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KoolMoves User Guide
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1. Q 5 BOO A PR 5 PEG iir Ter 7 euro Wil MD ere iid RM 7 Creating s Button ux Properly Data VIER ini 12 Motion de Eles m Bulloni sas na DD LS SO X 13 Converting a Visual Element to Bist 15 Loading Images mto Button SELOS usura ae 20 Ane TS Ty to DO ee 21 Tat Damion Gain 21 Creating amp Importing from Button Libraries ssssssssssssssssssssssssssssnnssnnnunnnnnunnnnnnssnnsssnnssssnsssssssnnsnsnnnnnnn 22 Buron testor 23 Puit Eug caso me Y bin 24 PIS Wut cuna CoD BET Eee ee 35 Tmichue Duitan ACUONSCADO aneis bv in erit d V ARP DXEQ VF a 41 Adding Sound to Button ND area 43 Button Gallery Categories Folders 00000000000sssssssnnnnnnnnnnssssssssssnnnnnnnnsssssnnnnnnnnnnssssssnnnnnn 45 Qj m RE SEESDE 45 Business amp Communication amp Peoples ea 45 ma Mir m t SEER 46 PVR M OOtIe 46 MAIER 4
2. After validating each segment of the movie you can remove the button and stop action on the last frame and enter the following action on the last frame this onEnterFrame function this loadMovie movieN swf level0 j Button Actions 28 KoolMoves User Guide Unload Movie Use Unload movie to remove a movie from a level Do not unload level O level0 this will cause the movie to crash Play Movie Use this action to restart the current timeline Ifthe timeline is already playing this action has no effect Stop Movie This action stops the playhead at the current frame in the current timeline The stop command has no impact on sounds that are playing or actions occurring in other timelines 1 e movie clips in the current level and movies in other levels Stop Sounds This action will stop all sounds currently playing in the target timeline Leaving the target blank will stop all sounds in the movie Enter the path to a movie clip or level to stop specific sounds Button Actions Unload Movie On Mouse Events Press w Release Release outside Level NE Play Movie On Mouse Events Press Release Release outside Stop Movie On Mouse Events Press W Release Release outside Stop Sounds On Mouse Events Press v Release Release outside Hall over Hall aut Drag over Drag out Hall over Hall aut Drag over Drag out Hall over Hall out Drag ove
3. Click Here 2 Shape with 3D Effect Use the Star Draw tool to draw a five pointed star should be slightly higher than your Click Here text object Creating Buttons Select the Movie Clip and in the Properties data view under Effects open the Filters GUI and apply Drop Shadow Ill Movie Clip mc1 El Symbol Frames Al Look Effects Be gt Flash 6 filters drop shadow bevel glow adjust color etc that can be changed per frame 13 KoolMoves User Guide In applying effects to a shape we can either apply the effect to the shape and then place it in a movie clip or place the shape in a movie clip and apply an effect to the movie clip Let s see what effects are available for a shape versus a movie clip Shape Effects Movie Clip Effects Motion Script Motion Script Fade Size Fade Size Spin Rotate Spin Rotate 3D Filters Drop Shadow Blend Mode We have already applied an effect to a movie clip with the Drop Shadow Filter so let s go the other way this time we will apply a 3D motion to our star and place the star in a movie clip Select the Shape and lil Shape 51 Lan in the Properties data wecken of iuri inia a inre view under Effects Fickaliarrr abou am ETR open the 3D GUI and lr ne pn apply the Astroids effect Set the Loop Click Here property to yes Add 3D effect 3D effects can result in large SW files We now have two movie clips
4. and the string to send Everything else is Elcio 7 just a matter of formatting the information for the computer s sake Button Actions 35 KoolMoves User Guide When you click on OK KoolMoves will check the code for syntax errors In the following pages there are examples that you can copy and paste into KoolMoves that should work 100 of the time hey typographical errors happen If you get an error message KoolMoves make a note of the line number and error message Then click on OK to go back and either fix the problem or save your latest changes KoolMoves Clicking on No will save your latest changes including any error you might have added to your work in progress To abandon your latest changes click on Yes and then on Cancel in the ActionScript editor ASE Okay enough about the ASE back to programming buttons The general format for code placed on a button 1s on even t f Button Actions and Sounds E commands Actions Over Sound Down Sound j KE t After your code is saved it will have an entry in the Button Actions and Sounds display area Buttons work with user events actions caused by the user User events allow you to make your movies interactive The ability to code actions in buttons was introduced in Flash 5 The available events are the same as in the window dialogs just capitalized differently and put in parentheses ae Un Mouse Events release Press Roll over r
5. frame respectively works best when tweens 0 Load Movie Load movie loads a swf without closing the current Load Movie movie All of the higher levels have transparent E backgrounds which allow the layers underneath to be DRA EN tte seen Unless the highest loaded movie is opaque and PE Bl sess equals or exceeds the size of the movie frame you w Release Roll out Release outside Drag over Drag out will see the swfs n lower levels The movie background color s ze and speed are set by the movie at level 0 levelO LRL bouncy ball sw Level a The main movie and any swfs loaded into it should be in the same folder Once a movie is loaded use the Tell Target commands to control the movies within the different levels To minimize interruptions have a control movie on levelO regulate the loading and playing of the other movie segments one segment can load while another segment is playing Loaded movies are origin point 0 0 justified that 1s they are lined up based on their top left corner In situations where different movies will fill different portions of the browser it is a good practice to create a template with reference areas marked out as a starting point for the contributing movies Grid preferences are set under File gt Preferences Grid options are located under Options gt Grid Button Actions 27 KoolMoves User Guide Daisy chaining A large movie that exceeds the Flash Player s
6. Ej burnedchrome swf B canister fun 8 canister swf B foursquare fun 8 foursquare swt 42 KB 5 KB 11KB 2 KB 8 KB 1KB KoolMoves Document Shockwave Flash O KoolMoves Document Shockwave Flash O KoolMoves Document Shockwave Flash O 3 19 2002 11 42 AM 3 19 2002 11 46 AM 3 19 2002 12 42 PM 3 19 2002 12 42 PM 3 19 2002 11 59 AM 3 19 2002 11 59 AM buttons are actually stored in fun files swf versions are included to run in the preview window B futureball fun Ej futureball swf B geometry fun 8 geometry swf B glowplate fun KoolMoves Document 3 29 2002 9 54 AM KB Shockwave Flash O 3 29 2002 9 54 AM E KoolMoves Document 3 21 2002 9 53 AM Shockwave Flash O 3 21 2002 9 53 AM KoolMoves Document 3 21 2002 9 54 AM Shnrkwaue Flach n 13 23 2002 052 AM q My Computer You can create your own folders with your own button designs up to 12 per folder and load them as you need them Creating amp Importing from Button Libraries If you plan on creating and reusing large quantities of buttons especially buttons that have common themes store your buttons in symbol libraries instead of Button Gallery folders A symbol library can hold a large number of buttons in a single fun file and the buttons are loaded all at once as opposed to being loaded individually Let s say you ve created a cowboy themed presentation movie that uses a lot of personally designed buttons and you would like to
7. TI n Ld LT Bitmap caching A major performance limiting factor has been Flash s requirement to update vector graphic images with each screen refresh even if nothing has changed In movies with many objects on the screen this brought down the practical frames per second performance capabilities Bitmap caching reduces the load on the renderer by storing copies of selected objects in the Flash Player The Flash Player will convert the visual contents of buttons into bitmaps and store them in the runtime Flash Player memory These copies are used for screen refreshes instead of rendering the images from scratch until the contents of the movie clip change at which time a new bitmap copy is rendered and stored So as long as a button doesn t change caching can seriously reduce the load on the renderer especially if the button happens to contain complex vector images lots of lines curves gradient fills etc However what constitutes a change If the button moves up or down or sideways no problem On the other hand rotations scaling flipping animated filters basically any effect will require the button to be rendered Button Properties 6 KoolMoves User Guide Creating Buttons In KoolMoves any visual element can be turned into a button However some elements are better suited than others for specific applications For example to test a piece of code all you need is a visible object on the stage tha
