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20080912120912 chapter j


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  • 1.  
  • 2.
    • Attach built-in behaviors
    • Create a behavior
    • Add and modify a behavior
    • Open a movie with a behavior
    Chapter Lessons OVERVIEW
  • 3.
    • Create a dropdown list with a behavior
    • Add keyboard navigation with a behavior
    • Change text to speech with a behavior
    • Insert and modify a Flash component
    Chapter Lessons OVERVIEW
  • 4.
    • A behavior is a prewritten script that adds interactivity to a movie
    • Can use built-in behaviors or create your own
    • You do not have to write or understand Lingo or JavaScript syntax to create behaviors
    Attaching Behaviors INTRODUCTION
  • 5.
    • Built-in behaviors are grouped by category
      • Components
      • 3D
      • Accessibility
      • Animation
      • Controls
      • Internet
      • Media
      • Navigation
      • Paintbox
      • Text
    Attaching Behaviors INTRODUCTION
  • 6.
    • Components library allows you to insert Flash components
    • Behaviors in 3D library perform actions on 3D objects based on triggers
    • Accessibility library makes movies accessible for hearing- and visually-impaired
    • Animation library makes sprites move with or without user input
    • Controls library allows you to create and control user interface elements
    Attaching Behaviors INTRODUCTION
  • 7.
    • Internet library controls activities on the Web
    • Media library controls playback for Flash, QuickTime, RealMedia, and Sound media
    • Navigation library allows you to control movement and location of playback head
    • Paintbox library allows you to create and modify bitmap images
    • Text library allows you to format numbers, force uppercase or lowercase characters, and create hypertext
    Attaching Behaviors INTRODUCTION
  • 8. Attach Built-In Behaviors
    • Can drag behaviors onto frames and sprites in Score and on Stage with Library palette
    • Can attach same behavior to multiple sprites and frames
    • If you want a behavior to affect a cast member, drag behavior to associated sprite
    • If you want a behavior to affect entire movie, attach behavior to a frame
    LESSON 1
  • 9. Attach Built In Behaviors
    • You can modify the original behaviors in the Library palette; the scripts are located in a cast file within the Macromedia Director MX 2004 folder
    • When you attach a behavior, a Parameters dialog box might open, asking for specific settings
    • Can only attach one behavior to a frame
    • Can use Behavior Inspector or Behavior tab in Property inspector to view, add, modify, and remove attached behaviors
    LESSON 1
  • 10. Attach Built In Behaviors LESSON 1
  • 11. Create a Behavior
    • Can use Behavior inspector to create simple behaviors
    • Must understand and write Lingo scripts to create complex behaviors
    • Behaviors perform two functions:
      • Detect a specified event
      • Perform one or more actions in response
    LESSON 2
  • 12. Create a Behavior
    • Behavior inspector lists most common events and actions used in behaviors
    LESSON 2
  • 13. Add and Modify a Behavior
    • Sometimes necessary to create a set of behaviors to complete a single operation
    • For example, Change Cursor and Restore Cursor behaviors are often used together
    • Can use the Behavior Inspector tab in Property inspector to add behaviors
    LESSON 3
  • 14. Modifying a Behavior
    • Use behavior Inspector to modify a behavior
    • To modify a behavior throughout entire movie, double-click behavior in Cast window to open Behavior Inspector and make changes
    • To modify a behavior for a specific sprite, select sprite in Score or on Stage, open Behavior Inspector, select behavior, and make changes
    LESSON 3
  • 15. Modifying a Behavior
    • In Behavior Inspector, you can add events and actions to an existing behavior
    • Cannot directly modify existing events and actions associated with a behavior
    • Remove events and actions you want to change from the editing panes and create new ones
    • Can also use Behavior tab to make make changes
    LESSON 3
  • 16. Behavior Inspector LESSON 3 Restore Cursor behavior Behavior action Behavior event
  • 17. Open a Movie with a Behavior
    • Can open a movie from within a movie
    • This technique closes current movie and opens another
    • Allows you to organize large sections of a movie into smaller separate movies - requires less RAM
    LESSON 4
  • 18. Open a Movie with a Behavior
    • Can create movie modules (independent movies) simultaneously to save time and maximize production effort
    • Must store movie modules in same location to play and package the movie
    • Can use a behavior in Library palette to open a movie module
    LESSON 4
  • 19. Create a Dropdown List with a Behavior
    • Library palette includes a behavior to create a dropdown list from a field text box
    • To 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
    LESSON 5
  • 20. Using a Dropdown List during a Movie
    • Can use dropdown list to allow users to make selections or perform simple commands
    • Dropdown list opens and reveals all items when user clicks it
    • List remains open until next click
    • List closes after user makes selection
    LESSON 5
  • 21. Using a Dropdown List during a Movie LESSON 5 Enter name of list here Current check mark indicator for dropdown list
  • 22. Add Keyboard Navigation with a Behavior
    • Making a Movie Accessible
    • Enabling Keyboard Navigation
    • Setting Up Keyboard Navigation
    LESSON 6
  • 23. 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 users
    • Behaviors are available on Library palette
    LESSON 6
  • 24. Making a Movie Accessible LESSON 6
  • 25. Enabling Keyboard Navigation
    • Keyboard navigation behaviors let mobility-impaired users select sprites and simulate mouse clicks without using a mouse
    • Users select items using Tab key, which highlights item with a colored rectangle, or focus ring
    LESSON 6
  • 26. Enabling Keyboard Navigation LESSON 6 Trigger the item; same as clicking the sprite [Enter] (Win) [return] (Mac) Go to the last item on the Stage [Ctrl][Page Down] (Win) [control][page down] (Mac) Go to the first item on the Stage [Ctrl][Page Up] (Win) [control][page up] (Mac) Go to the previous item on the Stage [Shit][Tab] Go to the next item on the Stage [Tab] description key(s) Keyboard Navigation Options
  • 27. Setting Up Keyboard Navigation
    • Most accessibility behaviors must be used with other accessibility behaviors
    • Must use Accessibility Target, Accessibility Keyboard Controller, Accessibility Item or Accessibility Text Edit Item, and Accessibility Group Order behaviors together to enable keyboard navigation
    LESSON 6
  • 28. Setting Up Keyboard Navigation
    • Steps:
      • Create an Accessibility group, which associates all accessibility behaviors within the group with a specific scene (Use different group name in different scene)
      • Use Accessibility Keyboard Controller behavior
      • Attach Accessibility Item behavior to sprite or sprites or attach Accessibility Text Edit Item behavior to text sprite
      • Attach Accessibility Group Order behavior to sprites that have Accessibility Item or Accessibility Text Edit Item behaviors
    LESSON 6
  • 29. Setting Up Keyboard Navigation LESSON 6
  • 30. Change Text to Speech with a Behavior
    • Can use Accessibility behaviors to help visually-impaired users
    • Use text-to-speech behaviors to make a text cast member or text in a selected sprite audible
    • Designed to be used with keyboard navigation behaviors
    LESSON 7
  • 31. 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
    LESSON 7
  • 32. Insert and Modify a Flash Component
    • Access built-in Flash components on the Library palette or the Tools palette
    • Each 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.
    LESSON 8
  • 33. Insert and Modify a Flash Component LESSON 8 Button Flash component Flash components Flash component settings
  • 34. Chapter J Summary
    • Attach built-in behaviors
    • Create a behavior
    • Add and modify a behavior
    • Open a movie with a behavior
    • Create a dropdown list with a behavior
  • 35. Chapter J Summary
    • Add keyboard navigation with a behavior
    • Change text to speech with a behavior
    • Insert and modify a Flash component