Showing posts with label flash. Show all posts
Showing posts with label flash. Show all posts
Thursday, February 26, 2015
Download Flash Player Pro Free
Flash Player Pro is an awesome flash tool kit designed as Adobe flash player and manager . It has multiple powerful flash tools, download flash movies from the Internet, preview and browse flash movie, capture flash image and set it as wallpaper, create flash screensaver with ease, make conversion between SWF and EXE flash movies etc. All of these features will help you enhance and extend the using possibility of existing flash files. And with friendly user interface, Flash Player Pro offers you a fantastic animated flash world!
Features:
Check Also:- Register Internet Download Manager Manually Free
Click below to download Flash Player Pro free
Features:
- Download flash movies from the Internet
- Browse Adobe flash movies with built-in swf player.
- View or play flash movies with built-in player.
- View or play movies in full screen model.
- Make flash screensaver with a few mouse-click.
- Make flash screensaver installer and distribute it with ease.
- Capture flash movie image and save it.
- Capture flash movie image and set wallpaper.
- Build your own favorite folder, and browse flash movies in it.
- Make conversion between SWF and EXE flash movies.
- Copy or move flash movies to another folder.
- Rename flash movies.
Check Also:- Register Internet Download Manager Manually Free
Click below to download Flash Player Pro free
![]() |
| Download Flash Player Pro Free |
Monday, February 2, 2015
Creating Basic Tween Examples in Flash CS5
Create a new Flash document. Follow the steps below to add different kinds of tweens to your Flash movie.
By the end of this tutorial, you should have something like this: [DEMO PAGE]
Movement - Classic Tween
Scaling Animation - Classic Tween
Color Changing Effect - Classic Tween
Morphing Effect - Shape Tween
Read more »
By the end of this tutorial, you should have something like this: [DEMO PAGE]
Movement - Classic Tween
- Draw a circle on the upper-left corner of the stage using the oval tool.
- Select the whole shape using the selection tool, and then convert it into a graphic symbol named Circle.
- On the timeline, right-click on the frame 40 box and choose Insert Keyframe.
- Make sure you are still on frame 40 by clicking on the keyframe that you just added.
- Then use the selection tool to move the circle to the upper-right corner of the stage.
- On the timeline, right-click anywhere between frames 1 and 40 and choose Create Classic Tween.
- Press ctrl + enter (PC) or cmd + return (Mac) to test your movie.
- Save your work.
Scaling Animation - Classic Tween
- Insert a new layer.
- Make sure you are on frame 1 of this second layer by clicking on the blank keyframe on frame 1.
- Use the rectangle tool to draw a square shape in the middle of the stage.
- Select the whole shape using the selection tool, and convert it into a graphic symbol named Square.
- On the timeline (layer 2), select frame 40 by clicking on it. Make sure that no other frames are highlighted except for frame 40 of layer 2.
- Once its selected, right-click on it and choose Insert Keyframe.
- Make sure sure you are still on frame 40 of the second layer by clicking on the keyframe that you just added.
- Then on the stage, right-click on the square and choose Free Transform.
- Make the square bigger by clicking on any of the corner handles and dragging outward.
- On the timeline (layer 2), right-click anywhere between frames 1 and 40 and choose Create Classic Tween.
- Press ctrl + enter (PC) or cmd + return (Mac) to test your movie.
- Save your work.
Color Changing Effect - Classic Tween
- Insert a new layer (this will be the 3rd layer).
- Make sure you are on frame 1 of this third layer by clicking on the blank keyframe on frame 1.
- From the library, add another instance of the Circle symbol and place it on the lower-left corner of the stage.
- On the timeline (layer 3), select frame 40 by clicking on it. Make sure that no other frames are highlighted except for frame 40 of layer 3.
- Once its selected, right-click on it and choose Insert Keyframe.
- Make sure sure you are still on frame 40 of this third layer by clicking on the keyframe that you just added.
- Then select this new instance of the circle symbol on the stage by clicking on it using the selection tool. Do this even if the instance already looks selected just to make sure that its really selected. Make you sure you only click on it <b>ONCE</b>. Do <b>NOT</b> double-click on it. If you double-click on it, you will enter the symbols timeline.
- After selecting the instance, go to the Properties Inspector. If you don’t see the Properties Inspector, choose Window > Properties.
