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Scripts  Director’s scripting language is called Lingo  Lingo can be used to offer your users navigational control of the order of the scenes of your.

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Presentation on theme: "Scripts  Director’s scripting language is called Lingo  Lingo can be used to offer your users navigational control of the order of the scenes of your."— Presentation transcript:

1 Scripts  Director’s scripting language is called Lingo  Lingo can be used to offer your users navigational control of the order of the scenes of your movie.  Instructions to tell Director how your movie should respond when specific events occur during play.  Director provides a dictionary of Lingo elements

2 Lingo I  A Director’s programming language that includes, like other languages, variables, functions, lists. Other Lingo terminology:  Commands are terms that instruct a movie to do something while the movie is playing. For example, go to sends the play head to a specific frame, a marker, or another movie.  Events are actions that occur while a movie is playing. For example, when a movie stops, a sprite starts, the play head enters a frame, or the user types at the keyboard, these actions are events.

3 Lingo II  Handlers are sets of Lingo statements within a script that run when a specific event occurs in a movie. For example, the following statements comprise a handler that plays a beep sound when the mouse button is clicked: on mouseDown beep end  Messages are notices that Director sends to scripts when specific events occur in a movie. For example, when the play head enters a specific frame, the enterFrame event occurs and Directors sends an enterFrame message. If a script contains an on enterFrame handler, the statements within that handler will run, because the handler received the enterFrame message.

4 Events  Key events keyUp keyDown  Frame events prepareFrame exitFra me  Sprite event beginSprite endSprite  Mouse events mouseUp mouseDown mouseEnter mouseWithin mouseLeave rightMouseUp rightMouseDown  User defined events

5 Script Types  Behaviors Scripts User defined behaviors Library palette  Movie Scripts  Parent Scripts  Scripts attached to cast members  Script Statements

6 Behavior script  You can use the Behavior Inspector to add interactive features to movies without having to write or understand Lingo.  You can attach multiple Behavior Scripts to one sprite, but you can attach only one script per frame in the script channel.  When a sprite has multiple Behaviors that respond to the same event, each of them is executed in the order in which you attached them.  In the cast the icon appears to indicate that it is a behavior

7 Behavior script Activation  The events that can activate a Behavior Script attached to a sprite when the pointer is positioned on the sprite, or when the sprite begins or ends in the score  When attached to a frame, the instructions in a behavior script are available to be executed only when the playback head is in a frame containing the script and when the specified event for which the script is waiting occurs

8 User defined behaviors I property spriteNum -- comes after next slide on mouseWithin(me) sprite(SpriteNum).Color = color(77) MoveMe(30) end mouseWithin on moveMe x sprite(spriteNum). locH = sprite(spriteNum). locH + x end

9 User defined behaviors II  Frame Behavior on exitFrame me go to frame 1 -- go to the frame is a loop end  Sprite Frame on beginSprite me set the loc of sprite the currentSpriteNum to point (50,50) end

10 Property I  Lingo syntax: property property1 {, property2} {,property3} {...}  Keyword; declares the properties specified by property1, property2, and so on as property variables.  Declare property variables at the beginning of the script.  You can access them from outside the script by using the the operator.

11 Property II  For behaviors, properties defined in one behavior script are available to other behaviors attached to the same sprite.  Example of properties to sprite property spriteNum, memberNum, temp

12 Library Behaviors  The Library Palette is basically a list of pre-set behaviors that can be selected for a movie  After a built-in behavior has been assigned to either a sprite or a frame it will be placed automatically into the Cast window  It can easily be modified and can be assigned to any sprite or frame directly from the cast window

13 Appling a Built-in Behavior  Select the sprite  Open library Palette  Select the behavior you want to use  Hold the mouse and drag it on top of the sprite in the Stage that you want to add it to  A window will open up for you to add or change parameters to meet your own specifications

14 Categories of Built-in Behaviors  3D  Accessibility  Animation  Controls  Internet  Media  Navigation  PaintBox  Text

15 3D Built-in Behaviors  Director includes a library of behaviors that lets you build and control a 3D environment.  There two types Actions Triggers  Examples Fly Through: Simulates flying through the 3D world with a camera. Orbit Camera: Circles the camera around a model.

16 Accessibility Built-in Behaviors  Director includes features that let you make existing and new movies accessible to users who have hearing, visual, or mobility impairment.  Examples: You can make sprites on the Stage navigable with the keyboard You can add the ability for your text cast members to be spoken aloud by the computer  Most accessibility behaviors cannot be used alone and must be used with other accessibility behaviors

17 Animation Built-in Behaviors  They are 3 types:  Automatic: changes some of the properties an automatic way  Interactive: changes some of the properties using the mouse  Transitions: create brief animations that play between frames to create a smooth flow as sprites move, appear, or disappear or as the entire Stage changes  Following are examples.

18 Example: Color Cycling  An Automatic Animation behavior  Allows you to cycle a sprite’s color through various ranges of either RGB or other palettes.  The cycle rate can be set as the cycle can also move continuously or through a set number of cycles

19 Example: Random Movement  An Automatic behavior  Allows you to animate a sprite along a random path while setting its motion and speed

20 Example: Avoid mouse  An Interactive Animation Behavior  Makes the sprite to move a way in a specified speed from the curser

21 Example: Slide spriet  A Transition Animation Behavior  Makes the sprite to slide in a specified speed from the curser

22 Movie Script I  Movie Scripts initiate events for controlling what will take place when a movie begins.  The icon that will appear at the lower right corner of the movie script Cast Member.  Movie scripts are available to the entire movie and are not explicitly attached to any object.

23 Movie Script II  Movie scripts are a good place to handle events relating to the movie’s starting and stopping.  startMovie and stopMovie handlers  Define global properties  Example: Change movie tempo on startMovie _movie.puppetTempo(10) end if

24 Parent Scripts  Parent Scripts contain Lingo needed to create child objects  Parent scripts create script objects that behave and respond in a similar fashion, and they can also work independently  The main function of using the parent scripts to create a child object is to make organizing movie logic much simpler  When a movie may need to be run a multiple of times with various parameters.

25 Parent Script Example  Create a new instance of the object. on new(me) return(me) end  Create the child object newFlowerChildObject = new(script “name") Where name is the cast member name containing the parent script.  Behaviors in the parent script can be accessed and using ● notation. For example: newFlowerChildObject ● behaviorname

26 Scripts attached to cast members I  A Cast-Member Script is attached to one cast member, the icon above appears in the cast member in the bottom right corner  Can’t be shared and reassigned the way a Behavior Script can  A cast-member script is the only script type that is not itself a cast member  The types of events that can activate a cast-member script are limited to mouse or keyboard event

27 Scripts attached to cast members II  One advantage of a cast-member script is that its Lingo instructions can run when any sprite based on the cast member is activated  If a sprite has both a Cast-Member script and a Behavior script associated with it, the behavior script takes precedence in trapping events.


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