Working with objects

ActionScript is what’s known as an object-oriented programming language. Object-oriented programming is simply an approach to programming. It’s really nothing more than a way to organize the code in a program, using objects.

Earlier the term “computer program” was defined as a series of steps or instructions that the computer performs. Conceptually, then, you can imagine a computer program as just a single long list of instructions. However, in object-oriented programming, the program instructions are divided among different objects. The code is grouped into chunks of functionality, so related types of functionality or related pieces of information are grouped in one container.

Adobe Flash Professional

If you’ve worked with symbols in Flash Professional, you’re already used to working with objects. Imagine you’ve defined a movie clip symbol such as a drawing of a rectangle and you’ve placed a copy of it on the Stage. That movie clip symbol is also (literally) an object in ActionScript; it’s an instance of the MovieClip class.

There are various characteristics of the movie clip that you can modify. When it’s selected you can change values in the Property inspector like its x coordinate or its width. You can also make various color adjustments like changing its alpha (transparency) or applying a drop-shadow filter to it. Other Flash Professional tools let you make more changes, like using the Free Transform tool to rotate the rectangle. All of these ways that you can modify a movie clip symbol in Flash Professional are also available in ActionScript. You modify the movie clip in ActionScript by changing the pieces of data that are all put together into a single bundle called a MovieClip object.

In ActionScript object-oriented programming, there are three types of characteristics that any class can include:

  • Properties

  • Methods

  • Events

These elements are used to manage the pieces of data used by the program and to decide what actions are carried out and in what order.


A property represents one of the pieces of data that are bundled together in an object. An example song object can have properties named artist and title; the MovieClip class has properties like rotation, x, width, and alpha. You work with properties like individual variables. In fact, you can think of properties as simply the “child” variables contained in an object.

Here are some examples of ActionScript code that uses properties. This line of code moves the MovieClip named square to the x coordinate 100 pixels:

square.x = 100;

This code uses the rotation property to make the square MovieClip rotate to match the rotation of the triangle MovieClip:

square.rotation = triangle.rotation;

This code alters the horizontal scale of the square MovieClip making it one-and-a-half times wider than it used to be:

square.scaleX = 1.5;

Notice the common structure: you use a variable (square, triangle) as the name of the object, followed by a period (.) and then the name of the property (x, rotation, scaleX). The period, known as the dot operator, is used to indicate that you’re accessing one of the child elements of an object. The whole structure together, “variable name-dot-property name,” is used like a single variable, as a name for a single value in the computer’s memory.


A method is an action that an object can perform. For example, suppose you’ve made a movie clip symbol in Flash Professional with several keyframes and animation on its timeline. That movie clip can play, or stop, or be instructed to move the playhead to a particular frame.

This code instructs the MovieClip named shortFilm to start playing:;

This line makes the MovieClip named shortFilm stop playing (the playhead stops in place, like pausing a video):


This code makes a MovieClip named shortFilm move its playhead to Frame 1 and stop playing (like rewinding a video):


Methods, like properties, are accessed by writing the object’s name (a variable), then a period, and then the name of the method followed by parentheses. The parentheses are the way that you indicate that you are calling the method, or in other words, instructing the object to perform that action. Sometimes values (or variables) are placed in the parentheses, as a way to pass along additional information that is necessary to carry out the action. These values are known as method parameters. For example, the gotoAndStop() method needs information about which frame to go to, so it requires a single parameter in the parentheses. Other methods, like play() and stop(), are self-explanatory, so they don’t require extra information. Nevertheless, they are still written with parentheses.

Unlike properties (and variables), methods aren’t used as value placeholders. However, some methods can perform calculations and return a result that can be used like a variable. For example, the Number class’s toString() method converts the numeric value to its text representation:

var numericData:Number = 9; 
var textData:String = numericData.toString();

For example, you would use the toString() method if you wanted to display the value of a Number variable in a text field on the screen. The TextField class’s text property is defined as a String, so it can contain only text values. (The text property represents the actual text content displayed on the screen). This line of code converts the numeric value in the variable numericData to text. It then makes the value show up on the screen in the TextField object named calculatorDisplay:

calculatorDisplay.text = numericData.toString();


A computer program is a series of instructions that the computer carries out step-by-step. Some simple computer programs consist of nothing more than a few steps that the computer performs, at which point the program ends. However, ActionScript programs are designed to keep running, waiting for user input or other things to happen. Events are the mechanism that determines which instructions the computer carries out and when.