8. create Flash buttons for use in websites In KoolMoves any shape group of shapes imported image movie clip or static text object can be turned into a button with a single mouse click Additionally KoolMoves comes with about 70 professionally designed buttons that can be previewed and added to a movie with just a few mouse clicks The power and complexity of the button actions that can be created with KoolMoves are only limited by the skill and knowledge of the user On the other hand beginners can make powerful buttons without any knowledge of ActionScript or much experience with KoolMoves either by using dialog windows The Button Properties section provides a detailed look at how buttons are handled in KoolMoves Read the Creating Buttons section for step by step guides to making buttons The three ways that actions can be applied to buttons are covered n the Button Actions section To add emphasis to your buttons check out the Adding Sound to Button States section If you have any questions about buttons that are not covered in this user guide please search the KoolMoves support forum at http www flashkit com board forumdisplay php forumid 24 before posting your question and be descriptive with the subject field this helps make the forum more useful ActionScript questions can also be researched in the KoolMoves forum many useful ActionScript references both online and hardcopy are identified in various posts there a
9. in different directories they can be made accessible to the internal player by selecting their folder n the Play animation from this field in File gt Preferences gt Play e When working with Netscape web browsers avoid spaces in the file name as this will cause problems Using Http n the path may also cause problems with the Netscape web browser e A button underneath a shape will continue to work even if you can t see it e When buttons or movie clips with button behaviors overlap the unobstructed portions will generate the mouse events Assuming that each button s hit area is at 100 the mouse pointer is over the red button s hit area However if the blue button s hit area is 200 the pointer 1s over the blue button s hit area e Ifyou are going to stack movies containing buttons in different levels you need to avoid the button bleed through effect In the higher level movie place a movie clip the size of the movie at the bottom of the movie s content stack add an onRollover event handler with no actions and set the clip s useHandCursor property to false This clip will block all buttons in lower level movies Button Actions 23 KoolMoves User Guide Actions Property gt Dialogs To place an action within the button itself so that the action travels with the button select a button and open the Properties Data View In the Behavior properties click on Actions to E Button btn1 Esl open
10. py start fit mel to page not required var scale Math min pj pageWidth mcl width pj pageHeight mcl height mcl xscale mcl yscale scale 100 add page if pj addPage mcl null printAsBitmap true process all pages sent to the print spooler pj send j j Setting the movie to scale with the host application using fscommand on release fscommand allowscale true j Sending a JavaScript command to the host application Button Actions 39 KoolMoves User Guide on release getURL javascript command Stopping the movie in level 1 on release _levell stopQ Stopping movie clip mc3 in mcl on release mc1 mc3 stop j Button Actions 40 KoolMoves User Guide Timeline Button ActionScript As putting ActionScript on buttons is not much more complicated than working with the window dialogs putting button actions on the timeline is only slightly more complicated than putting the actions directly on the button and has its own advantages While Flash allows you to place code on your buttons and other objects as your movies become more complicated and your knowledge of ActionScript increases t makes sense to place all you code in one place as opposed to searching the length of your movie for the piece of code that needs to be debugged Whether you use code directly on the button or place the button code within the timeline is up to you In
11. reuse them in future projects No problem Start by creating a symbols folder and a buttons sub folder e g Program Files KoolMoves Z Symbols Buttons Next make a copy of the project file and store it in the Buttons folder Give it a descriptive name reflecting the buttons common theme and or purpose e g Cowboy Navigation fun Now copy all the buttons to the Symbol Library covered in Buttons amp the Symbol Library then create a key frame that has copies of all buttons present This key frame will be your preview frame Finally delete all other key frames in the project and save the file This leaves you with a single frame project file filled with buttons To load the buttons into the current project use File gt Insert KoolMoves Movie browse to the Buttons folder and select the file As the GUI window previews the selected file its Symbol Library is copied to the current project s Symbol Library Don t preview a file more than once multiple copies of the buttons will be loaded Having buttons in the symbol library that are not used will increase the project file fun size but will not impact the final movie swf size Adding Buttons to Movies 22 KoolMoves User Guide Button Actions Buttons detect an event e g onPress onRelease onRollover etc and then execute commands e g navigate movies load files launch web pages etc associated with the event The behavior of a button 1s defined either throu
12. situations where the name of the button is being changed a lot or the button is copied between project files t may make sense for the intermediate level ActionScript programmer to embed the button code in the button itself We are interested in adding ActionScript that will define the actions for a button The big difference between this and placing the code directly on the button accomplished in the preceding section is that we will need to identify the button in the action code To place code on the timeline open the Score Timeline data view and click on the Actions and Sounds Tab x aj cm directly on the timeline in this movie and will execute when the i E specific Key Frame loads in the N Flash Player Note that there areno actions on Key Frame 1 id E a u u pror gr og pron pror prog g og ror d It is a good practice when writing code for a multi frame movie to leave key frame 1 blank with 0 tweens and to place all your code on key frame 2 In the Score Timeline data view displayed above click on the key frame 2 in the frame navigation bar before adding the button action to the timeline However our first example is a single frame movie so the above caveat is not applicable Next click on the plus button with the dropdown arrow and select Action Script This opens the ActionScript Editor covered in Chapter 13 Action Scripting of the KoolMoves User Manual In Action Script the e
13. timeline 2 Play the target timeline The tell target actions work just like regular actions with one difference you must define a target in the target box Inside a SWE each target is laid out much like a directory To access the current main movie s timeline leave the Target field blank Use the syntax to control a higher timeline or path to control a lower timeline In the screenshot to the right above Stop Movie a button in root mcl is controlling root mc10 For loaded movies the syntax is a little different To use Tell Target on a loaded movie you use _leveln where n is the level of the loaded movie If for example you want to control a loaded movie in level 1 the target would be levell To control a SWF Object from the main movie you can use either Object name or just Object Name Button Actions 34 KoolMoves User Guide Actions Property gt Action Script All the actions covered in Actions Property gt Dialogs could have been done with ActionScript However most new computer animators are n such a rush that they don t have time to learn ActionScript before they make their first Flash movie That s why the dialog windows in the preceding section were created KoolMoves was created by a professional animator he understands the overwhelming desire to create As powerful as the dialog commands are they are limited in scope and flexibility and should only be used until you have had time to le
