classNotes 05

 

Lesson 7 – Keyframes and Layers

To select a range of frames, sprites, cast members, etc, select the first one, then hold
the SHIFT key, and select the last one in the range. 

To select specific frames, sprites, cast members, etc, select the first one, then hold
the CTRL key, and select the next one(s).

Dragging Sprites or Cast Members, with the ALT key selected, creates
a duplicate copy of the sprites/cast members. – pg. 161

To be able to select individual sprite frames, select the Score, then Edit
> Select All (CTRL+A), then Edit > Edit Sprite Frames – pg. 167

To move sprites vertically through the channels can be accomplished using
the CTRL+ the up or down arrow keys. If only part of a sprite is to be moved,
Director will split the Sprite for you. – pg. 169

Sprites in lower-numbered channels are behind sprites in higher number
channels. – pg. 163

To Loop a sound, which is one way to keep a file size/download small,
select the Sound Tab from the Property Inspector and select the
"Loop" check box. – pg. 174

Locking a Sprite will keep it from being selected or modified
(moved) accidentally.  To lock a sprite select Modify > (Un) Lock
Sprite, CTRL + L, or right click over the sprite, and select (Un) Lock Sprite
– pg. 165

The process of Exchanging Cast Members can be sped up by using the
CTRL+E shortcut key sequence. – pg. 171

Lesson 8 – Film Loops and Buttons

Film Loop – encapsulates several cast members as a single cast member. –
pg. 176

As a precaution, it is wise to un-check the play sound box of the film loop
properties, unless there is sound in the film loop. This is because it can
cause silence, even if something is in the sound channel.
– pg. 181 This
is because Director reserves the first sound channel and attempts to play the
film loops sound for the duration of the film loop, even if the film loop
doesn’t have any sound in.

Behavior Inspector – Allows you to create sprite scripts and
other scripts without having to type
Lingo Commands yourself. 🙂 – pg. 187

This incorporates the difference between adding a cast script
(script attached to a cast member itself and follows the cast member when ever
it is used) and a sprite script, which are attached to a sprite on an
individual basis.  This means that the sprite script can attach be
attached to sprites which originate from different cast members, or have the
same cast member with different sprite script when used as sprites at
different times.

Navigation with Behaviors – pg. 190

  1. Select a sprite which you would like to attach the behavior to.
  2. Right click, select Behaviors
  3. Use the + Button to add a behavior – either existing or create a new
    behavior
  4. Use the + Button for Events, to select which event you want to attach
    the behavior to
  5. Use the + Button for the Actions, to select an action to add.
  6. For navigation, you can go to a frame or to a marker.  I
    personally prefer markers, as they are easier to use.

A Behavior consist of three different elements: – pg. 189

  • behavior name – how to identify the behavior
  • event – what triggers the behavior, or part of the behavior to
    run
  • action – what (script) needs to perform

When navigating using markers, there are three built-in positions:

  • previous
  • next
  • loop.

Waiting at a Frame with Behaviors – pg. 192,193

 


Copyright ©2001-2003, Walter Wimberly – 
Instructor – IADT

 Learn from other people’s mistakes. You don’t live long enough to make
them all yourself.