© Anselm Spoerri Lecture 10 – Related: Part 1 Flash –Build Flash Website with Animated Navigation Structure –Decide on Overall Navigation Layout, Import.

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Presentation transcript:

© Anselm Spoerri Lecture 10 – Related: Part 1 Flash –Build Flash Website with Animated Navigation Structure –Decide on Overall Navigation Layout, Import Images & Organize Assets –Create Animations for Navigation Buttons –Create "UP" Buttons –Create "Down" Buttons –Make Button Instance Interactive –Create Scenes and Swap in “Down” Button

© Anselm Spoerri Step 0 – Download files, Launch Flash, Create Document Download Files Launch Flash –Start > Macromedia > Flash Create Flash Document and Set its Properties –File > New –Modify > Document or use Property Inspector –Frame Rate = 12 Dimensions = 640 x 480 Background color = White 800 x 600 Using Grid, Rulers and Guides –Rulers View > Rulers –Guides –View > Guides > Show Guides

© Anselm Spoerri Step 1 – Overall Navigation Layout and Organize Assets Decide on Overall Navigation Layout 1) Create layers for "background", "navigation", "stage"... 2) Create Guides for Navigation Text and Images Import Images for Navigation 1) Resize to fit allocated space (or "create to spec" in image editing program). 2) Convert images into Graphic Symbols. Organize Assets 1) Open "Library" window. 2) Click on "Folder" icon to create folders for "Images", "Buttons"...

© Anselm Spoerri Step 2 – Create Animations for Navigation Buttons 1) Create "Movie" symbol using "Insert > New Symbol". 2) Drag "Graphic Symbol“ onto Stage of Animation (creates instance) 3) Add keyframes. 4) For each keyframe, apply effects (select instance on stage to apply Alpha effect). 5) Animate by applying "tweening" 6) Select last keyframe, open "Actions" window (can use Right-Click) and type "stop ();" (so that the animation does loop). Make sure "Frame" is selected by checking "Actions for..." the heading in top left corner.

© Anselm Spoerri Step 3 – Create "UP" Buttons 1) Insert "Button" symbol. 2) Create layers and guides for text and animation. 3) "UP" state - create text (and possibly background shape) 4) "OVER" state - insert keyframe, modify text, add animation. 5) "DOWN state - insert (empty) keyframe, modify text and add static graphic by selecting animation and using "Swap" in the Property Inspector; want graphic to line up with end state of animation. 6) "HIT" state - define "hotspot" for button (in addition to shapes in other states).

© Anselm Spoerri Step 4 – Create "Down" Buttons Use "Duplicate Symbol" to Create Buttons 1) Select "Button" symbol, Right-Click, select "Duplicate" and name it. 2) Replace text in the keyframes for the different states. 3) Use "Swap" to replace animation and position appropriately. Create "Down" Buttons 1) Use "Duplicate Symbol" to create "Down" button and name it. 2) Update states: "down" and "up" become identical (use "Copy Frames" and extra layer for swapping if needed). 3) "Over" should also contain static image as in "Up" state and the same text color as in "Up" state.

© Anselm Spoerri Step 5 – Make Button Instance Interactive Open "Scene" Window 1) "Scene 1" - name it "Bilbao". Make Button Instance Interactive 1) Select instance of button in "Scene 1" and name it 2) Open "Action" window. 3) Press "+" and then select action to be triggered: Global Functions > Timeline Control 6) Select "gotoAndStop" and for scene select "Bilbao". Action associated with button is: on (release) { gotoAndStop ("Bilbao", 1); }

© Anselm Spoerri Step 6 – Make Button Instance Interactive (cont.) Select ActionScript for "Bilbao" Button 1) Select instance of "Bilbao" button and open Actions Window 2) Select ActionScript and copy it Select Button Instance 1) Select instance of button (and name it). 2) Open "Action" window 3) Paste ActionScript. 4) Modify "gotoAndStop ("Bilbao", 1) so that another scene (to be created) is referenced, such as "Gehry", "Meret" or "Dance". Action associated with button is: on (release) { gotoAndStop ("SceneName", 1); }