- You should see the properties of the selected graphic instance in the Properties Inspector. Under Color Effect, click on the Style drop-down menu and choose Tint.
- Click on the tint color box and choose a new color for the instance. Make sure that the tint amount slider below the drop-down menu is at 100%.
- On the timeline (layer 3), right-click anywhere between frames 1 and 40 and choose Create Classic Tween.
- Press ctrl + enter (PC) or cmd + return (Mac) to test your movie.
- Save your work.
Morphing Effect - Shape Tween
- Insert a new layer (this will be the 4th layer).
- Make sure you are on frame 1 of this fourth layer by clicking on the blank keyframe on frame 1.
- Draw a circle on the lower-right corner of your Stage. DO NOT CONVERT IT INTO A SYMBOL. We are going to add a shape tween, and it will not work if you convert the shape into a symbol.
- On the timeline (layer 4), select frame 40 by clicking on it. Make sure that no other frames are highlighted except for frame 40 of layer 4.
- Once frame 40 of layer 4 is selected, right-click on the frame and choose Insert BLANK Keyframe. You should see the circle disappear.
- Make sure sure you are still on frame 40 of this fourth layer by clicking on the BLANK keyframe that you just added.
- Then switch to the rectangle tool and draw a square shape on the same spot that the circle was on.
- On the timeline (layer 4), right-click anywhere between frames 1 and 40 and choose Create Shape Tween.
- Press ctrl + enter (PC) or cmd + return (Mac) to test your movie.
- Save your work.
Saturday, January 31, 2015
Loading External Text Files In Flash ActionScript 3 0
Work Files:
Load_Text_Start.fla
summer.txt (right-click > save as )
In this article, were going to learn how to load text from an external source into a Flash movie.
What is the benefit of loading text from an external source?
The nice thing about loading text externally is that when you need to update the text, then you simply need to edit the text file. You wont have to make changes to the .fla file anymore.
To load text from an external source, we will need the ff:
2 exercise files accompany this tutorial:
So lets begin. Go ahead and open the Load_Text_Start.fla file. You will see that the document contains some artwork (a sun drawing) and 2 buttons (these buttons will be used to scroll the text up and down). Well be creating a TextField which will be placed within the empty white area on the stage. This TextField will display the text loaded from the external source.
Lets now begin writing the code. Lets first create the TextField, add it to the display list and set some of its properties. Select frame 1 of the Actions layer and go to the Actions Panel and type the ff:
If you test your movie now, you should see the TextField just above the scroll buttons and to the right of the sun artwork.
Now that we have the TextField, well need a URLRequest object and a URLLoader object in order to load the external text file. The URLRequest allows us to specify the path to the external file that we would like to load. In this example, we want to load the summer.txt file, which we saved in the same folder as the Flash document. So since they are in the same directory, all we have to do is specify the filename summer.txt when we create the URLRequest object. The URLLoader, on the other hand, has the capability to load external text files into Flash movies. It is the URLRequest object that simply tells the URLLoader which file its supposed to load.
So to recap, the URLRequest specifies which file is to be loaded, while the URLLoader is the one that loads the specified file. Now, lets go ahead and create the URLRequest and URLLoader objects:
After creating the URLRequest and URLLoader objects, we can now tell Flash to load the external text file. The load() method of the URLLoader class is what instructs the URLLoader to load an external text file. The URLRequest object is passed as a parameter to the load() method so that the URLLoader will know which file it is supposed to load (ex. textLoader.load(textURL); ). But in addition to writing the load statement, well also need an event handler. Why is that? This is because well only be able to display the text in the TextField once the external text file has finished being loaded (and not while the loading process is still happening). Once the URLLoader begins to load the text file, well have to wait for the text file to be loaded completely, and only then can we display the text in the TextField. The event that will tell us when the file has been loaded completely is Event.COMPLETE (this event will be dispatched if and when the external text file has been successfully loaded). This event will be dispatched by the URLLoader object, so the event listener will be added to our URLLoader which we named textLoader. So lets go back to the Actions Panel and create the event handler and the load statement.
Now go ahead and test the movie. You should see the output window display the phrase File loaded successfully. So this means that the Event.COMPLETE event has been triggered and that the text file has been loaded successfully. If it doesnt, you might want to check that you typed in the correct file name - "summer.txt" - and that the text file is saved in the same directory as your Flash movie.