14. to play with In the next section we will use lll Shapes them to make a button TES Shapes L REM mc mei B BI ENT e E3 Creating Buttons 14 KoolMoves User Guide Converting a Visual Element to a Button Select the Click Here movie clip created in the previous section and click Click Here on the Convert to Button tool In the List of Shapes data view below you can see that mcl is now btnl and has also been moved up in the content stack E I Shapes p BE E T y s e yj Once an object becomes a button it cannot be changed back the source object is removed from the stage and placed in the new Up State To recover an item that has been converted to a button open the button edit environment and copy the object then paste it back to the stage Ka KoolMoves test3 fun Shapes Points Effects Transforms Frames Movie Play Options Help Cut Shapes Copy Shapes Delete Shapes Copy the selection and put it on the Clipboard Creating Buttons 15 KoolMoves User Guide Now we are going to move mc2 the star movie clip to the Over state In the main movie select mc2 and move it to the clipboard by either using Ctrl X or Edit gt Cut Shapes a KoolMoves test3 fun Effects Transforms Frames Mo D ER le DRA f UMP Points a Unda Fat Redo Ctrl Delete Shapes Paste Shapes CineV Paste Shapes to Beginning Paste Shapes to End Next select btn
15. 6 DEN RN M a ERE REESE TESTE ES ER ESEE DE NEED TEE REE EET EEN ES ERE SETE EDER ET FERED 47 i T4 Nur Dri a ara 47 dn P ENGS M 47 hia S eli SE delirio eet 49 INN Aen enone NR E neren neater 51 iii KoolMoves User Guide KoolMoves User Guide Preface About This User Guide This user guide is an adjunct to the KoolMoves manual and is not intended as a stand alone document The sole purpose of this user guide 1s to illustrate a narrow area of functionality in the KoolMoves application Users of this guide are expected to have reasonable access to the KoolMoves user manual as this guide contains references to the operation of KoolMoves and its interface both of which are covered extensively in the manual This user guide has been composed and typeset in Windows Word and exported to the Adobe Portable Data File PDF format Any questions about or comments on this user guide can be Private Messaged to pherbrick via the KoolMoves support forum at http www flashkit com board forumdisplay php forumid 24 Introduction Modern computer software cannot operate without Buttons Buttons are graphic hot spots that make things happens Flash buttons are used in interactive animations websites and client applications written in ActionScript There are many commercial applications that do nothing but
16. Bl Rollover separate application in the movie s folder v Release Roll out Cancel Release outside Drag over Drag out u i i Additional information can be found in the Adobe Command FScommand exec ActionScript fscommand dictionary entry in the KoolMoves manual Chapter 5 Data Views gt Score Timeline gt Actions amp Sounds gt FS Command Arguments JavaScript Use the JavaScript button act on to pass JavaScript Javascript commands directly to the host application browser DETIENE similar to the FS Command window except any IRES Bi alles arguments are included in the command line E Nielsen Jg v Cancel Release outside Drag over Drag out Javascript command Code EEA Button Actions 33 KoolMoves User Guide Tell Target Actions Play Movie with Tell Target bd Stop Movie with Tell Target On Mouse Events On Mouse Events Press Roll over i Press Rall over v Release Roll out Cancel Release Roll out Cancel Release outside Drag over Release outside Drag over Drag out Drag out Target level Target mc 0 Tell Target is a means to communicate timelines without using ActionScript any movie can control another movie Your movie has multiple timelines when you 1 have movie clips 2 create a SWF Object or 3 load a movie into a level other than _level0 There are two basic Tell Target functions built into KoolMoves 1 Stop the target
17. Drag over Be Drag out In the URL target field type in the target frame name or select a frame window from the drop down list If your form s data field s will have chunks of data greater than 255 characters use the Post method URL target self otherwise either Get or Post can be used Sendusing POST O This command sends all variables on the current timeline In order to send only specific variables place these variables and the corresponding button action within a movie clip The KoolMoves Send Form Data button action supports the following protocols Purpose Access a local file FTP a remote file Open a web page Execute a JS command in a browser Execute a VB command in a browser Send email via the default email app Open a Telnet connection For more information on using forms to submit data please see the Adobe Technical note How to create and submit a form in Flash 4 Button Actions 31 KoolMoves User Guide Printing from Within a Movie Print Command bd Print As Bitmap Command On Mouse Events On Mouse Events Press Roll over i Press Roll over W Release Roll out Cancel v Release Roll out Cancel Release outside Drag over Release outside Drag over Drag out Drag out The print and printAsBitmap ActionScript commands provide the capability to print frames from within a movie The print function will send vector graphics to PostScript printers and raster gr
18. KoolMoves User Guide Buttons KoolMoves User Guide Lucky Monkey Designs LLC South Carolina USA www koolmoves com The information in this document is subject to change without notice and should not be construed as a commitment by Lucky Monkey Design While every effort has been made to insure the accuracy of the information contained herein Lucky Monkey Design assumes no responsibility for errors or omissions Lucky Monkey Design assumes no liability for damages resulting from use of the information contained in this document Flash 1s a registered trademark of Adobe Inc in the United States and other Countries The software described in this document is furnished under license and may be used or copied only in accordance with the terms of that license This publication may be reproduced photocopied stored on a retrieval system or transferred without the expressed prior written consent of Lucky Monkey Design PRINTING HISTORY November 2006 Version 0 1 November 2006 Version 0 2 il KoolMoves User Guide Table of Contents Proloco About Tus User DU een hehe iii dai V PE ier RAN V BUB E E EEE REE ENES SENE TEE ED REESE ERE PEERS TESTES 1 RD RAS OS RR E 1 NOG ion 3 ipo 4 ijj
19. ND zo The symbol library is used to organize track e and edit button designs used throughout a Play Edi movie A change to a library button s Usage Describe Dekto appearance is reflected in all instances but Replace Link Name each button has unique actions like the linked appearance buttons described in Copying Buttons On the stage select a button and press Ctrl F11 Shapes gt Add to Symbol Library to add it to the symbol library Leztripnur PL puto Give the button symbol a descriptive name either about irning e its appearance 1f multiple copies with different actions will be used or its purpose 1f all copies will have the NM same or similar actions Regarding the button library commands e Click on Play to preview a button s states in an internal player e Click on New to create a button from scratch see Creating a Button from Scratch e Click on Edit to change the appearance of a button see Creating a Button from Scratch e Click on Delete to remove a button from the Symbol Library e Click on Usage for a listing of that symbol s instance names in the movie disto Link Name is grayed out it doesn t apply to buttons Main Movie btne e Click on Describe to edit the button s description e Click on Replace to replace all instances of the button in the movie with another button button HEHE x actions are not affected Select a replacement 1 0 rr button from the drop down list A
