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(In other words, scrolls the menu to the left). */ function prev () { // If it's possible to scroll right... if (currentLeftItem > 0) { // ...then make it so. currentLeftItem--; generateCarouselMenu(menuText, iconFrames, currentLeftItem, gridX, gridY, numColumns, hGap); } }€€scripts: prev()ÿÿÿÿÿOOÿ€€€€ÿÿÿ?ÿÿÿô/* *********************** *** FUNCTION next() *** *********************** > DESCRIPTION: Increments the leftmost item setting, then generates a new menu. (In other words, scrolls the menu to the right). */ function next () { // If it's possible to scroll right... if (currentLeftItem < menuText.length - numColumns) { // ...do it. currentLeftItem++; generateCarouselMenu(menuText, iconFrames, currentLeftItem, gridX, gridY, numColumns, hGap); } }€€scripts: next()ÿÿÿÿOÿOÿ€€€€ÿÿÿ?ÿÿÿ/* *************************************** *** FUNCTION generateCarouselMenu() *** *************************************** > VERSION: 1.0.0 > DESCRIPTION: Creates a carousel-style menu based on supplied arrays of text and icons. Automatically adds na€€buttonÿÿÿÿO€ÿÿ€€€€ÿÿÿ?ÿÿactive€€€ ÿÿÿ?ÿÿdisabled€€labelsÿÿÿÿOÿOÿ€€€€ÿÿÿ?ÿÿstop();€€scriptsÿÿÿÿÿOOÿvigational arrow buttons to scroll the menu if the number of items exceeds the number of requested columns. Automatically disables nav buttons when the left or right limit of the menu is reached. > PARAMETERS: menuText An array. Elements specify the text for each item. frameList An array. Elements specify the frame each item should display. leftItemNum The element index of the left-most menu item, taken from menuText. gridX The left edge of the grid. gridY The top edge of the grid. numColumns The number of columns in the menu. hGap The amount of horizontal space between items. */ function generateCarouselMenu (menuText, frameList, leftItemNum, gridX, gridY, numColumns, hGap) { // Attach a clip to hold all the tiles...name it "grid". _root.attachMovie("emptyclip", "grid", 1000); // Place the grid clip to hold the menu grid._x = gridX; grid._y = gridY; // Attach the first tile to the grid manualÌÿÌÿa‚aÿó�ø„øø0æð0ñÿÿÿ?ÿÿ€€€D\DÿÌÿÌÿa‚aÿó�ø„øø0æð0ñÿÿÿ?ÿÿ€€Layer 1ÿÿÿÿO€ÿÿ€€ to hold the menu grid._x = gri<ÿ€€ ÿÿÿ?ÿÿly // so we can retrieve its width. put it at depth 2 // because the arrows will be on 0 and 1 grid.attachMovie("tile", "tile" + leftItemNum, 2); grid["tile" + leftItemNum].text = menuText[leftItemNum]; grid["tile" + leftItemNum].icon.gotoAndStop(frameList[leftItemNum]); var tileWidth = grid["tile" + leftItemNum]._width; // If there are fewer columns than menu items, add a // left scroll button if (numColumns < menuText.length) { // Put the left nav arrow in the menu clip grid.attachMovie("navArrow", "leftArrow", 0); // Flip the left arrow so it points left. grid.leftArrow._xscale = -100; // Add a gap between the left arrow and the first tile. grid.leftArrow._x -= hGap; // Centre the left arrow vertically with the tiles. grid.leftArrow._y = grid["tile" + leftItemNum]._height/2 - grid.leftArrow._height/2; // If we're at the leftmost item... if (leftItemNum == 0) { // ...disable the navigation arrow. grid.leftArrow.gotoAndStop("disabled"); } } // Set the horizontal location of the next tile. var columnXOffset = tileWidth + hGap; // Now attach the remaining tiles to the grid clip. for (var i = 1; i < numColumns; i++) { // Attach a tile. grid.attachMovie("tile", "tile" + (leftItemNum + i), 2 + i); // Store a convenient reference