1. SWF vs FLA
    • Executable file is .SWF (Shockwave Flash) or (small web format)
    • Source file is .FLA
  2. Properties Inspector
    Shows you all of the properties of any object that you select. Allows you to change characteristics of objects on the stage
  3. Tools Panel
    Contains all the tools that you need to draw and edit objects. At the bottom of the tools panel are options that modify how the tools function.
  4. Pencil Tool
    • straighten: converts the line into straight segments
    • smooth: makes the lines as smooth as possible
    • ink: makes the least change to create natural looking lines
  5. Onion Skin
    • To display onion skinned frames as outlines, click the Onion Skin Outlines button.
    • To change the position of either onion skin marker, drag its pointer to a new location.
  6. Motion Tweening Animation
    • Motion Tweening is a method of animation that moves an object from a start to an end keyframe.
    • Flash automatically creates the animation in between.
    • Use motion tweening with:    groups, symbols and text blocks
  7. Keyframes
    • Keyframes (F6) mark a change in what appears on the Timeline.
    • Keyframes are editable
    • Keyframes appear as a small black circle on the timeline
    • Empty keyframes (no content) appear with an empty circle
  8. create shape tween
    • draw object
    • on later frame insert blank keyframe
    •      draw shape of final object
    • in time span right-click insert shape tween
  9. motion tween
    • insert keyframe
    • draw object
    • select object - right-click Create Motion Tween(yes to convert to symbol)
    • insert new keyframe later in timeline
    •     move object to new position
  10. frames
    • Frames are not editable
    • Frames are either empty or used for creating animation.
    • Frames are a preview, only, of animation between frames.
  11. create button
    • Insert: new symbol - button
    • This will create a button Timeline for this symbol showing 4 frames:UP, OVER,DOWN, HIT
    • rectangle tool to draw
    • Next right click in the Over frame and select “Insert Keyframe”This automatically copies the Up appearance into the “Over” frame click on the keyframe just entered.Alter the appearance of the button by changing the stroke and/or fill colours.

    • Create an instance of your button
    • Click on Scene 1Open the Library Panel (F11). Drag the button onto the stage. Change the <instance name> to a meaningful name eg myButton
    • add text to the instance on the stage.
    •    Choose Static Text  Add some text to the button face. Ensure it is not selectable
  12. focus
    stage.focus = guess;// guess is name of textbox
  13. function
    • instructions.addEventListener(MouseEvent.CLICK, showInstructions);
    • function showInstructions(event:MouseEvent){
    • gotoAndStop("instructions");
    • }
  14. function button
    • quitBtn.addEventListener
    •    (MouseEvent.CLICK,quitFun);
    • function quitFun(event:MouseEvent)
    • {
    •     gotoAndStop("quit");
    • }
  15. some variables
    • var practiceSet:Array = new Array();
    • var numCorrect:Number = 0;
    • var goal:Number;
    • var firstQuestion:String = "true";
    • var validForm:String = "true";
    • stop();
  16. random number
    var numRand10:Number = Math.floor(Math.random()*11);
  17. show numCorrect in numCorrectDTb
    numCorrectDTb.text = String(numCorrect);
  18. add sound
    • import;
    • var doh:Sound = new Doh14();
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