So now that the external text file has been loaded, where is the text? I dont see it.
What weve done so far is that weve simply just loaded the external text file. The text data is already in the Flash movie, we just havent displayed it yet. So the next thing we need to do is to get the text data and then display it in the TextField.
Ok. So where exactly do I find the text data?
Once loaded, the text contained inside the external text file can be found in the URLLoader object that was used to load the external text file. That text can be accessed by using the data property of the URLLoader class (ex. textLoader.data).
And once I get the text data, how do I assign it to the TextField?
Youll use the same way you assign text to any TextField - by using the text property of the TextField class (ex. myTextField.text = textLoader.data; ). And REMEMBER, youll have to do this only after the text file has been loaded completely. So you must place the text assignment statement inside the Event.COMPLETE listener function (which in this example is the displayText function).
So lets go back to the event listener function named displayText and lets remove the trace statement and replace it with the text assignment statement. But instead of typing textLoader.data inside the event listener function, well type in e.target.data . Since the even listener was added to the textLoader URLLoader object, then e.target will refer to textLoader as well. One advantage of using e.target is that well be able to use the same event listener function with other URLLoader objects as well (for example, we might want to have multiple URLLoader objects that load different external text files).
Now if you test the movie, you should be able to see the text displayed inside the TextField.
Heres the code in full:
In the next part, well style the text using a TextFormat object.
NEXT: Formatting Externally Loaded Text In Flash ActionScript 3.0
Read more »
Load_Text_Start.fla
summer.txt (right-click > save as )
In this article, were going to learn how to load text from an external source into a Flash movie.
What is the benefit of loading text from an external source?
The nice thing about loading text externally is that when you need to update the text, then you simply need to edit the text file. You wont have to make changes to the .fla file anymore.
To load text from an external source, we will need the ff:
- a plain text file that contains the text we would like to load
- a URLRequest object to specify the path to the external text file
- a URLLoader object which will load the external text file into the Flash movie
- a TextField that will display the loaded text
2 exercise files accompany this tutorial:
- Load_Text_Start.fla - this is the Flash movie where the external text will be loaded into
- summer.txt - this is the plain text file that contains the text we will be loading into the Flash movie
So lets begin. Go ahead and open the Load_Text_Start.fla file. You will see that the document contains some artwork (a sun drawing) and 2 buttons (these buttons will be used to scroll the text up and down). Well be creating a TextField which will be placed within the empty white area on the stage. This TextField will display the text loaded from the external source.
Lets now begin writing the code. Lets first create the TextField, add it to the display list and set some of its properties. Select frame 1 of the Actions layer and go to the Actions Panel and type the ff:
// Create a TextField object
var myTextField:TextField = new TextField();
// Add the TextField object to the display list so that
// it will be visible on the stage
addChild(myTextField);
myTextField.border = true;
myTextField.multiline = true;
myTextField.wordWrap = true;
myTextField.width = 215;
myTextField.height = 225;
myTextField.x = 300;
myTextField. y = 50;If you test your movie now, you should see the TextField just above the scroll buttons and to the right of the sun artwork.
Now that we have the TextField, well need a URLRequest object and a URLLoader object in order to load the external text file. The URLRequest allows us to specify the path to the external file that we would like to load. In this example, we want to load the summer.txt file, which we saved in the same folder as the Flash document. So since they are in the same directory, all we have to do is specify the filename summer.txt when we create the URLRequest object. The URLLoader, on the other hand, has the capability to load external text files into Flash movies. It is the URLRequest object that simply tells the URLLoader which file its supposed to load.
So to recap, the URLRequest specifies which file is to be loaded, while the URLLoader is the one that loads the specified file. Now, lets go ahead and create the URLRequest and URLLoader objects:
var myTextField:TextField = new TextField();
// This next line creates the URLRequest object named textURL.
