Overview: This chapter discusses scripts, branching, and using
grids for alignment purposes.
scripts – written instructions which tell the computer to do
"something" – pg. 116 They can be attached to a cast member
it self, and used whenever the cast member is used as a sprite (cast
scripts), to individual sprite instances, or to a frame in the behavior/script
channel (frame scripts).
branches – when the playback head moves to a frame other than the
next frame – pg. 117
buttons – often used tools to help a user branch from one section
of a director movie, to another. Most any visible sprite can be used
as a button in Director.
Most menus do not include audio, video, or animation, so they only
need to be a frame or two in length. – pg. 120 However, simple looping
animation and or a music score behind the menu can make things a little more
interesting. — remember a little goes a long way.
data tip – like a tool tip, it is a small pop-up panel with the
name of the cast member which the mouse is over – pg. 120
Writing a Lingo Script
behavior channel – also called a script channel – used to
hold frame scripts.
handlers – organized groups of Lingo commands which all run when
the handler is "called". Handlers "handle" events
like mouse clicks, key presses, etc. All handlers begin with on,
and end with end.
To create a frame script, double click on the script channel, on the
frame cell where you want to put the script. – pg. 121
go to the frame – can be abbreviated go the frame. – Tells
Director to pause, or stay on this frame. – pg. 122
- go to, tells Director to move the playback head to a specific
location on the timeline.
- the frame, a special value within Director/Lingo which
represents the current frame.
- when we script go to the frame, we are saying "go to
where you already are" or "wait right here".
- NOTE: Never use this script on a frame with a transition attached to
it, you will not be able to get a pointer to click on something to
leave the frame.
Grids
To be able to view grids, select View > Grids and Guides > Show
Grids – pg. 125
You change the properties of guides and grids, like color and spacing, by
selecting Grids and Guides Tab under the Property Inspector. – pg 126
Markers for Navigation
marker – a small triangle that appears in the marker channel – pg.
128
You want to use markers, because they move when you insert frames.
label – holds a name associated with the marker off to the right
side of it
To remove a marker, select it, and move it up or down off the marker
channel, and it is deleted.
You can add scripts (usually for navigation) directly onto a cast member.
– Sometimes called a cast script. – pg. 130
on mouseUp – runs when the (left) mouse button is released, while still
over the button. — safest, most user friendly way of scripting actions.
go to frame "????" – pg. 130-132
- Tells director to go to the frame where marker ???? is
located.
- Can be on any frame, as long as there is a marker there.
- Director is not case sensitive.
- Director is spelling sensitive – you must be consistent and
accurate.
The command "halt" stops a Director movie. In preview
mode, halt returns you to edit mode. As a projector self executing
file, halt exits the application and returns you to your operating system.
To make your sprite follow a curved path, you must specify at least 3
keyframes for the path – pg. 143
To quickly add keyframes, Right Click where on the score you want a
keyframe and select the Insert Keyframe from the context menu. – pg. 145
Tweening Properties can be accessed by selecting the tween, then Modify
> Sprite > Tweening, or CTRL+SHIFT+B, or Right Clicking over the tween
> tweening – From here you can modify the tween’s attributes. – pg.
146
Tweening sets how and where frames between the keyframes are placed by
director.
You can animate the following properties of a sprite:
- position
- rotation
- scale
- skew
- forecolor (foreground color)
- backcolor (background color)
- blend (opacity)
Modify > Arrange > Move Backward/Move Forward – allows you to
exchange the positions of two sprite channels. – pg. 147
"Real time recording is especially good for simulating the movement of
a cursor." – pg 148
"Using trails is a way to simulate hand writing, since a trace is left
wherever the sprite happens to move." – pg. 152