha);
rect.graphics.drawRect(X,Y,width,height);
addChild(rect);
rect.rotation2 = rotation;
}
private function mouseOver(e:MouseEvent)
{
var timeline:TimelineLite = new TimelineLite();
var mySound:MySound = new MySound();
mySound.play();
//Rotate the rectangels.
new TweenLite(rect1,.3,{rotation2:-4});
new TweenLite(rect2,.3,{rotation2:0});
new TweenLite(rect3,.3,{rotation2:5});
//Tween the text.
timeline.append(new TweenLite(txt,.3,{x:X+45,scaleX:1.1,scaleY:1.1}));
timeline.append(new TweenLite(txt,.3,{x:X+70,alpha:1}));
//Add a Glow Filter to the text.;
new TweenMax(txt,.3,{glowFilter:{color:0xffffff,alpha:1,blurX:5,blurY:5,strength:1,quality:3}});
//Left bubbles.
bubbles(70,1);
//Right bubbles
bubbles(270,-1);
}
private function mouseOut(e:MouseEvent)
{
var timeline:TimelineLite = new TimelineLite();
//Rotate the rectangles to their initial position.
new TweenLite(rect1,.3,{rotation2:3});
new TweenLite(rect2,.3,{rotation2:0});
new TweenLite(rect3,.3,{rotation2:-2});
//backward the text animation.
timeline.append(new TweenLite(txt,.3,{x:X+65,alpha:.9}));
timeline.append(new TweenLite(txt,.3,{x:X+70}));
new TweenMax(txt,.3,{glowFilter:{color:0xffffff,alpha:0,blurX:0,blurY:0,strength:0,quality:3}});
}
private function mouseClick(e:MouseEvent)
{
//Open the requested URL.
navigateToURL(new URLRequest(myURL));
}
private function bubbles(position:Number,direction:Number)
{
//Create 50 bubble, you can modify the number to get more or less bubbles.
for (var i=0; i<50; i++)
{
var bubble:DynamicMovie= new DynamicMovie();
//Set the registration point for the bubble.
bubble.setRegistration(X+position,Y);
//Give the bubble the same color as the menu item and a random alpha but upper than 0.2.
bubble.graphics.beginFill(Color,Math.random()+0.2);
//draw a circle with a random Position and Radius. ;
bubble.graphics.drawCircle(X + position + Math.random() * i,Y + 55 - Math.random() * i,Math.random()*5);
//add the bubble at the third index to be under the menuButton.;
addChildAt(bubble,3);
//Tween the Bubble randomly according to the direction.
new TweenLite(bubble,Math.random() + 1,{x2:X - 80 * direction + position - Math.random() * i,y2:Y - Math.random() * i,alpha:0,ease:Circ.easeOut});
}
}
}
}
And here is the final result:
Conclusion
Now you can create your own menu and customize it by adding more menu items, changing the colors, changing the text…
The menu was coded in a separate ActionScript class which allows you to use it easily in other projects.
I want to thank you for reading; I hope you enjoyed it!



View full post on Activetuts+