flash actionscript:
I created a new flash document, then created a new symbol with the identifier
'arrow', which is simply a MovieClip containing one frame with a picture of an
arrow pointing to the right. Then I entered the following ActionScript in the
first frame of the new flash document: var arrow1:MovieClip =
this.attachMovie('arrow', 'arrow1', 0, [_x=0, _y=0, _rotation = 0]);
this.onEnterFrame = function():Void {arrow1._x++;}; When I did publish
preview, this produced an arrow pointing to the right, and moving directly to
the right. Then I revised the ActionScript such that it assigned a value of 45
to _rotation in the init object, as follows: var arrow1:MovieClip =
this.attachMovie('arrow', 'arrow1', 0, [_x=0, _y=0, _rotation = 45]);
this.onEnterFrame = function():Void {arrow1._x++;}; This produced an arrow
pointing to 45 degrees down and to the right, and moving 45 degrees down and to
the right. Then I revised the ActionScript as follows: var arrow1:MovieClip =
this.attachMovie('arrow', 'arrow1', 0, [_x=0, _y=0, _rotation = 0]);
arrow1._rotation = 45; this.onEnterFrame = function():Void {arrow1._x++;};
This produced an arrow pointing to 45 degrees down and to the right, but moving
directly to the right. Apparently, if you change _rotation in the init object,
the whole (_x, _y) coordinate system of the clip you're attaching is rotated,
while if you change _rotation later, only the picture itself is rotated. Am I
missing something here? This seems like a really bad way to do it. If flash
is going to allow me to change the picture independently of the coordinate
system, there should be two different properties, one for the picture, and one
for the coordinate system, instead of the same property under different
circumstances changing both. Is there a way to rotate only the picture and
leave the coordinate system unchanged using the init object? Is there a way to
rotate the coordinate system outside the init object?