to the tile clip object var thisTile = grid["tile" + (leftItemNum + i)]; // Set the text output on the tile. thisTile.text = menuText[leftItemNum + i]; // Set the icon for the tile. thisTile.icon.gotoAndStop(frameList[leftItemNum + i]); // Set the horizontal position of the current tile. thisTile._x = columnXOffset; // Increase the horizontal offset for the next tile in this row. columnXOffset += (tileWidth + hGap); } // If there are fewer columns than menu items, add a // right scroll button if (numColumns < menuText.length) { // Put the right nav arrow in the menu clip grid.attachMovie("navArrow", "rightArrow", 2 + i); // Place the right arrow after the last item grid.rightArrow._x = columnXOffset; // Centre the right arrow vertically with the tiles. grid.rightArrow._y = grid["tile" + leftItemNum]._height/2 - grid.rightArrow._height/2; // If we're at the rightmost item... if (leftItemNum == menuText.length - numColumns) { // ...disable the navigation arrow. grid.rightArrow.gotoAndStop("disabled"); } } }€€scripts: generateMenu()ÿÿÿÿO€ÿÿ€€€€ÿÿÿ?ÿÿÿ /* ******************************* *** FUNCTION doMenuAction() *** ******************************* > DESCRIPTION: Executes an action in response to the clicking of a menu item. Each menu item behaviour is listed in this function. Items are numbered according to their position in menuText, the array that lists all items. > PARAMETERS: itemNum Specifies which item was clicked, corresponding with an element of menuText. Zero-based. */ function doMenuAction (itemNum) { // Display which item was clicked in the Output window. trace("Item " + itemNum + " was clicked."); // For the sake of demonstration, we set the frame of // a clip when a menu item is clicked. In this example, // the clip labels are named sequentially, so we can // programmatically determine menu item behaviour. However, // conditional statements could be used to create more // customized individual behaviours... sectionsDemo.gotoAndStop("s" + (itemNum + 1)); // Here's an example of customized if statements... /* if (itemNum == 0) { // respond to item0 here... } else if (itemNum == 1) { // respond to item1 here... } else if (itemNum == 2) { // you get the idea... } */ }€€scripts: doMenuAction()ÿÿÿÿÿÿOÿ€€€€ÿÿÿ?ÿÿÿF// Sets up the data and layout of the menu function init () { // =========== BEGIN AUTHOR SUPPLIED DATA ============ // Supply the text to go on each tile of the grid menuText = ["one", "two", "three", "four", "five", "six", "seven"]; // Supply the list of frames to display on each tile. These frames // are retrieve from the "icon" clip. Frame 1 is no icon (empty frame). iconFrames = [2, 3, 4, 5, 6, 7, 8]; // Set the default leftmost menu item, zero-relative. currentLeftItem = 2; // Set the coords of the menu. gridX = 121; gridY = 325; // set the number of items in the menu. numColumns = 3; // Set the gap between menu items, in pixels. hGap = 10; // ============ END AUTHOR SUPPLIED DATA ============= // ============ BEGIN ERROR HANDLING ================= // Make sure we have enough items to fill the // columns. If not, reduce the number of columns. numColumns = numColumns > menuText.length ? menuText.length : numColumns; // Now bring the leftmost item into valid range, if necessary. // Can't be below zero... currentLeftItem = currentLeftItem < 0 ? 