20. al Pulse Punch Left Add 30 effect 30 effects can result in large SWF Files a After you ve changed the property Rede you need to move the mouse over i Click Here in the preview area to Reduce number af frames ta increase speed or decrease swf file size 4 see the effect Ky he Bey Fy Ky Be Over State Down State Down State Down State Down State Down State Loading Images into Button States When you open the Import image palette in a button state you only have the Image option However when open the Import image palette from within a movie clip in the button state the entire palette is active You could also have loaded these objects to the stage and converted them to a button s Up state or copied cut and pasted them to a button state Du Ea i T p Buttons containing raster images e g bmp gif jpg and png get blurry when resized Try to initially design the image to the final button size so minimal resizing will be required Shapes drawn in KoolMoves are vector graphics and will not get blurry when resized Creating Buttons 20 KoolMoves User Guide Adding Buttons to Movies The Button Gallery As we have seen KoolMoves makes it very easy to design unique buttons The Registered version of KoolMoves comes with about 70 professionally designed buttons already made ES Click on the Button Gallery tool in the Toolbox Click on a folder category to display the contents These buttons
21. aphics to non PostScript printers printAsBitmap only sends raster information but supports alpha channels and color transformations printAsBitmap 1s functionally identical to print print level print level Bounding box print target print target Bounding box Options for the Bounding box bmovie the bounding box of a specific frame bmax all of the bounding boxes of all the printable frames bframe the bounding box of each printable frame To limit the printing to specific Key Frames label the key frames to be printed as P otherwise all frames including tweens will be printed Button Actions 32 KoolMoves User Guide FS Command The FS Command button action is used to send commands to the Flash Player s host application usually a web browser and is comparable to the fscommand global function fscommand command parameters Command Argument Description allowscale true false false prevents a movie from scaling with changes in the player s window size exec application name Launches an external application include path n the application name argument true false true causes the player to fill the entire screen quit fe Stops the movie and closes the player click menu true causes all keystrokes to be sent to the movie this disables keyboard control of the player window FS Command ir Mouse EVER In this example the movie is actually launching a m os
22. arn ActionScript In this section you will see how easy it is to make those commands using ActionScript The first few steps are the same as in Actions Property gt Dialogs To place code within the button itself so that the code travels with the button select a button and open the Properties Data View E Button btn1 In the Behavior properties click on Actions lt to open the Button Actions and Sounds Symbol States window pok Tects Behavi 4 F Look Hiects pu all The Actions tab 1s used to ms create edit delete and pudeaangactacdiezecascaucauss organize actions stored in a Actions Over Sound Down Sound button Button ctions and Sounds Library symbol Gru ind Click on the plus button with the drop down menu and select inani Action Script from the menu T The ActionScript Editor is covered in Chapter 13 of the KoolMoves User Manual However for the purposes of this user guide you don t really need to look up anything Just remember to click on OK to save your changes click on Cancel to start over lll Action Script Editor The example to the left will work nicely LS EHG sl Boote E provided you have previously created a Er i dynamic text object named txt1 Note txtl text Hello World that this example is analogous to the Set Dynamic Text dialog command and has all the same information the event to look for the target dynamic text object s name
23. asy to work with and very capable in making movies interactive However as you become more proficient with ActionScript you might consider using movie clips Movie clips have all the capabilities of buttons but a more generic object design allowing for greater flexibility It is beyond the scope of this User Guide to cover movie clips but I would like to mention why advanced Flash programmers use movie clips in place of buttons Dynamic Interactivity Movie clips can be both created and removed via code at runtime This allows new levels of flexibility and interactivity as well as conserving system resources Additional Event Handlers In addition to mouse actions occurring to the movie clip s presence on screen the clip can handle additional mouse keyboard and system events not directly tied to the clips presence on the stage Additional States Because movie clips don t come with states a clip s state consists of frames in the clip s timeline with the playing of these frames tied to one or more events A movie clip acting as a button can have a different state for each event you are not limited to just Up Over and Down There are many threads with examples in the KoolMoves support forum concerning the use of movie clips as buttons and there is at least one sample at www koolexchange com Movie Clips as Buttons 49 KoolMoves User Guide Movie Clips as Buttons 50 KoolMoves User Guide Summary Buttons are symbols The Symb
24. buffer size can be broken into multiple swf files As each swf ends its last action is to load the next segment into _level0 Daisy chaining is not typically controlled through buttons but buttons are often used to test pieces of code and validate the logic of complex actions either with the Go To Frame or the Load Movie commands Say you have broken your project into four movies ok in 9 Daisy chain 8 moviel swf 8 movie L swf 8 movie2 swf 8 movie swf me Do Files of type ai Files Cancel Each movie has a button on the last frame that opens the next movie don t forget the stop command on the last frame to keep the movie from looping past the button The button n movieO swf loads and launches moviel swf and so on movie3 swf loads and launches movieO swf and the sequence repeats CA KoolMoves movie0 fun gt KoolMoves movie3 fun Hle Edt Views Shapes Points fects Transforms Frames Movie ov k E h ES 1 Bemegos apad Brac Load movie1 swf Load movie0 swf E Load Movie ES Load Movie E On Mouse Events Roll over Press Roll over Iv pee Roll out Cancel W Release Roll out Cancel Release outside Drag over Release outside Drag over Drag out DP Drag out URL movie swf URL movieQ swf Level o Level 0
25. d to buttons are placed in the Up state Click on the States button in the Property data view to open the button edit environment discussed in the previous section In the edit environment you can edit the Up state and create the Over and Down states Once an object becomes a button it cannot be changed back the source object is removed from the stage and placed in the new Up State To recover an item that has been converted to a button open the button edit environment copy the Up State contents and then paste back to the Stage Creating Buttons 12 KoolMoves User Guide Motion amp Effects in Buttons Effects and motion scripts cannot be applied within a button state as the button state 1s just a static holding area For this reason the Button Edit toolbox menus and Property data view do not allow you to apply effects or motion scripts to shapes in a button state However all these things can be done within a movie clip and it 1s very easy to make buttons out of movie clips in KoolMoves Before we get into converting visual elements into buttons let s make a couple movie clips Open a new project file and create the following 1 Text with Drop Shadow Filter Use the Static Text tool in the toolbox to create a text object containing Cl ick Here Click Here Select the text object and use the Convert to Movie Clip tool Tlick Here ll Filter Effects Drop shadow Angle degrees 100 all frames m r I
26. ea Ta ere More than one action can be TE tl Press mal Bil cess defined per event and or v Release iw Roll out unique actions can be defined Actions Over Sound Down Sound Iv Release outside w Drag over r for every event mti Set txt txt2var on press Set txt1 txtivar on release Set txt1 txtivar on drag over Note Certain events are linked by their sequence e g a Set txt1 txtivar on drag out R Sat heti brtivarl on release roll Press event always occurs before a Release Release Outside ELSE dnd caule SE Drag Over or Drag Out event Button Actions 25 KoolMoves User Guide Go To URL The Go To URL action is equivalent to the ActionScript getURL URL URL target global function where e URL specifies the location absolute or relative of the document to load external script to run or command to execute e URL target identifies the browser window or frame where the document will be loaded Enter the frame name or select one of the predefined values o blank opens file in new browser window o parent opens file in current browser frame o self loads the results of a script execution into the current frame o top rreplaces all framesets in browser with file In the On Mouse Events section select which event s esas will trigger the getURL command 7 On Mouse Events In the URL field enter the document name or Bi m command including its path where applicable v Release R
