What'd I Just Do?

Re-cap, your first "setup.as":

AssetManager.registerBitmapDataAsset(new BitmapData(2,2,false,0xaaaaaa),'under');
underlay.setSkin('under');
underlay.setSize(_width,_height);
underlay.move(0,0);

The first line creates a litte bitty 2px X 2px opaque gray square named 'under'. The '2,2,false,0xaaaaaa' sets the size, transparency and color. If transparency is set to 'true', you'll need to add a transparency setting to the color, like this:

AssetManager.registerBitmapDataAsset(new BitmapData(2,2,true,0x55aaaaaa),'under');

The 'underlay.setSkin' line sets up the underlay image, in this case, the square named 'under'. The 'underlay.move' line sets up the x and y location, in this case, 0,0 , the upper left hand corner. The 'underlay.setSize' line stretches that little square out to what ever size you set, here, the width and height of the move. To set a specific size, use numbers, such as 100,25 (100px X 25px). To have it scale with the movie, use negitive numbers, e.g., _width-10,_height-20.

You added a display:

setDisplay(10,10,_width-20,_height-20,0x000000);

The 'setDisplay' works like the above code, but all in one line. It breaks down like this (x,y,width,height,color).

You made buttons:

AssetManager.registerBitmapDataAsset(new BitmapData(17,17,true,0x65ff0000), 'bttn');

btnPlay.setSkin('bttn|bttn|bttn');
btnPlay.move(35,25);
btnStop.setSkin('bttn|bttn|bttn');
btnStop.move(54,25);

The first line is the same thing as the underlay. The 'btnPlay.setSkin' line sets up three button images, 'up', 'down' and 'over'. The 'btnPlay.move' line sets up x,y location.

You added an overlay with buttons built in:

overlay.setSkin('overlay_png');
overlay.move(0,0);

Starting to figure out what does what now?

You made individual buttons and created a new overlay:

AssetManager.registerBitmapDataAsset(new BitmapData(17,17,false,0xffffff), 'over');
overlay.setSkin('over');
overlay.move(0,0);
overlay.setSize(_width,15);

btnPlay.setSkin('play_png');
btnPlay.move(0,0);
btnPause.setSkin('pause_png');
btnPause.move(0,0);
btnStop.setSkin('stop_png');
btnStop.move(17,0);
btnPrev.setSkin('prev_png');
btnPrev.move(34,0);
btnNext.setSkin('next_png');
btnNext.move(51,0);

Let's look at that image, shall we:

play.png

As you can see, it's really three images in one, 'up', 'down' and 'over' states. You could also use three separate images. Use this code to do that:

btnPlay.setSkin('bttn_up_png|bttn_down_png|bttn_over_png');

And remember the changes to the imagelist.txt" file. That tells KoolMoves which images to use to make the MP. In the future, we'll add things like counters, timelines, volume controls, playlists and such.