0 : currentLeftItem; // Have to make sure there are enough items after the // specified left item to fill the columns. currentLeftItem = currentLeftItem > menuText.length - numColumns ? menuText.length - numColumns : currentLeftItem; // ============ END ERROR HANDLING =================== // Finally, create the initial menu. generateCarouselMenu(menuText, iconFrames, currentLeftItem, gridX, gridY, numColumns, hGap); } €€scripts: init()ÿÿÿÿ™3Ìÿ€€€€ÿÿÿ?ÿÿ€€€ÿÿÿ?ÿÿstop(); init(); €€scriptsÿÿÿÿOÿOÿ€€íû:3É(;€ Symbol 8 sectionsDemok_&;#"É(;€ Symbol 7menuItemButtonBñ$;J`ñ$;€ Symbol 6icon¼ã$;É(;€ Symbol 5 navButton�6!;Óª6!;€ Symbol 3ÿÿCPicPageÿÿ CPicLayerÿÿ CPicFrameÿÿCPicText€€{$kÿÿÿ…Ûÿÿ�X@DÀArialf™ÿ"äý grid.attachMovie("tile", "tile0", 0);grid.tile0.text = tileList[0];€€€Î4Ë…Ûÿÿöÿÿ0@ ÀArial™Ì™ÿ"¬þcarousel menu€€™Ìfÿñ U00>0`ª8 júÿ¨é8 öÿ(Øÿÿÿ?ÿÿ€€bgÿÿÿÿOÿÿÿ€€ÿÿ CPicSprite¹1¹1ÿÿÿÿ sectionsDemo€€ÿÿÿ?ÿÿ€€ sectionsDemoÿÿÿÿÿOÿÿ€€€€€@³Ç(Ø @YArial™Ì™ÿ"(the menu below is dynamically generated by actionscript. each item is Symbol 7 ÿÿÿÿSymbol 8ÿÿÿÿÿÿÿÿÿÿÿÿq] ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿ  þÿÿÿ þÿÿÿZ !"#$%&'()*+,-./0123456789:;<=>?@RBCDEFGfIJKLMNOPQþÿÿÿSTUVWXYþÿÿÿ[\]^_`abcdeþÿÿÿghijklmnopþÿÿÿrstuvwxyz{|}~€�‚ƒ„…†‡ˆ‰Š‹Œ�Ž��‘’“”•–—˜™š›œ�žŸ ¡¢£¤¥¦þÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿCPicPageÿÿ CPicLayerÿÿ CPicFrameÿÿ CPicButton€€¹Ðÿÿÿÿ_on (release) { itemNum = Number(this._name.substring(4)); _root.doMenuAction(itemNum); }€€ÿÿÿ?ÿÿ€€menu item buttonÿÿÿÿOÿOÿ€€ÿÿCPicTextÿÿCPicPageÿÿ CPicLayerÿÿ CPicFrame€€ÿÿÿ?ÿÿ€€Layer 1ÿÿÿÿO€ÿÿ€€on shuffle (theArray) { for (v€€�(›2»textðArialÓÿ´ÿ(text will go here€€ÿÿÿ?ÿÿ€€textÿÿÿÿO€ÿÿ€€ÿÿ CPicSpritean instance of the Arial™ÿÌÿ"(menuItemArial™Ì™ÿ"( clip, with its Arial™ÿÌÿ"(icon+Arial™Ì™ÿ"( clip set to a specific frame. two arrays--Arial™ÿÌÿ"(menuTextArial™Ì™ÿ"( and Arial™ÿÌÿ"(iconFrames Arial™Ì™ÿ"(--dictate the order of the buttons and specify the text and icons displayed on each button. variables determine the menu's position, number of columns, and gap between items. to customize the menu, set your desired values in the init() function and redesign the button, text, and icon in Arial™ÿÌÿ"(menuItemDArial™Ì™ÿ"(. to give the buttons behaviour, modify the doMenuAction() function.€€ÿÿÿ?ÿÿ€€ descriptionÿÿÿÿ€€€ÿ€€€€ÿÿÿ?ÿÿÿâ/* *********************** *** FUNCTION prev() *** *********************** > DESCRIPTION: Decrements the leftmost item setting, then generates a new menu. (In other words, scrolls the menu to the left). */ function prev () { // If it's possible to scroll right... if (currentLeftItem > 0) { // ...then make it so. currentLeftItem--; generateCarouselMenu(menuText, iconFrames, currentLeftItem, gridX, gridY, numColumns, hGap); } }€€scripts: prev()ÿÿÿÿÿOOÿ€€€€ÿÿÿ?ÿÿÿô/* *********************** *** FUNCTION next() *** *********************** > DESCRIPTION: Increments the leftmost item setting, then generates a new menu. 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Automatically adds navigational arrow buttons to scroll the menu if the number of items exceeds the number of requested columns. Automatically disables nav buttons when the left or right limit of the menu is reached. > PARAMETERS: menuText An array. Elements specify the text for each item. frameList An array. Elements specify the frame each item should display. leftItemNum The element index of the left-most menu item, taken from menuText. gridX The left edge of the grid. gridY The top edge of the grid. numColumns The number of columns in the menu. hGap The amount of horizontal space between items. */ function generateCarouselMenu (menuText, frameList, leftItemNum, gridX, gridY, numColumns, hGap) { // Attach a clip to hold all the tiles...name it "grid". _root.attachMovie("emptyclip", "grid", 1000); // Place the grid clip to hold the menu grid._x = gridX; grid._y = gridY; // Attach the first tile to the grid manually // so we can retrieve its width. put it at depth 2 // because the arrows will be on 0 and 1 grid.attachMovie("tile", "tile" + leftItemNum, 2); grid["tile" + leftItemNum].text = menuText[leftItemNum]; grid["tile" + leftItemNum].icon.gotoAndStop(frameList[leftItemNum]); var tileWidth = grid["tile" + leftItemNum]._width; // If there are fewer columns than menu items, add a // left scroll button if (numColumns < menuText.length) { // Put the left nav arrow in the menu clip grid.attachMovie("navArrow", "leftArrow", 0); // Flip the left arrow so it points left. grid.leftArrow._xscale = -100; // Add a gap between the left arrow and the first tile. grid.leftArrow._x -= hGap; // Centre the left arrow vertically with the tiles. grid.leftArrow._y = grid["tile" + leftItemNum]._height/2 - grid.leftArrow._height/2; // If we're at the leftmost item... if (leftItemNum == 0) { // ...disable the navigation arrow. grid.leftArrow.gotoAndStop("disabled"); } } // Set the horizontal location of the next tile. var columnXOffset = tileWidth + hGap; // Now attach the remaining tiles to the grid clip. for (var i = 1; i < numColumns; i++) { // Attach a tile. grid.attachMovie("tile", "tile" + (leftItemNum + i), 2 + i); // Store a convenient reference to the tile clip object var thisTile = grid["tile" + (leftItemNum + i)]; // Set the text output on the tile. thisTile.text = menuText[leftItemNum + i]; // Set the icon for the tile. thisTile.icon.gotoAndStop(frameList[leftItemNum + i]); // Set the horizontal position of the current tile. thisTile._x = columnXOffset; // Increase the horizontal offset for the next tile in this row. columnXOffset += (tileWidth + hGap); } // If there are fewer columns than menu items, add a // right scroll button if (numColumns < menuText.length) { // Put the right nav arrow in the menu clip grid.attachMovie("navArrow", "rightArrow", 2 + i); // Place the right arrow after the last item grid.rightArrow._x = columnXOffset; // Centre the right arrow vertically with the tiles. grid.rightArrow._y = grid["tile" + leftItemNum]._height/2 - grid.rightArrow._height/2; // If we're at the rightmost item... if (leftItemNum == menuText.length - numColumns) { // ...disable the navigation arrow. grid.rightArrow.gotoAndStop("disabled"); } } }€€scripts: generateMenu()ÿÿÿÿO€ÿÿ€€€€ÿÿÿ?ÿÿÿ /* ******************************* *** FUNCTION doMenuAction() *** ******************************* > DESCRIPTION: Executes an action in response to the clicking of a menu item. Each menu item behaviour is listed in this function. Items are numbered according to their position in menuText, the array that lists all items. > PARAMETERS: itemNum Specifies which item was clicked, corresponding with an element of menuText. Zero-based. */ function doMenuAction (itemNum) { // Display which item was clicked in the Output window. trace("Item " + itemNum + " was clicked."); // For the sake of demonstration, we set the frame of // a clip when a menu item is clicked. In this example, // the clip labels are named sequentially, so we can // programmatically determine menu item behaviour. 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