27. eak Apart Text You can drag mc2 over mc but in this example we will center it exactly using the Transform window Ctrl Alt N or Transform gt Numeric i i Main movie Note The origin 0 0 point in the main movie is in the upper left hand corner of the stage However the 0 0 point in movie clips and button states 1s the center of the work area Not a big deal when you drag shapes around with the mouse but something to remember when you start controlling objects dynamically with ActionScript Creating Buttons 17 KoolMoves User Guide First set the orientation point to Center then set the coordinates to 0 0 and PAR aural click on Apply Voila wv Position G3 KoolMoves test3 fun h E ER jo File Edt Views Shapes Points Effects Transforms Frames Movie Play Options Help gH g Button btni Main movie U Over gah Down il d ih up ES fi Lus E Absolute all frames Scale Unit pixels Anchor E center Width 3n Height Jw Constrain proportions Rotate Over State Mouse 116 118 Selection 19 0 18 0 x 19 0 18 2 W 38 0 H 36 2 Now we need to create a Down State Click on the Down state button eh Over gah Down Next we copy the Over state to the Down State The Over state contains a movie clip so this amounts to copying a movie clip again Copy up state DE Copy down state DER e Copy over state Cancel CT will draw it But this time we do not wa
28. eleaseOutside equals Release M Rollout demde Release outside Drag over rollOut Drag out dragOver dragOut Button Actions 36 KoolMoves User Guide Just like in the dialog actions we can combine events In the example below the action is executed when the button 1s clicked on and when it 1s released on press release txtl text Hello equals On Mouse Events jw Press Roll over Release Roll out Cancel Release outside Drag over Drag out Object tat Text H ello Set Dynamic Text To have multiple actions tied to different events on the same button we can write additional event handlers in the same block of code on press txtl text Hello j on release txtl text Goodbye j Button Actions and Sounds ES Button Actions and Sounds Actions Over Sound Down Sound Actions Over Sound Down Sound Em t 4 t 4 versus DR no ee ee e Acton Script Button Actions 37 KoolMoves User Guide Button Code Examples Let s look at some typical button actions done with ActionScript on the button We are assuming that the buttons with the following actions are on the main timeline levelO of root and that the action should occur on release In many of the example below there is more than one way to achieve the desired goal in which case the simplest example was selected Opening the KoolMoves website in the current browser windo
29. election setFocus command Actions tied to onSetFocus will occur when the button receives focus while onKillFocus actions occur when the button loses focus Button Actions 42 KoolMoves User Guide Adding Sound to Button States Use a button s Sound property to open the Button Actions and Bill Button btn1 sounds window L2 Symbol States Look Efecte Behavior 4 k Button Actions and Sounds Click on the Over Sound Ze Actions Over Sound Down Sound Down Sound tab to set Library symbol no the sound file for the ots respective state Let s look at adding a sound to a button s Over State Click on the folder icon to open an explorer window and select the desired sound file The sound files duration and sampling rate are displayed Set Loops to 999 for continuous play Files of type ai Formats Cancel ES Button Actions and Sounds ES Actions Over Sound Down Sound 7 Edit the sound using a sound editor which has been assigned in Preferences C Program FilestKoolMoves p3 i cji 1 0s 11 0kHz Loops 999 x Remove the sound qm Play the sound Adding Sound to Button States 43 KoolMoves User Guide The Over state sound 1s activated for roll over roll out drag over and drag out mouse events The Down state 1s activated for press and release mouse events At this time KoolMoves only supports the PCM wav and the mp3 file types Button sounds do not play wh
30. en testing your project in KoolMoves internal player Sound files tend to be huge which can make the exported swf file huge To conserve resources take these steps in a sound editing program convert from stereo to mono and to the smallest sample rate that gives you the quality you need Shortening the sound track also helps If a sound plays longer than the movie plays and if the movie loops the sound from the first loop will continue playing during the second loop until the sound from the first loop finishes This effect worsens as the movie continues to loop To solve this problem add the Stop Sound action to the last frame in the movie If your sound file is sampled at a rate other than 5500 11025 22050 or 44100 the sound will play in the Flash player at a rate nearest to one of these four rates Adding Sound to Button States 44 KoolMoves User Guide Button Gallery Categories Folders Abstract Business amp Communication amp People amp Button Gallery Categories 45 KoolMoves User Guide Email amp Internet Navigation 1 m7 CE 8 OQ Q gt DO Button Gallery Categories 46 KoolMoves User Guide Navigation 2 uoo J ce u 9 Odds amp Ends 1 Q EESC x Odds amp Ends 2 Button Gallery Categories 47 KoolMoves User Guide Button Gallery Categories 48 KoolMoves User Guide Movie Clips as Buttons As you ve found out by now buttons are e
31. es User Guide Next click on the Down state button copy the Over state change the circle s color change the text to I told you so and vertically center the text object relative to the circle CA KoolMoves Untitled Sele File Edt Views Shapes Points Effects Transforms Frames Movie Play Options Help Button btn4 4f Main movie Eh Up EM Over Down Iri 6 ag I told you so Down State Mouse 319 67 Selection 49 0 81 0 x 121 0 9 0 W 72 0 H 72 0 Click on the Main movie button position the button on the stage so t will display properly and then Ctrl Spacebar to see the button in action Up This button does Over absolutely nothing except change colors rey Oo Down I told you so b al ws Ge Creating Buttons 11 KoolMoves User Guide Creating a Button via Property Data View Indicates if the shape is a button button can have actions like an URL Nl Button btn1 kd Symbol States Al Look Effects Behavior Link Stop Movie etc and sounds and Shapes shape symbols static text objects and groups of shapes can be converted to buttons by setting the Is a Button Behavior field to yes in the Properties Data View Ill Shape 51 Indicates If the shape is a button A button can have actions like an UAL Link Stop Movie etc and sounds and Objects converte
32. gh the Behavior gt Actions field in the Property data view or by adding ActionScript code to the button s timeline The Actions field can contain ActionScript or customized predefined commands Commands in the Actions field travel with the button using ActionScript code is more efficient than using the predefined commands Timeline ActionScript is the most efficient way to define button actions but requires a moderate knowledge of ActionScript Additionally the code does not travel with the button and needs to be updated each time the button s name is changed or it is moved to a different level or clip Remember e The Flash Player tends to skip the first key frame Unless your movie only has one frame buttons and ActionScript code should not be placed on the first key frame e ActionScript code is evaluated as it enters the Flash Player If the actions for a button are defined on key frame 15 but the button first appears on key frame 3 that button won t work until key frame 15 has been interpreted Button actions should be coded at the beginning of the movie 1 e key frame two or placed in the Actions property e When testing a movie using Play in Browser Ctrl Spacebar any HTML and SWF files referenced by the Get URL or Load Movie actions must be n the same directory as the fun file for these button actions to work The same applies to text files referenced by the Load Dynamic Text command However even if these files are
