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Chapter 5. Managing Flash Communication > Movie Clips as Containers

Movie Clips as Containers

So far in this chapter, you've learned how to name your movie-clip objects, target each one, and navigate within their Timelines from any other Timeline in your movie. But how does this ability to control movie-clip Timelines translate into meaningful interactivity for your Flash project? The key is to think of movie clips as containers that hold stuff—animation, buttons, sound, even data. By moving the playhead back and forth or playing certain parts of a particular movie-clip Timeline, you can access that stuff whenever you want, independently of what else is going on. In previous versions of Flash, using movie clips in this way was the only way to simulate variables, counters, and other types of placeholders. Though the sophisticated ActionScript in Flash 5 now replaces some of these old techniques, it's still effective to think of movie clips as containers, especially for graphics and animation (Figure 5.33).

Figure 5.33. The movie clip as a container. This movie clip has a stop action in the first keyframe. The other labeled keyframes can contain buttons, graphics, animations, or any other kind of Flash information, which can be accessed simply by targeting the object and moving the playhead to the appropriate keyframe.



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