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ADOBE FLASH 8 — PEDRO AMADO, 2007-02-26 FORMAçãO CONTíNUA FBAUP INTRODUçãO AO ADOBE FLASH 8 - TéCNICAS DE PLANIFICAçãO, CONCRETIZAçãO E PUBLICAçãO DE PROJECTOS MULTIMéDIA. FORMAçãO CCRE/FAUP/FBAUP - SESSãO 2 FBAUP, 2007-02-26
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Formação Contínua FBauP - WordPress.com · Adobe flAsh 8 — Pedro AmAdo, 2007-02-26 42 designWorKs.com – Vector graphics vs. Raster graphics: Pythagoras vs. Seurat. [on-line].

Jan 19, 2019

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Page 1: Formação Contínua FBauP - WordPress.com · Adobe flAsh 8 — Pedro AmAdo, 2007-02-26 42 designWorKs.com – Vector graphics vs. Raster graphics: Pythagoras vs. Seurat. [on-line].

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Formação Contínua FBauPIntrodução ao adoBe Flash 8 - téCnICas de PlanIFICação, ConCretIzação e PuBlICação de ProjeCtos multImédIa.

Formação CCre/FauP/FBauP - sessão 2FBauP, 2007-02-26

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fbAUP, Pedro AmAdo, 2007-02-�2

Versão 0.2 (AlfA). ActUAlizAdA em 2007-02-26.

este trAbAlho está licenciAdo sob UmA licençA creAtiVe commons AtribUição-Uso não-comerciAl-PArtilhA nos termos dA mesmA licençA 2.5 PortUgAl. PArA

Ver UmA cóPiA destA licençA, Visite httP://creAtiVecommons.org/licenses/by-nc-sA/2.5/Pt/ oU enVie UmA cArtA PArA creAtiVe commons, 559 nAthAn Abbott

WAy, stAnford, cAliforniA 94305, UsA.

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resumo e oBjeCtIvos utIlIzação do adoBe Flash 8 Para:

Planificação;criação;finalização de projectos de estáticos ou dinâmicos.

•••

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aPresentação

Pedro Amadotécnico superior de design, fbAUPlicenciado em design de comunicação, fbAUP

Aluno de mestrado multimédia, fbAUP (finalizar a dissertação)estatuto de director e orientador no movimento de tempos livres mocAmferealiza pequenas experiências em desenho digital, programação e construção websites desde 200�. desenvolve design tipográfico nos tempos livres – www.typeforge.net

Actualmente a implementar o designlab, página de apoio ao gabinete do técnico de design, fbAUP: http://users.fba.up.pt/~pamado/designlab

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dúvIdas e sugestõ[email protected]

httP://users.FBa.uP.Pt/~Pamado/desIgnlaB

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aCtIonsCrIPt 2.0 essenCIal

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2.1 Introdução o que é o aCtIonsCrIPt?Actionscript is the language you use to add interactivity to flash applications, whether your applications are simple animated sWf files or more complex rich internet applications.

you don’t have to use Actionscript to use flash, but if you want to provide basic or complex user interactivity, work with objects other than those built into flash (such as buttons and movie clips), or otherwise turn a sWf file into a more robust user experience, you’ll probably want to use Actionscript.

var userName:String = “”;

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2.1 Introdução aCtIonsCrIPt e eventos

mouse and keyBoard events (user Controlled events)

ClIP events (automatIC events),Frame events

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2.1 Introdução mouse and keyBoard events (user Controlled events)

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2.1 Introdução ClIP events (automatIC events),

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2.1 Introdução Frame events

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2.1 Introdução PaInel de aCções (aCtIons Panel)

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2.1 Introdução syntaxe e lInguagem FundamentalLearning ActionScript syntax and statements is like learning how to put together words to make sentences, which you can then put together into paragraphs. ActionScript can be as simple.

A statement is an instruction you give the FLA file to do something.

// if statementif (condition) { // statements;}

Expressions, different from statements, are any legal combination of ActionScript symbols that represent a value.

x + 2

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2.1 Introduçãodot syntax e target Pathsin Actionscript, you use a dot (.) operator (dot syntax) to access properties or methods that belong to an object or instance on the stage. you also use the dot operator to identify the target path to an instance (such as a movie clip), variable, function, or object.

vIsIBIlIdade das InstânCIas (sCoPe)this.myClipthis._parent.stop();

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2.2 addIng aCtIonsCrIPttIPos de dados e varIáveIsData refers to the numbers, strings, and other information that you can manipulate within Flash. You store data in a variable.

ActionScript has numerous basic data types that you will probably use frequently in your applications: Array(), Boolean(), Number(), Object(), String().

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2.2 addIng aCtIonsCrIPttIPos de dados sImPles (PrImItIvos) e ComPlexosA primitive value: boolean, null, number, string, and undefined.A complex value: Array, date, error, function, and Xml.