33. is onion skinning effect helps you align on the Up state when you draw your other states from scratch Okay now Shift left arrow the green circle back over the blue circle Ka KoolMoves Untitled Hle Edt Views Shapes Points Effects Transfoms Frames Movie Play Options Help Button btn4 4f Main movie i Up Over State Mouse 96 41 Selection 89 0 81 0 x 161 0 9 0 W 72 0 H 72 0 Note The Over and Down states do not affect the shape size or location of the hit area the hit area 1s always centered on the Up state contents and the size will not change to match the contents of the Over or Down states Let s add some text to the Over state Click on the text tool and then click in the work area to the right and lined up with the top of the green circle and add the following text Creating Buttons 9 KoolMoves User Guide This button does absolutely nothing except change colors Text and Font Tahoma HE pre B 7 Script Westem Letter spacing jo This button does absolutely nothing except change colors Then click on OK GA KoolMoves Untitled Hle Edt Views Shapes Points Effects Transfoms Frames Movie Play Options Button btn4 4f Main movie i up iS over m Down ja O amp This button does absolutely nothing except change colors Over State Mouse 257 104 Selection 138 6 75 2 x 302 5 16 7 W 163 9 H 58 5 Scale Rot Sx 1 00 Sy 1 0 4 Creating Buttons 10 KoolMov
34. l the Click Here button and in the Property data view click on the States button Symbol Je Click on the Over state button below the menu bar and this time choose the I will draw it No Over Button State ih EE option in the No Over State window 7 C Copy down state Copy over state Cancel A ull draw it es Movie Pl G KoolMoves test3 fun Al Next use Ctrl V or Edit gt Edit Views Shapes Points Effects Transforms Frames Movie Play Options He Paste to put mc2 in the Over _ e ooa e fib over m dom State Cut Shapes Gti Copy Shapes Or Z Delete Shapes Dea 2 Creating Buttons 16 KoolMoves User Guide You will be asked if the clip frames should be shared or if a complete copy of the frames Copy Movie Clip should be made Since the original has been E removed from the movie at this point it Movie Clip Frames doesn t really matter However since we are Share movie clip frames poy technically moving the clip let s select Share Make a complete copy of movie clip frames Cancel movie clip frames to maintain continuity G3 KoolMoves test3 fun Seles File Edit Views Shapes Points Effects Transforms Frames Movie Play Options Help Button btn gt Main movie gf Up o gah Down fi mc2 did not line up over mcl No biggie we can fix that quite easily Shapes Points Effects Transforms Frames Movie Play Options Help Br
35. mined by the contents of the Up state Creating Buttons 7 KoolMoves User Guide Use the Shape drawing tool to add a circle to the Up State GB KoolMoves Untitled FJER File Edt Views Shapes Points Effects Transforms Frames Movie Play Options Help Button btn4 man movie Ar Up Eh Over s Down fi Jog Up State Mouse 321 11 Click on the Over state button and then click on Copy up state ka KoolMoves Untitled Views Shapes Points Hfects Transforms Frames Movie Play Options Help 4f Main movie i Up Over Eh Down fi SD ag No Over Button State 2 e Copy up state C Copy down state Copy over state Cancel ll draw it Up State For Help press Fl If you start with a copy of the Up state and don t change the visual element s dimensions the contents of the different button states are automatically lined up Creating Buttons 8 KoolMoves User Guide Double click on the circle to open the Properties data view and change the Over state circle s color AA Ell Shape 52 Solid color Gradient color Image ajf E Es ok Al Look Effects Behavior ll Cancel Bl Preview He E HBOFF 30 A Samples gt gt After you ve changed the Over state circle s color and while the circle is still selected hold down the Shift key and press the right arrow a few times You will see a faint image of the Up state circle to the left Th
36. n Changes to a button s appearance will be reflected in all instances of the button Changes to an instance s behavior will not be reflected n all other instances n fact these copies start with no actions defined A button pasted with the Make a complete copy of button states option is a brand new button that starts with the same appearance and actions of the source button Changes to this button will not be reflected in its parent button or any instances linked to the parent button To briefly recap the three types of button copies that can be made e Paste copy to new key frame you automatically get linked appearance and behavior e Paste copy to source key frame choose linked appearance and e Paste copy to source key frame complete copy with no links to other buttons Button Properties l KoolMoves User Guide Buttons amp the Symbol Library Library symbols are movie clips buttons and components that lll Button btn have been stored in the symbol library The library symbol field indicates whether a button instance 1s based on a symbol library button clicking on this field does not do anything Use View gt Symbol Library or press F11 to open the symbol library Symbol Library rl Under the Buttons tab there is a list of all aces BERSE buttons stored in the symbol library their Symbol descriptions and the number of times they Nav Left Black White ee DE have been added to the movie are displayed C
37. nt to share frames because if the two clips are linked together changes to one will be reflected in the other After we are through here we will edit the Down state Copy Movie Clip 7 Mowe Clip Frames E Eg E N Share movie clip frames k Make a complete copy of movie clip frames Cancel Creating Buttons 18 KoolMoves User Guide At this point we have a button with all three states but two of them are identical we need to alter the Ill Movie Clip mc3 appearance of the Down state Double click on mc3 to E Symbol Frames open the Property data view and click on the Frames button Al Look Effects Behavior IL ible eni mam ul G3 KoolMoves test3a fun File Edt Views Shapes Points Effects Transforms Frames Movie Play Options Help mom m IDO DO Ox 48 Key frame 1 00sec 4 gt 18 tweens 9 Scene 1 l Mouse 61 2 EZ Creating Buttons 19 KoolMoves User Guide Double click on the star shape to open the Property Data View open the Effects tab and change the Hue cycle property to 3 II Shape 51 2 3D Effects E3 Al Look Effects Behavior Ho effect Focal length pixels 2 Arch i E Ascension Motion script Cancel Back Flip Fade size Badge Boomerang Bullet Angle of light from 2 direction i Preview all Clockwise Number of cycles in hue FEER Elastic n CE Disco Lights Dragon Helicopter Interlace Jump Out Left Krazy Light Beam Orbit
38. ol Library can be used to store edit and track buttons Buttons can have three states Up Over and Down Each state can be scaled edited separately There are three types of copied buttons based on how they relate to their parent button linked states and behaviors linked states and unlinked complete copies In KoolMoves almost any visual element can be turned into a button Bitmap images can also be imported into button states but become blurry when rescaled Every effect in KoolMoves can be applied to buttons or button states one way or another A Some effects can be applied directly to the button affecting all button states B Effects that can t be applied to a shape within a button state can be applied to a shape within a movie clip within a button state and C Effects applied to a movie clip which is then placed in a button state cannot be edited within the button state However effects on a movie clip within a movie clip within a button state can be edited Movie clips inside button states can contain animations swf files and Flash Live Video files Items can be copied elsewhere and pasted into a button state or copied in a button state and pasted elsewhere Different items display different border boxes when selected If you don t know what you are working with double click on the item to open the Properties data view d L i EF In E E Ll Ll Shape Movie Clip Button Registered versions of KoolMove
39. oll out Cancel Release outside Drag over Drag out In the URL target field type in the target frame name or select a frame window from the drop down list URL wow koolmaves com UAL target blank The KoolMoves Go To URL button action supports the following protocols If variables need to be sent to an external script or command use the Send Form Data command which has the same general format and supports the same protocols Button Actions 26 KoolMoves User Guide Go To Frame Use this action to navigate within a movie the playhead of the current timeline jumps to the target frame Click on the Key frame drop down list to display the key frames available in the current scene the Scene field appears when the movie has more than one scene Go To Frame 2 On Mouse Events Press Rall over Iw Release Rall out Cancel Release outside Drag over Drag out f Key frame Product 1 Scene 1 EJ Key Frame 1 Intra Key Frame 3 Product 1 Key Frame 5 Key Frame 6 Product 2 Ken Frame 8 KoolMoves automatically updates a button s target frame when key frames are added deleted and renamed However the internal pointer can get dislocated when a movie s first key frame is removed or shuffled in the frames list and play Previous fra Mest frame Use the Previous and Next frame actions to restart the movie either before of after the current