// The file name of the external text file to be loaded is
// passed as a parameter to the URLRequest constructor.
var textURL:URLRequest = new URLRequest("summer.txt");
// This next line creates a URLLoader object named textLoader
var textLoader:URLLoader = new URLLoader();
addChild(myTextField);
myTextField.border = true;
myTextField.multiline = true;
myTextField.wordWrap = true;
myTextField.width = 215;
myTextField.height = 225;
myTextField.x = 300;
myTextField. y = 50;
After creating the URLRequest and URLLoader objects, we can now tell Flash to load the external text file. The load() method of the URLLoader class is what instructs the URLLoader to load an external text file. The URLRequest object is passed as a parameter to the load() method so that the URLLoader will know which file it is supposed to load (ex. textLoader.load(textURL); ). But in addition to writing the load statement, well also need an event handler. Why is that? This is because well only be able to display the text in the TextField once the external text file has finished being loaded (and not while the loading process is still happening). Once the URLLoader begins to load the text file, well have to wait for the text file to be loaded completely, and only then can we display the text in the TextField. The event that will tell us when the file has been loaded completely is Event.COMPLETE (this event will be dispatched if and when the external text file has been successfully loaded). This event will be dispatched by the URLLoader object, so the event listener will be added to our URLLoader which we named textLoader. So lets go back to the Actions Panel and create the event handler and the load statement.
myTextField.border = true;
myTextField.multiline = true;
myTextField.wordWrap = true;
myTextField.width = 215;
myTextField.height = 225;
myTextField.x = 300;
myTextField. y = 50;
// This next lines adds an event listener that waits
// for the textLoader to completely load
// the external text file (Event.COMPLETE). Once loaded,
// the function named displayText will be called.
textLoader.addEventListener(Event.COMPLETE, displayText);
function displayText(e:Event):void
{
// This function will contain the code that will display the text in the
// TextField once the external text file has been loaded. But lets add
// that code later. For now, lets just put in a trace statement.
// This trace statement will just indicate that the file has loaded.
trace("File loaded successfully.");
}
// This next line tells the TextLoader to load the
// external text file specified by the URLRequest object
// named textURL (which specifies the summer.txt file)
textLoader.load(textURL);Now go ahead and test the movie. You should see the output window display the phrase File loaded successfully. So this means that the Event.COMPLETE event has been triggered and that the text file has been loaded successfully. If it doesnt, you might want to check that you typed in the correct file name - "summer.txt" - and that the text file is saved in the same directory as your Flash movie.
So now that the external text file has been loaded, where is the text? I dont see it.
What weve done so far is that weve simply just loaded the external text file. The text data is already in the Flash movie, we just havent displayed it yet. So the next thing we need to do is to get the text data and then display it in the TextField.
Ok. So where exactly do I find the text data?
Once loaded, the text contained inside the external text file can be found in the URLLoader object that was used to load the external text file. That text can be accessed by using the data property of the URLLoader class (ex. textLoader.data).
And once I get the text data, how do I assign it to the TextField?
Youll use the same way you assign text to any TextField - by using the text property of the TextField class (ex. myTextField.text = textLoader.data; ). And REMEMBER, youll have to do this only after the text file has been loaded completely. So you must place the text assignment statement inside the Event.COMPLETE listener function (which in this example is the displayText function).
So lets go back to the event listener function named displayText and lets remove the trace statement and replace it with the text assignment statement. But instead of typing textLoader.data inside the event listener function, well type in e.target.data . Since the even listener was added to the textLoader URLLoader object, then e.target will refer to textLoader as well. One advantage of using e.target is that well be able to use the same event listener function with other URLLoader objects as well (for example, we might want to have multiple URLLoader objects that load different external text files).
function displayText(e:Event):void
{
// This next line will assign the text from the external text file to the
// TextField instance named myTextField
myTextField.text = e.target.data;
}Now if you test the movie, you should be able to see the text displayed inside the TextField.
Heres the code in full:
import flash.text.TextField;
import flash.net.URLRequest;
import flash.net.URLLoader;
var myTextField:TextField = new TextField();
var textURL:URLRequest = new URLRequest("summer.txt");
var textLoader:URLLoader = new URLLoader();
addChild(myTextField);
myTextField.border = true;
myTextField.multiline = true;
myTextField.wordWrap = true;
myTextField.width = 215;
myTextField.height = 225;
myTextField.x = 300;
myTextField. y = 50;
textLoader.addEventListener(Event.COMPLETE, displayText);
function displayText(e:Event):void
{
myTextField.text = e.target.data;
}
textLoader.load(textURL);In the next part, well style the text using a TextFormat object.
NEXT: Formatting Externally Loaded Text In Flash ActionScript 3.0
Subscribe to:
Posts (Atom)
