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ATTACHING BEHAVIORS
Macromedia Director MX2004 - Design Professional
2Attaching Behaviors Chapter J
Attach built-in behaviorsCreate a behaviorAdd and modify a behaviorOpen a movie with a behavior
Chapter Lessons
3Attaching Behaviors Chapter J
Create a dropdown list with a behaviorAdd keyboard navigation with a behaviorChange text to speech with a behaviorInsert and modify a Flash component
Chapter Lessons
4Attaching Behaviors Chapter J
A behavior is a prewritten script that adds interactivity to a movieCan use built-in behaviors or create your ownYou do not have to write or understand Lingo or JavaScript syntax to create behaviors
Attaching Behaviors
5Attaching Behaviors Chapter J
Built-in behaviors are grouped by category– Components – 3D– Accessibility– Animation– Controls– Internet– Media– Navigation– Paintbox– Text
Attaching Behaviors
6Attaching Behaviors Chapter J
Components library allows you to insert Flash componentsBehaviors in 3D library perform actions on 3D objects based on triggersAccessibility library makes movies accessible for hearing- and visually-impairedAnimation library makes sprites move with or without user inputControls library allows you to create and control user interface elements
Attaching Behaviors
7Attaching Behaviors Chapter J
Internet library controls activities on the WebMedia library controls playback for Flash, QuickTime, RealMedia, and Sound mediaNavigation library allows you to control movement and location of playback headPaintbox library allows you to create and modify bitmap imagesText library allows you to format numbers, force uppercase or lowercase characters, and create hypertext
Attaching Behaviors
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Attach Built-In BehaviorsCan drag behaviors onto frames and sprites in Score and on Stage with Library paletteCan attach same behavior to multiple sprites and framesIf you want a behavior to affect a cast member, drag behavior to associated spriteIf you want a behavior to affect entire movie, attach behavior to a frame
9Attaching Behaviors Chapter J
Attach Built In BehaviorsYou can modify the original behaviors in the Library palette; the scripts are located in a cast file within the Macromedia Director MX 2004 folderWhen you attach a behavior, a Parameters dialog box might open, asking for specific settingsCan only attach one behavior to a frameCan use Behavior Inspector or Behavior tab in Property inspector to view, add, modify, and remove attached behaviors
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Attach Built In Behaviors
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Create a BehaviorCan use Behavior inspector to create simple behaviorsMust understand and write Lingo scripts to create complex behaviorsBehaviors perform two functions:– Detect a specified event– Perform one or more actions in
response
12Attaching Behaviors Chapter J
Create a BehaviorBehavior inspector lists most common events and actions used in behaviors
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Add and Modify a Behavior
Sometimes necessary to create a set of behaviors to complete a single operationFor example, Change Cursor and Restore Cursor behaviors are often used togetherCan use the Behavior Inspector tab in Property inspector to add behaviors
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Modifying a Behavior
Use behavior Inspector to modify a behaviorTo modify a behavior throughout entire movie, double-click behavior in Cast window to open Behavior Inspector and make changesTo modify a behavior for a specific sprite, select sprite in Score or on Stage, open Behavior Inspector, select behavior, and make changes
15Attaching Behaviors Chapter J
Modifying a BehaviorIn Behavior Inspector, you can add events and actions to an existing behaviorCannot directly modify existing events and actions associated with a behaviorRemove events and actions you want to change from the editing panes and create new onesCan also use Behavior tab to make make changes
16Attaching Behaviors Chapter J
Behavior InspectorRestore Cursor
behavior
Behavior action
Behavior event
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Open a Movie with a Behavior
Can open a movie from within a movieThis technique closes current movie and opens anotherAllows you to organize large sections of a movie into smaller separate movies - requires less RAM
18Attaching Behaviors Chapter J
Open a Movie with a BehaviorCan create movie modules (independent movies) simultaneously to save time and maximize production effortMust store movie modules in same location to play and package the movieCan use a behavior in Library palette to open a movie module
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Create a Dropdown List with a Behavior
Library palette includes a behavior to create a dropdown list from a field text boxTo create a dropdown list, create a filed sprite on Stage, enter text for list items, drag Dropdown List behavior from Library palette onto the field sprite
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Using a Dropdown List during a Movie
Can use dropdown list to allow users to make selections or perform simple commandsDropdown list opens and reveals all items when user clicks itList remains open until next clickList closes after user makes selection
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Using a Dropdown List during a Movie
Enter name of list here
Current check mark indicator for
dropdown list
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Add Keyboard Navigation with a Behavior
Making a Movie AccessibleEnabling Keyboard NavigationSetting Up Keyboard Navigation
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Making a Movie Accessible
Director includes several behaviors for accessibility features:
– Keyboard navigation– Text-to-speech– Captioning
Make movies more accessible to hearing- and visually-impaired usersBehaviors are available on Library palette
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Making a Movie Accessible
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Enabling Keyboard Navigation
Keyboard navigation behaviors let mobility-impaired users select sprites and simulate mouse clicks without using a mouseUsers select items using Tab key, which highlights item with a colored rectangle, or focus ring
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Enabling Keyboard Navigation
Keyboard Navigation Optionskey(s) description[Tab] Go to the next item on the Stage[Shit][Tab] Go to the previous item on the Stage
[Ctrl][Page Up] (Win)[control][page up] (Mac)
Go to the first item on the Stage
[Ctrl][Page Down] (Win)[control][page down] (Mac)
Go to the last item on the Stage
[Enter] (Win) [return] (Mac)
Trigger the item; same as clicking the sprite
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Setting Up Keyboard Navigation
Most accessibility behaviors must be used with other accessibility behaviorsMust use Accessibility Target, Accessibility Keyboard Controller, Accessibility Item or Accessibility Text Edit Item, and Accessibility Group Order behaviors together to enable keyboard navigation
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Setting Up Keyboard Navigation
Steps:1. Create an Accessibility group, which associates all
accessibility behaviors within the group with a specific scene (Use different group name in different scene)
2. Use Accessibility Keyboard Controller behavior3. Attach Accessibility Item behavior to sprite or sprites
or attach Accessibility Text Edit Item behavior to text sprite
4. Attach Accessibility Group Order behavior to sprites that have Accessibility Item or Accessibility Text Edit Item behaviors
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Setting Up Keyboard Navigation
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Change Text to Speech with a Behavior
Can use Accessibility behaviors to help visually-impaired usersUse text-to-speech behaviors to make a text cast member or text in a selected sprite audibleDesigned to be used with keyboard navigation behaviors
31Attaching Behaviors Chapter J
Change Text to Speech with a Behavior
Director has three text-to-speech behaviors:
– Accessibility Speak lets you specify text to be spoken when user navigates to a sprite with Tab key
– Accessibility Speak Member Text lets you specify a text cast member to be spoken when user navigates to a sprite with the Tab key
– Accessibility Speak Enable/Disable lets you specify a user even that can turn the text-to-speech feature on or off
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Insert and Modify a Flash Component
Access built-in Flash components on the Library palette or the Tools paletteEach component has unique parameters that you can set to change its appearance and behavior in the Property inspector or a script using Lingo or JavaScript syntax.
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Insert and Modify a Flash Component
Button Flash component
Flash components
Flash component settings
34Attaching Behaviors Chapter J
Chapter J Summary
Attach built-in behaviorsCreate a behaviorAdd and modify a behaviorOpen a movie with a behaviorCreate a dropdown list with a behavior
35Attaching Behaviors Chapter J
Chapter J Summary
Add keyboard navigation with a behaviorChange text to speech with a behaviorInsert and modify a Flash component