© Anselm Spoerri Step 7 – Create Scenes and Swap in “Down” Button Create "actions" Layer 1) Insert layer called "actions". 2) Select first keyframe and open "Actions" window. 3) Type "stop ();". Open "Scene" Window to Duplicate Scenes 1) Open "Scene" window. 2) Click the "Duplicate Scene" icon in the bottom right. 3) Name the duplicate consistent with scenes referenced in the ActionScripts associated with the different buttons. Insert "Down" Button for Each Scene 1) Select button related to selected scene. 2) Use "Swap" in Property Inspector and select "Down" button.

© Anselm Spoerri Recap – How to create Animated & Interactive Button 4. Button UP = BUTTON Symbol OVER State 3. Animation = MOVIE Symbol 2. Bitmap Symbol = GRAPHIC Symbol 1.Import Bitmap To Change Alpha  Select Instance of Symbol Animation Stops  Add “stop ()” to last keyframe Navigation Select instance of Button and attach ActionScript Save Time  Use “Duplicate” and Modify

© Anselm Spoerri Lecture 10 – Related: Part 2 Flash –Done So Far and Build Upon –Create Function –Create “Button” using ActionScript 2.0 –Name Keyframes –Create “Disjointed Rollover” using ActionScript 2.0

© Anselm Spoerri Done So Far – Create Flash Website with Animated Buttons 1.Import Images 2.Convert Images to Graphic Symbols “Insert > Convert to Symbol” 3.Create Movie Clip using “Insert > New Symbol” 4.Insert Graphic Symbol and Animate 5.Create Buttons 6.Insert Movie Clip in “Over” State 7.Create “UP” and “DOWN” Buttons 8.Create Navigation Bar in “Scene 1” and add ActionScript 9.Create Scene for Each Category and “Swap In” “Down” Button  This Week – Create Secondary Navigation and “Disjointed Rollover” using ActionScript

© Anselm Spoerri Attach ActionScript Frame  stop (); Function definitions Variables Button Movie Clip Actions panel allows you to select, drag and drop, rearrange, and delete actions Reference panel to view detailed descriptions of actions  Window > Reference Flash can detect what action you are entering and display code hint Scripts attached to a frame execute when playhead enters frame. –first frame in a movie is rendered incrementally Scripts attached to movie clips / buttons execute when event occurs

© Anselm Spoerri ActionScript Terminology Objects are collections of properties and methods Methods are functions assigned to an object Instances are objects that belong to a certain class Instance names are unique names that allow you to target movie clip instances in scripts  Use Property inspector to assign instance names to instances on Stage.  “ this ” to movie clips Target Paths = Hierarchical Addresses movie clip instance names, variables, objects in movie –Use target path to direct action at a movie clip or to get or set variable value _root.stereoControl.volume

© Anselm Spoerri Dot Syntax “.” Indicate the properties or methods related to an object or movie clip Used to identify target path to a movie clip, variable, function, or object movieClip._x movieClip._alpha movieClip._xscale movieClip._visible = true; _parent.movieClip.play ();

© Anselm Spoerri Defining a Function // global _global.myFunction = function (x) { return (x*2)+3; } // local function sqr(x) { return x * x; }

© Anselm Spoerri MovieClip – Event Handler Actions and Methods Event handler actionsEvent handler methods onClipEvent (load)onLoad onClipEvent (enterFrame)onEnterFrame onClipEvent (mouseDown)onMouseDown onClipEvent (mouseUp)onMouseUp onClipEvent (mouseMove)onMouseMove onClipEvent (keyDown)onKeyDown onClipEvent (keyUp)onKeyUp onPress onRelease onRollOver onRollOut

© Anselm Spoerri Step 0 – Download files, Launch Flash, Create Document Download Files Launch Flash Open File “Step0.fla” Using Grid, Rulers and Guides –Rulers View > Rulers –Guides –View > Guides > Show Guides

