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Flash
Multimedia
Kelly Short 1
Flash 8 Multimedia Sydney CEO
Contents
Section Page
3 Creating a button 8
4 Adding a Library Button 10
9 Variables 15
10 Preloaders 17
11 Interactive Learning Components 20
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Flash 8 Multimedia Sydney CEO
Screen Layout
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Timeline
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Flash 8 Multimedia
Library
Stage
Toolbar
Sydney CEO
4
Properties Bar
Flash 8 Multimedia Sydney CEO
The Timeline
Empty Key Frame
Key Frame
Empty Frame
Layer Name
Onion Skinning
The Tools
Select (V) Sub Select (A)
Stroke Colour
Fill Colour
Black and White, No colour, Swap Colours
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Flash 8 Multimedia Sydney CEO
Delete the
scene
Duplicate the
current scene Add a new
scene
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Add an action
script statement
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Creating Buttons
Setting up to create a multi page website. Each scene must have a stop script, otherwise it will
scroll through like an animation.
stop();
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Flash 8 Multimedia Sydney CEO
Add keyframes to Over and Down, and change the button slightly on each keyframe
The Hit State is the active area of the button. This is important if you create a button out of only
text, as anywhere where lines aren’t drawn on the text will not allow you to press the button
on (release)
{
gotoAndPlay("SceneName",1);
}
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Flash 8 Multimedia Sydney CEO
Open Window—>Common
Libraries—>Buttons
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Change the
sync value to
start
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Going to Scene
on (release) When button is
{ clicked
gotoAndPlay("SceneName",1);
}
Going to Frames
on (release) When button is
{ clicked
gotoAndPlay(12);
}
Go to frame 12
Going to a website
on(release){
getURL("http://www.busdesigns.com","_blank");
}
Website URL
Window State
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Flash 8 Multimedia Sydney CEO
• Event— Should be your default choice, especially for sound effects and other "incidental" sounds.
When Event is chosen, sounds will start to play when the keyframe is reached and keep playing until
the sound is done. Event sounds might not coincide with visual elements the same way on everyone's
machine. Sounds don't play more slowly or quickly (that would make them sound funny), but a ma-
chine with slower graphics performance might take longer to display visual elements. Suppose you
have a 1-second sound set to Event and your frame rate is 12 fps. You would expect that during the
sound, 12 frames would be displayed, but a slow machine might display only 6 fps during that 1 sec-
ond. In either case, the sound will finish 1 second later, as you would expect, but exactly how many
frames will have been displayed can vary.
•
• Start— This setting is almost the same as Event, except that multiple instances of the same sound
are prevented. With Event, a sound can be layered on top of itself, similar to singing a "round." Start,
on the other hand, plays a sound if it's not already playing.
•
• Stop— This setting is kind of weird—it's for when you want a specified sound to stop playing.
For example, say you import a sound called "background music" and make it start playing in the first
keyframe of one layer. Then you import another sound, "narration," and make it start playing in the
first keyframe of another layer. Then, in frame 10, you place another keyframe with the same sound
(background music) set to Stop, just that sound will stop. Both sounds start at the beginning, but on
frame 10 the background music stops and the narration continues to play. This is a bit strange because
normally you use the Properties panel to specify the sound you want to play where here you specify
the sound you want not to play. Think of Stop as "stop this sound if it's playing."
•
• Stream— This setting causes the sound to remain perfectly synchronized with the Timeline. Be-
cause, again, you can't have sounds playing slowly if the user's machine can't draw frames quickly
enough, this setting forces Flash to skip frames to keep up. Stream sounds start playing when the key-
frame is reached and continue to play as long as there is space in the Timeline. In other words, if your
sound is 3 seconds long and you're playing at 12 fps, the Timeline has to be at least 36 frames; other-
wise, part of the sound will never be reached. (You can compare the Stream setting to a Graphic Sym-
bol's behavior.) The benefit of the Stream setting is that the synchronization will always be the same.
If in this case you place a graphic in Frame 12, it will coincide perfectly with the first second of your
sound. Just remember that when you're using Stream, you have to ensure that there are enough frames
in the Timeline to accommodate the length of the sound. Finally, you preview Stream sounds as you
scrub, thus making the process of synchronizing audio to images possible.
•
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Flash 8 Multimedia Sydney CEO
Select Export for ActionScript and Export in First Frame; then give the
sound the identifier machineSound.
song_sound.attachSound("machineSound");
startButton.onRelease = function() {
song_sound.start();
};
stopButton.onRelease = function() {
song_sound.stop();
};
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Flash 8 Multimedia Sydney CEO
Variables
Add a text field
here
Change to
Type in name
of Variable
here.
Add a new scene and create a button to go to it
on(release){
gotoAndPlay("Scene 2",1);
}
Select Show
border around
text
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Go to scene 2
Add a dynamic
text field
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Preloaders
Create a loading graphic and convert to a symbol. Double click to edit
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Create some dynamic text fields like below. This is where the information
will be displayed.
Dynamic
Create a new layer called scriptpercent and add the following code:
// we are creating a loop that keeps going back to frame 1 until we are 100%
bytes loaded
// the value of our variable = 100 all bytes are loaded so go to Next scene
if (_root.percentLoaded == 100) {
nextScene();
} else {
// if not all bytes are loaded go to and play 1
gotoAndPlay(1);
}
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Flash 8 Multimedia Sydney CEO
Add a layer for frames so far and add the following code:
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Interactive Components
Open the Learning Interactions Library
Click and Drag the required interaction onto the desktop, and
break it apart.
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Type your
question here
Navigate to
further options
here
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