Programming for Interactive Multimedia
Homework Two
Exploring Director II: Animation, puppetSound, beep, using event handlers,
Event Hierarchy
Overview
Create a Director Movie that navigates through at least three (3) sections,
showing us different images, text, and at least two different types of animations
in each section to let us know we are in a different place. At least one element
in each section should be the "button" to take us to another section. The scripts
for these buttons should explore at least four (4) different event handlers.
You also need to show event hierarchy by attaching scripts which use the same
event handler (on mouseUp for example) to two concurrent elements on the stage
(details below).
For example, you could create a mouseUp script that uses puppetSound to play one sound and attach it to the cast member, and create another mouseUp script that plays 3 system beeps and pops up an alert box that says "ha ha I'm higher than you in the hierarchy!", and attach it to a sprite which uses that cast member in the score.
Have fun with this--make things happen on mouseUp, Down, Enter, Leave, enterFrame, exitFrame. Play with using scripts on all the different elements (movie, cast, frame, sprite) to see how they perform (or don't perform!). Entertain yourself (and me--I have to grade 24 of these)!
Each project should include the following elements:
Cast (using Paint, Vector, Text, and Script Windows):
- Create or import several images, paint or vector--whatever you need in your movie.
- Create text members or button members as needed to let us know what's happening
- Create scripts (refer to the "Scripts you should know" page for examples) that use several different event handlers (on mouseUp, on mouseDown, on mouseEnter, on mouseWithin, on mouseLeave; on prepareFrame, on enterFrame, on exitFrame; on beginSprite, on endSprite; on prepareMovie, on startMovie, on stopMovie) to use on frames, sprites, and/or the movie. REMEMBER: it must be a behavior (little yellow gear icon) if you are using it for anything other than a movie script. Use the property inspector to change it from a movie script to a behavior if you get caught by that trick.
- If you want to use scripts on a cast member, select the cast member in the cast member window and click on the script icon in the corner of the cast member window and write the script in the window that pops up then (it should say "Script for Cast Member X" in the menubar).
Score/Stage:
- Create and NAME at least three (3) markers in the marker channel to use for navigation through your piece
- Create at least two different animations using some combination of the different types of the navigations that we covered in class (cell animation, tweening, loops, real-time recording (this is fun!), and/or step recording (so is this, but a bit trickier)). Put each animation at a different point in the score
- Drag the user feedback/playback handlers (on mouseUp . . . on enterFrame . . . on beginSprite . . . on startMovie) onto various frames or sprites as you wish
- Make sure there are at least two different scripts acting on the same event
(mouseUp, mouseEnter, exitFrame . . .) occurring at the same time (concurrently)
in one of the following combinations:
- frame/sprite--ex. sprite(2) spans frames 5 to 10. You have a frame
script on frame 10 and a sprite script that both affect a mouseEnter event
(and go to different markers, perhaps)
- frame/cast member
- frame/movie
- cast member/sprite-- ex. sprite(2) uses cast member "red box" and spans
frames 5 to 10. You have a sprite script on sprite(2) and a cast member
script on "red box" that both affect a mouseWithin event (and each plays
a different sound, perhaps)
- cast member/movie
- sprite/movie--ex. you have a movie script that uses the handler on
mouseEnter and plays a system beep. (on playback, then, every
sprite with a script on it would get that beep). On sprite(2) you put a
handler that puppets the cast member sound "crash!" on mouseEnter.
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