In essence, events are things that happen that ActionScript is aware of and can respond to. Many events are related to user interaction, such as a user clicking a button or pressing a key on the keyboard. There are also other types of events. For example, if you use ActionScript to load an external image, there is an event that can let you know when the image has finished loading. When an ActionScript program is running, conceptually it just sits and waits for certain things to happen. When those things happen, the specific ActionScript code that you’ve specified for those events runs.

Basic event handling

The technique for specifying certain actions to perform in response to particular events is known as event handling. When you are writing ActionScript code to perform event handling, there are three important elements you’ll want to identify:

  • The event source: Which object is the one the event is going to happen to? For example, which button was clicked, or which Loader object is loading the image? The event source is also known as the event target. It has this name because it’s the object where the computer targets the event (that is, where the event actually happens).

  • The event: What is the thing that is going to happen, the thing that you want to respond to? The specific event is important to identify, because many objects trigger several events.

  • The response: What steps do you want performed when the event happens?

Any time you write ActionScript code to handle events, it requires these three elements. The code follows this basic structure (elements in bold are placeholders you’d fill in for your specific case):

function eventResponse(eventObject:EventType):void 
    // Actions performed in response to the event go here. 
eventSource.addEventListener(EventType.EVENT_NAME, eventResponse);

This code does two things. First, it defines a function, which is the way to specify the actions you want performed in response to the event. Next, it calls the addEventListener() method of the source object. Calling addEventListener() essentially “subscribes” the function to the specified event. When the event happens, the function’s actions are carried out. Consider each of these parts in more detail.

A function provides a way for you to group actions with a single name that is like a shortcut name to carry out the actions. A function is identical to a method except that it isn’t necessarily associated with a specific class. (In fact, the term “method” could be defined as a function that is associated with a particular class.) When you're creating a function for event handling, you choose the name for the function (named eventResponse in this case). You also specify one parameter (named eventObject in this example). Specifying a function parameter is like declaring a variable, so you also have to indicate the data type of the parameter. (In this example, the parameter's data type is EventType.)

Each type of event that you want to listen to has an ActionScript class associated with it. The data type you specify for the function parameter is always the associated class of the specific event you want to respond to. For example, a click event (triggered when the user clicks an item with the mouse) is associated with the MouseEvent class. To write a listener function for a click event, you define the listener function with a parameter with the data type MouseEvent. Finally, between the opening and closing curly brackets ({ ... }), you write the instructions you want the computer to carry out when the event happens.

The event-handling function is written. Next you tell the event source object (the object that the event happens to, for example the button) that you want it to call your function when the event happens. You register your function with the event source object by calling the addEventListener() method of that object (all objects that have events also have an addEventListener() method). The addEventListener() method takes two parameters:

  • First, the name of the specific event you want to respond to. Each event is affiliated with a specific class. Every event class has a special value, which is like a unique name, defined for each of its events. You use that value for the first parameter.

  • Second, the name of your event response function. Note that a function name is written without parentheses when it’s passed as a parameter.

The event-handling process

The following is a step-by-step description of the process that happens when you create an event listener. In this case, it’s an example of creating a listener function that is called when an object named myButton is clicked.

The actual code written by the programmer is as follows:

function eventResponse(event:MouseEvent):void 
    // Actions performed in response to the event go here. 
myButton.addEventListener(MouseEvent.CLICK, eventResponse);

Here is how this code would actually work when it’s running:

  1. When the SWF file loads, the computer makes note of the fact that there’s a function named eventResponse().

  2. The computer then runs the code (specifically, the lines of code that aren’t in a function). In this case that’s only one line of code: calling the addEventListener() method on the event source object (named myButton) and passing the eventResponse function as a parameter.

    Internally, myButton keeps a list of functions that are listening to each of its events. When its addEventListener() method is called, myButton stores the eventResponse() function in its list of event listeners.

  3. At some point, the user clicks the myButton object, triggering its click event (identified as MouseEvent.CLICK in the code).

    At that point, the following occurs:

    1. An object is created that’s an instance of the class associated with the event in question (MouseEvent in this example). For many events, this object is an instance of the Event class. For mouse events, it is a MouseEvent instance. For other events, it is an instance of the class that’s associated with that event. This object that’s created is known as the event object, and it contains specific information about the event that happened: what type of event it is, where it happened, and other event-specific information if applicable.