© Anselm Spoerri Step 1 – Create Global Function Insert Layer “functions” in first scene “Bilbao” to contain global functions Want to create function that changes transparency and scale of movie 1)Open Actions Window 2)Enter function definition _global.changeVisuals = function (movieClip, alpha, scale) { movieClip._alpha = alpha; movieClip._xscale = scale; movieClip._yscale = scale; }

© Anselm Spoerri Step 2a – Create Secondary Navigation Buttons Using ActionScript 1) Create “Movie” Symbol = “Furcup Button” 2) Create Button Background and Text 3) Create Secondary Navigation Area in “Meret” Scene 4) Add instance of “Furcup Button” movie clip to “Meret” scene and name it “Furcup” 5) Select “Furcup” instance 6) Open Actions window

© Anselm Spoerri Step 2b – Create Secondary Navigation Buttons Using ActionScript With “Furcup” movie clip instance selected, add in Actions Window onClipEvent (load) { var alphaOut = 50; var alphaOver = 75; var alphaPress = 100; var scaleOut = 100; var scaleOver = 110; var scalePress = scaleOver; // set transparency this._alpha = alphaOut; this.onRollOver = function () { trace ("Over"); changeVisuals (this, alphaOver, scaleOver); }

© Anselm Spoerri Step 2c – Create Secondary Navigation Buttons Using ActionScript onClipEvent (load) { var alphaOut = 50; var alphaOver = 75; var alphaPress = 100; var scaleOut = 100; var scaleOver = 110; var scalePress = scaleOver; // set transparency this._alpha = alphaOut; this.onRollOver = function () { trace ("Over"); changeVisuals (this, alphaOver, scaleOver); } this.onRollOut = function () { trace ("Out"); changeVisuals (this, alphaOut, scaleOut); } this.onPress = function () { trace ("Press"); changeVisuals (this, alphaPress, scalePress); _parent.gotoAndStop("Furcup"); }

© Anselm Spoerri Step 3a – Label Keyframe, Create “DOWN” Button 1) Create layer = “labelled” 2) Select frame = 20, Insert Keyframe and Name it “Furcup” 3) Add “stop ();” to “actions” layer at frame = 20 (need to add insert keyframe) 3) Insert Keyframe at frame = 20 in layer “furcup” 4) Select instance of movie clip and name it “FurcupDown”

© Anselm Spoerri Step 3b – Modify attached ActionScript Modify ActionScript attached to “FurcupDown” instance var scalePress = 120; this._alpha = alphaPress; this._xscale = scaleOver; this._yscale = scaleOver; this.onRollOver = function () { trace ("Over"); changeVisuals (this, alphaPress, scaleOver); } this.onRollOut = function () { trace ("Out"); changeVisuals (this, alphaPress, scaleOut); } this.onPress = function () { trace ("Press"); changeVisuals (this, alphaPress, scalePress); _parent.gotoAndStop("Furcup"); }

© Anselm Spoerri Step 4a – Create “Disjointed” Rollover Create “Furcup Animation” 1) Import “Furcup” image and convert to Graphic Symbol 2) Create new movie clip symbol called “Furcup Animation” 3) Create Animation (make sure image expands from origin of movie clip). 4) Add instance “Furcup Animation” to “Meret” scene at frame = “Furcup” 5) Name instance “FurcupImage” Create “Furcup Text" 1) Create new movie clip symbol called “Furcup Text” 2) Create Text 3) Add instance “Furcup Text” to “Meret” scene at frame = “Furcup” 5) Name instance “FurcupText”

© Anselm Spoerri Step 4b – Create “Disjointed” Rollover Make “FurcupText” Invisible 1) Select “actions” layer at frame = 20 2) Add ActionScript FurcupText._visible = false;

© Anselm Spoerri Step 4c – Create “Disjointed” Rollover Add “Disjointed Rollover” to “FurcupImage” Select “FurcupImage” instance and in Actions window onClipEvent (load) { this.onRollOver = function () { trace ("Over"); _parent.FurcupText._visible = true; } this.onRollOut = function () { trace ("Out"); _parent.FurcupText._visible = false; } this.onPress = function () { trace ("Press"); }