40. r Drag out Koll over Hall aut Drag over Drag out Target Cancel Cancel 29 KoolMoves User Guide Set Dynamic Text Use this action to have a button load a string of text Set Dynamic Text into a dynamic text object If no dynamic text objects 0n Mouse Events 1 1 1 Press Roll over exist at author time the Set Dynamic Text command SR B ii is grayed out in the list of button actions Click on the CC ee ei drop down arrow in the Object box to display al stof Bi visos all the dynamic text objects in the movie Object tmb Enter the message you want displayed in the dynamic text object Load Dynamic Text Use this action to load text from a file into a dynamic EEE as text object If no dynamic text objects exist at author On Mouse Events time the Set Dynamic Text command is grayed out in Press Roll over the list of button actions Be sure to include the path ndn i oss Cancel Release outside Drag over to the text file FILE Below is a text file where three strings are assigned to Textile Messaget tsl three variables Variables are used instead of the text 7 Ba Mate the text inside the File should start with tut obj ect name followed by the body of the test with no quotes where txt iz the name of the dynamic text object E message txt Notepad 0 SSS Note that A a text object s default variable txtlvar Quid Pro Quo amp txt2var E Pluribu
41. rrow Left Black White Arrow Left Blue Blue Cancel Arrow Right Black White Lightning Bolt Button Properties 2 KoolMoves User Guide States A button can have three different appearances depending on the mouse actions These are known as button States Ideally each state has a unique appearance The Up state is the default state and reflects the normal appearance of the button the mouse pointer is not currently over or clicking the button The Over state occurs when the mouse pointer is over the button s hit area The Down state occurs when the mouse is left clicked on the button s hit area Button actions are usually executed when the button is clicked or released The button area that 1s receptive to the mouse pointer is called the Hit Area The hit area is expressed asa percentage ofthe em area of the Up state ofthe button and Ea defaults to 100 A 200 hit area is twice Bitmap caching IE as big horizontally and vertically as the outline of the button object The mouse pointer usually changes appearance while over the hit area the 1 Up actual pointer appearance depends on local PC settings Over Down Button Properties 3 KoolMoves User Guide Look Under the Look tab click on the button s coordinates to open the Numeric Transform window Ctrl Alt N or from the menu Ii Button 57 Transforms gt Numeric Use this for precision adjustments to a button s position dimensions and ro
42. s Unum name is the object s name followed by amp txt3var The quick brown fox var and B except for the first one the variables start with amp A dynamic text object s variable name is a property of the object it can be changed to any valid variable name by opening the Properties data view and editing the value in the Variable name field You can even change it to the name of the text object in this case txtl Button Actions 30 KoolMoves User Guide Send Form Data The Send Form Data action is equivalent to the ActionScript getURL URL URL target Method global function e URL specifies the location absolute or relative of the external script to run or command to execute e URL target identifies the browser window or frame where the command will be executed Enter the frame name or select one of the predefined values o blank opens file in new browser window o parent opens file in current browser frame o self loads the results of a script execution into the current frame o top replaces all framesets in browser with file e Method is a literal string either GET or POST specifying how the current timeline s variables are sent to an external script Compared to the Go To URL command the URL Send Variables field is much larger to accommodate script On Mouse Events commands and the Send Using field has been Ds la i added w Release Roll out Cancel Release outside
43. s come with buttons ready to use in the Button Gallery Buttons can be stored in project files either in Button Gallery folders or in Symbol Libraries Button actions can be placed in a button s Actions property or applied dynamically via ActionScript on the timeline containing the button Sound files can be assigned to a button s Over and Down states Buttons made out of movie clips can handle additional events are more flexible customizable and can be created and removed dynamically Beware the Bleed Through effect Summary 51 KoolMoves User Guide Summary 52
44. s well as code samples for specific problems Preface Introduction V KoolMoves User Guide Preface Introduction vi KoolMoves User Guide Button Properties Buttons cannot be created dynamically though many properties can be changed dynamically through ActionScript programming In KoolMoves the properties of objects placed on the Stage at authoring time are edited with the Properties Data View Symbol Library Symbol There are Symbols and then there are Library Symbols Buttons can be both However how a button acts as a symbol depends on how it 1s copied Copying Buttons In KoolMoves a symbol is a shape that is shared among several instances By default a button is always a symbol in the Properties data view you can switch between the symbol s properties or its states When a button 1s copied from one key frame to another the appearance and behavior of the buttons are permanently linked Changes to the appearance and or actions in one instance of the button are reflected in all instances of the button However you are not limited to just making clones copying and pasting a button to its source key frame opens the Copy Button window Here you can choose between two additional types of copied buttons Copy Button 2 Button States Share button states Make a complete copy of button states Cancel A button pasted with the Share button states option has linked appearances with its parent butto
45. t you can click on for example a solid circle or word For fancier buttons that contain effects or animation it is often easiest to create a movie clip that has the desired appearance and effects and then convert the clip to a button Creating a Button from Scratch Clicking the Add Button tool creates an empty button and opens the Up State edit screen Returning to the Main Movie without adding any visual elements to the Up State will result in a 10 pixel by 10 pixel empty button being placed on the Stage Once the button is not selected it will be completely invisible and the only evidence of its presence will be its entry in the List of Shapes data view E BI E Bl Below is the button edit environment for the Up state At this point you can draw shapes import an image or add an empty movie clip The cross hair indicates the center of the work area 0 0 The actual button shape will center on the button contents in the Up state regardless of their location in the button work area Use the cross hairs as a reference point when working with the Numeric Transform tool Ke KoolMoves Untitled File Edt Views Shapes Points Effects Transforms Frames Movie Play Options Help Button btn4 4 Main movie DR up f Over h Down n Level Navigation States Navigation Up State Mouse 273 59 The contents of the Over or Down states will not affect the size shape or location of the button s hit area The Hit area 1s solely deter
46. tation angle Numeric Transform Ed Button s Stage Appearnace Position 137 5 47 0 center E Absolute all frames Position size 148 4 108 0 Unt percent z Anchor center width fico Height o0 FF Constrain proportions ZEN Caveat Changes made through the ne Position size field affect the entire button and are reflected on the stage Scale and rotation changes are not reflected in the individual button states To effect changes to a single state or to maintain a WYSIWYG relationship between a button and its states perform all edits within the button states To edit a button state first click on the States button Symbol States You can now make changes to the Up state s appearance or select the Down or Over states to edit But up ii Over Down See Creating a Button from Scratch for details on editing button states Button Properties 4 KoolMoves User Guide Effects The Fade size and Spin rotate effects use tweening to impart motion and changes to an object s appearance Adjust the number of tween frames between key frames to regulate the speed of these effects These effects are covered in Chapter 5 of the KoolMoves user manual E Button 57 kd Symbol States Flash Filters allow for the quick creation of compelling designs with tweening the filtering can actually be animated Because the filters are rendered in real time there is an associa
