Description
  
   The script syntax is based on the C language, but with a lot taken out- the SWF
   bytecode machine is just too simpleminded to do a lot of things we might like. 
   For instance, we can't implement function calls without a tremendous 
   amount of hackery because the jump bytecode has a hardcoded offset 
   value. No pushing your calling address to the stack and returning- 
   every function would have to know exactly where to return to. 
  
  
   So what's left? The compiler recognises the following tokens: 
   
    - 
     
      break
     
    
- 
     
      for
     
    
- 
     
      continue
     
    
- 
     
      if
     
    
- 
     
      else
     
    
- 
     
      do
     
    
- 
     
      while
     
    
   There is no typed data; all values in the SWF action machine are stored as strings. 
   The following functions can be used in expressions: 
   
    
     - 
time()
- 
      
       Returns the number of milliseconds (?) elapsed since the movie started. 
      
     
- 
random(seed)
- 
      
       Returns a pseudo-random number in the range 0-seed.
      
     
- 
length(expr)
- 
      
       Returns the length of the given expression. 
      
     
- 
int(number)
- 
      
       Returns the given number rounded down to the nearest integer. 
      
     
- 
concat(expr, expr)
- 
      
       Returns the concatenation of the given expressions. 
      
     
- 
ord(expr)
- 
      
       Returns the ASCII code for the given character 
      
     
- 
chr(num)
- 
      
       Returns the character for the given ASCII code 
      
     
- 
substr(string, location, length)
- 
      
       Returns the substring of length lengthat locationlocationof 
       the given stringstring.
   Additionally, the following commands may be used: 
   
    
     - 
duplicateClip(clip, name, depth)
- 
      
       Duplicate the named movie clip(aka sprite). The new movie clip has namenameand is at depthdepth.
- 
removeClip(expr)
- 
      
       Removes the named movie clip. 
      
     
- 
trace(expr)
- 
      
       Write the given expression to the trace log. Doubtful that the browser
       plugin does anything with this. 
      
     
- 
startDrag(target, lock, [left, top, right, bottom])
- 
      
       Start dragging the movie clip target. Thelockargument indicates whether 
       to lock the mouse (?)- use 0 (FALSE) or 1 (TRUE). Optional parameters 
       define a bounding area for the dragging.
- 
stopDrag()
- 
      
       Stop dragging my heart around. And this movie clip, too.  
      
     
- 
callFrame(expr)
- 
      
       Call the named frame as a function.  
      
     
- 
getURL(url, target, [method])
- 
      
       Load the given URL into the named target. The targetargument
       corresponds to HTML document targets (such as "_top" or "_blank").
       The optionalmethodargument can be POST or GET if you want to submit 
       variables back to the server.
- 
loadMovie(url, target)
- 
      
       Load the given URL into the named target. The targetargument can be a 
       frame name (I think), or one of the magical values "_level0" (replaces 
       current movie) or "_level1" (loads new movie on top of current movie).
- 
nextFrame()
- 
      
       Go to the next frame.  
      
     
- 
prevFrame()
- 
      
       Go to the last (or, rather, previous) frame.  
      
     
- 
play()
- 
      
       Start playing the movie.  
      
     
- 
stop()
- 
      
       Stop playing the movie.  
      
     
- 
toggleQuality()
- 
      
       Toggle between high and low quality.  
      
     
- 
stopSounds()
- 
      
       Stop playing all sounds.  
      
     
- 
gotoFrame(num)
- 
      
       Go to frame number num. Frame numbers start at 0.
- 
gotoFrame(name)
- 
      
       Go to the frame named name. Which does a lot of good, since I 
       haven't added frame labels yet.
- 
setTarget(expr)
- 
      
       Sets the context for action. Or so they say- I really have no 
       idea what this does. 
      
     
   And there's one weird extra thing. The expression frameLoaded(num) can be used
   in if statements and while loops to check if the given frame number has been
   loaded yet. Well, it's supposed to, anyway, but I've never tested it and I
   seriously doubt it actually works. You can just use /:framesLoaded instead. 
  
  
    Movie clips (all together now- aka sprites) have properties. You can 
    read all of them (or can you?), you can set some of them, and here 
    they are: 
    
     - 
      
       x
      
     
- 
      
       y 
      
     
- 
      
       xScale 
      
     
- 
      
       yScale 
      
     
- 
      
       currentFrame - (read-only) 
      
     
- 
      
       totalFrames - (read-only) 
      
     
- 
      
       alpha - transparency level 
      
     
- 
      
       visible - 1=on, 0=off (?) 
      
     
- 
      
       width - (read-only) 
      
     
- 
      
       height - (read-only) 
      
     
- 
      
       rotation 
      
     
- 
      
       target - (read-only) (???) 
      
     
- 
      
       framesLoaded - (read-only) 
      
     
- 
      
       name 
      
     
- 
      
       dropTarget - (read-only) (???) 
      
     
- 
      
       url - (read-only) (???) 
      
     
- 
      
       highQuality - 1=high, 0=low (?) 
      
     
- 
      
       focusRect - (???) 
      
     
- 
      
       soundBufTime - (???) 
      
     
    So, setting a sprite's x position is as simple as 
/box.x = 100;. 
    Why the slash in front of the box, though? That's how flash keeps
    track of the sprites in the movie, just like a Unix filesystem- 
    here it shows that box is at the top level. If the sprite named 
    box had another sprite named biff inside of it, you'd set its x 
    position with /box/biff.x = 100;. At least, I think so; correct 
    me if I'm wrong here.