    2. The computer then looks at the list of event listeners stored by myButton. It goes through these functions one by one, calling each function and passing the event object to the function as a parameter. Since the eventResponse() function is one of myButton’s listeners, as part of this process the computer calls the eventResponse() function.

    3. When the eventResponse() function is called, the code in that function runs, so your specified actions are carried out.

Event-handling examples

Here are a few more concrete examples of event handling code. These examples are meant to give you an idea of some of the common event elements and possible variations available when you write event-handling code:

  • Clicking a button to start the current movie clip playing. In the following example, playButton is the instance name of the button, and this is a special name meaning “the current object”:

    function playMovie(event:MouseEvent):void 
    playButton.addEventListener(MouseEvent.CLICK, playMovie);
  • Detecting typing in a text field. In this example, entryText is an input text field, and outputText is a dynamic text field:

    function updateOutput(event:TextEvent):void 
        var pressedKey:String = event.text; 
        outputText.text = "You typed: " + pressedKey; 
    entryText.addEventListener(TextEvent.TEXT_INPUT, updateOutput);
  • Clicking a button to navigate to a URL. In this case, linkButton is the instance name of the button:

    function gotoAdobeSite(event:MouseEvent):void 
        var adobeURL:URLRequest = new URLRequest(""); 
    linkButton.addEventListener(MouseEvent.CLICK, gotoAdobeSite);

Creating object instances

Before you can use an object in ActionScript, the object has to exist in the first place. One part of creating an object is declaring a variable; however, declaring a variable only creates an empty place in the computer’s memory. Always assign an actual value to the variable (create an object and store it in the variable) before you attempt to use or manipulate it. The process of creating an object is known as instantiating the object. In other words, you create an instance of a particular class.

One simple way to create an object instance doesn’t involve ActionScript at all. In Flash Professional place a movie clip symbol, button symbol, or text field on the Stage and assign it an instance name. Flash Professional automatically declares a variable with that instance name, creates an object instance, and stores that object in the variable. Similarly, in Flex you create a component in MXML either by coding an MXML tag or by placing the component on the editor in Flash Builder Design mode. When you assign an ID to that component, that ID becomes the name of an ActionScript variable containing that component instance.

However, you don’t always want to create an object visually, and for non-visual objects you can’t. There are several additional ways you can create object instances using only ActionScript.

With several ActionScript data types, you can create an instance using a literal expression, which is a value written directly into the ActionScript code. Here are some examples:

  • Literal numeric value (enter the number directly):

    var someNumber:Number = 17.239; 
    var someNegativeInteger:int = -53; 
    var someUint:uint = 22;
  • Literal String value (surround the text with double quotation marks):

    var firstName:String = "George"; 
    var soliloquy:String = "To be or not to be, that is the question...";
  • Literal Boolean value (use the literal values true or false):

    var niceWeather:Boolean = true; 
    var playingOutside:Boolean = false;
  • Literal Array value (wrap a comma-separated list of values in square brackets):

    var seasons:Array = ["spring", "summer", "autumn", "winter"];
  • Literal XML value (enter the XML directly):

    var employee:XML = <employee> 

ActionScript also defines literal expressions for the Array, RegExp, Object, and Function data types.

The most common way to create an instance for any data type is to use the new operator with the class name, as shown here:

var raceCar:MovieClip = new MovieClip(); 
var birthday:Date = new Date(2006, 7, 9);

Creating an object using the new operator is often described as “calling the class’s constructor.” A constructor is a special method that is called as part of the process of creating an instance of a class. Notice that when you create an instance in this way, you put parentheses after the class name. Sometimes you specify parameter values in the parentheses. These are two things that you also do when calling a method.

Even for those data types that let you create instances using a literal expression, you can also use the new operator to create an object instance. For example, these two lines of code do the same thing:

var someNumber:Number = 6.33; 
var someNumber:Number = new Number(6.33);

It’s important to be familiar with the new ClassName() way of creating objects. Many ActionScript data types don’t have a visual representation. Consequently, they can’t be created by placing an item on the Flash Professional Stage or the Design mode of Flash Builder’s MXML editor. You can only create an instance of any of those data types in ActionScript using the new operator.

Adobe Flash Professional

In Flash Professional, the new operator can also be used to create an instance of a movie clip symbol that is defined in the Library but isn’t placed on the Stage.