47. ted CPU processing cost For details on how to use th s feature and some sample images please see the KoolMoves Filters User Guide Blend modes combine the colors of the destination image with the source image on a pixel by pixel basis to produce the final image For details on how to use this feature and some sample images please see the KoolMoves Blend Mode User Guide Behavior The Behavior tab contains those properties that define a button s performance The Ease in out and Bitmap caching fields are covered in this section while the other fields are covered elsewhere W Button 57 The Library symbol field was covered in the Symbol Library Symbol subsection The Hit area field was covered 1n the States subsection The Actions field is covered in the Button Actions section The Sound field is covered in the Button Sounds section Button Properties 5 KoolMoves User Guide Ease in out The Ease In Ease Out property is used to set the tweening acceleration profiles of an object KoolMoves comes with 31 acceleration profiles including the default Linear tweening 20 ttt m al I I By default an object that is animated using tween frames moves at a uniform linear rate in the tween frames between two key frames But in the acceleration profile below Elastic In the object moves at an uneven rate in fact the object actually moves backwards a couple times like a spring dito 77
48. the Button Actions and Sounds window E Symbol States Look Effects Behavior afl The Actions tab is used to create edit delete and organize actions stored in a button Button Actions and Sounds x Sound Actions Over Sound Down Sound FE tos Button actions e g action script play stop get url etc associated with the Click on the plus button with button Action Script the drop down menu arrow to list available actions Go To URL URL Link Go To Key Frame The Action Script option 1s used to add ActionScript code to a Load Marae button Unload Movie i i i Play Movie The Mouse Effect Only option is obsolete and can be disregarded Stop Movie ua Stop Sounds The remaining options allow you to add commands to a button without Set Dynamic Text knowing ActionScript Selecting one of these options opens a task specific dialog window where you will be asked to decide what event will trigger the action You may also need to set task specific parameters Print Print as Bitmap Load D ynamic Text Send Form Data set Dynamic Text Ed FS Command On Mouse E vents E z Javascript Press Roll over Iw Release Roll out Cancel Tell Target d Release outside Drag over Mouse Effect Only Drag out Object uti Text Button Actions 24 KoolMoves User Guide The Button Actions and Sounds window s display area lists
49. the actions that are stored n a button A button s Property data view will reflect the action on the button unless multiple actions have been defined n which case it will display multiple Button Actions and Sounds E Button btni Button Actions and Sounds Bl Button btn1 Actions Over Sound Down Sound Ei Symbol _ States x Actions Over Sound Down Sound ES o coe 8 4 Look Effects Behavior m t Look Effects avior Set txt1 txtivar on release Use the Edit button to change the selected action m Use the Delete button to remove the selected action T Use the Up and Down arrow buttons to move the selected action There are seven mouse Events in the action dialog window e Press The mouse button is clicked on while over the button hit area e Release The mouse button is released after clicking on the button hit area e Release Outside The mouse button is clicked on the button hit area and the released outside the hit area e Roll Over The mouse pointer moves over enters a button hit area e Roll Out The mouse pointer moves outside exits a button hit area e Drag Over The mouse button is clicked on the button and without releasing the mouse button the mouse pointer is dragged away from the button hit area and then mouse pointer is dragged over the button hit area e Drag Out The mouse pointer is dragged outside a button after clicking on the button hit ar
50. w on release getURL http www koolmoves com j Opening the KoolMoves support page in a new browser window on release getURL http www koolmoves com support html blank j Jumping the playhead to key frame number n labeled exitSequence and playing on release on release gotoAndPlay n gotoAndPlay exitSequence j j Loading testl swf into level 1 can also use this to load image files on release loadMovieNum testl swf 1 j Unloading the movie currently in level 1 on release loadMovieNum testl swf 1 j Restarting the current timeline on release play Stopping the current timeline on release stop j Stopping all sounds currently playing in the movie on release stopAllSounds j Button Actions 38 KoolMoves User Guide setting replacing the text in dynamic text object txtl on release txtl text Hello World j Adding text to the text currently in a dynamic text object txt on release txtl text Hello World j Loading text from messagel txt into dynamic text object txtl on release loadVariables messagel txt root j Printing selected key frames of the movie where selected frames are named p on release print root bframe j Printing a movieclip with printAsBitmap var pj new PrintJob open printer dialog if
51. were created in KoolMoves and were designed specifically for use in Flash movies Images made with the KoolMoves drawing tools are vector graphics they can be scaled without getting blurry and consume little computer memory You have a non exclusive royalty free license to include these library buttons in your KoolMoves created animations You cannot sell or distribute KoolMoves library buttons in volumes or as libraries in any file format or through any EM EET es eevee Click on a button to select it and press Play to display it in File Edit View Favorites Tools H a gt S AAH Osa mn gt the Flash stand alone player or your default web browser senes C Program Fes Kootioves Buttons abstactyeaigtenngs v I Move your mouse over the button and click on the button to see the different behaviors of the button In the browser preview the buttons will scale themselves to the window size Over State Preview Press Add to add the button to your movie The button will be placed in the center of the stage Adding Buttons to Movies 21 KoolMoves User Guide See Button Gallery Categories for a list of buttons provided with KoolMoves Abstract File Edit View Favorites Tools Help Back d Search lp Folders s C Program FilesKoolMoves Buttons Abstract The buttons are stored in the Buttons folder inside the KoolMoves folder The Mame Size Type Date Modified B burnedchrome fun
52. xample below the code assigns actions to two buttons to change the message in a dynamic text object Start Sound Button Actions 4 KoolMoves User Guide II Actions and Sounds One of the buttons in the example to 1171 the left will cause Hello World to fill Action Script dynamic text object txt when the mouse click is released The other button will fill the same box with Goodbye World Low on originality but this example illustrates the general programming environment relevant objects on the stage and applicable data view This is a single frame movie so the code is on key frame 1 vs cR E Ha A o PEDI btni onRelease Function txtl text Hello World Ibtn onRelease function i txtl text Goodbye World Ln 1 Col 1 The following is the general format for creating a button event handler buttonObject onEvent function commands j Buttons work with user events actions caused by the user User events allow you to make your movies interactive The ability to code button actions on a timeline was introduced in Flash 6 The available event handlers are onPress onReleaseOutside onRelease onRollOver onDragOver onRollOut onDragOut onSetFocus old Focus onKillFocus There are two new events onSetFocus and onKillFocus A button has focus when it has either been navigated to with the Tab button or focus has been assigned programmatically with the S
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