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2.2 addIng aCtIonsCrIPtvarIáveIsA variable is a container that holds information.

var myVariable:Number = 10;

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2.2 addIng aCtIonsCrIPtvarIáveIs Para um uso correcto das variáveis deve ter-se em conta os seguintes procedimentos:

Declaring variablesAssigning valuesNaming variablesVariables and scope

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2.2 addIng aCtIonsCrIPtvIsIBIlIdade das varIáveIs (sCoPe)there are three types of variable scopes in Actionscript:

Global variables and functions are visible to every timeline and scope in your document. Therefore, a global variable is defined in all areas of your code.Timeline variables are available to any script on that timeline.Local variables are available within the function body in which they are declared (delineated by curly braces). Therefore, local variables are only defined in a part of your code.

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2.2 addIng aCtIonsCrIPtgloBal varIaBles

var _global.myName = “George”; // Incorrect syntax for global variable_global.myName = “George”; // Correct syntax for global variable

_global.counter = 100; // Declares global variabletrace(counter); // Accesses the global variable and displays 100function count():Void { for (var counter:Number = 0; counter <= 2; counter++) { // Local variable trace(counter); // Accesses local variable and displays 0 through 2 }}count();trace(counter); // Accesses global variable and displays 100

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2.2 addIng aCtIonsCrIPtexPressões, deClarações e oPeradores (oPeraCIonaIs, estruturaIs e termInaIs)A statement is an instruction you give the flA file to do something, such as to perform a particular action.

// if statementif (condition) { // statements;}

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2.2 addIng aCtIonsCrIPt oPeradoresOperators are characters that specify how to combine, compare, or change values in an expression. An expression is any statement that Flash can evaluate and that returns a value. You can create an expression by combining operators and values or by calling a function.

// example onevar firstScore:Number = 29;if (++firstScore >= 30) { // should trace trace(“Success! ++firstScore is >= 30”);}

// example twovar secondScore:Number = 29;if (secondScore++ >= 30) { // shouldn’t trace trace(“Success! secondScore++ is >= 30”);}

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2.2 addIng aCtIonsCrIPtoPeradores relaCIonaIsthe relational operators take two operands, compare their values, and return a boolean value.

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2.2 addIng aCtIonsCrIPt oPeradores de equIvalênCIathe equality operators take two operands, compare their values, and return a boolean value.

oPeradores lógICosyou use logical operators to compare boolean values (true and false) and then return a boolean value based on the comparison.

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2.2 addIng aCtIonsCrIPt oPeradores lógICos (BItwIse)the bitwise logical operators take two operands and perform bit-level logical operations.

CondIções You use conditions to determine whether something is true or exists, and then you can optionally repeat an action (using loops), or execute actions that you specify, such as functions or expressions, based on whether the condition is true or not.

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2.2 addIng aCtIonsCrIPtCondIções: estrutura IFthe if..else conditional statement lets you test a condition and then execute a block of code if that condition exists or execute an alternative block of code if the condition does not exist.

if (x > 20) { trace(“x is > 20”);} else { trace(“x is <= 20”);}

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2.2 addIng aCtIonsCrIPtCondIções: estrutura IF

exerCíCIo IFdesenhar um movieclip animado cuja coordenada horizontal seja igual à do rato quando o cursor estiver para além da metade do ecrã

var myVar1:Number = _xmouse;

if (myVar1<Stage.width/2) { mc1._x = _xmouse;}

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2.2 addIng aCtIonsCrIPtCondIções: estrutura swItChthe switch statement creates a branching structure for Actionscript statements. similar to the if statement, the switch statement tests a condition and executes statements if the condition returns a value of true.

switch (condition) {case A : // statements // falls throughcase B : // statements break;case Z : // statements break;default : // statements break;}

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2.2 addIng aCtIonsCrIPtCondIções: estrutura swItCh

exerCíCIo swItChcriar uma filme que em cada vez que se carregue numa tecla o script avalia a tecla e determina se foi igual à tecla para a qual produz “bingo” na janela de output, caso contrário, “tenta outra vez”

var listenerObj:Object = new Object();listenerObj.onKeyDown = function() { switch (String.fromCharCode(Key.getAscii())) { case “A” : trace(“Bingo”); break; default : trace(“Tenta outra vez”); }};Key.addListener(listenerObj);

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2.2 addIng aCtIonsCrIPtIterações (estrutura For)Repeating actions using loops. ActionScript can repeat an action a specified number of times or while a specific condition exists. Loops let you repeat a series of statements when a particular condition is true.

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2.2 addIng aCtIonsCrIPtIterações (estrutura For)

for (init; condition; update) { // statements;}

var i:Number;

for (i = 0; i < 5; i++) { trace(i);}

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2.2 addIng aCtIonsCrIPt Funções e métodosmethods and functions are blocks of Actionscript code that you can reuse anywhere in a sWf file.

function traceMe1() { trace(“your message”);}traceMe();

function traceMe2(yourMessage:String) { trace(yourMessage);}

traceMe2(“How you doing?”);

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2.2 addIng aCtIonsCrIPt Funções e métodos (Parametros)if you pass values as parameters to a function, the function operates on those values. A function can also return values.

var yourName:String = “Pedro Amado”;var yourAge:String = “27”;var favSoftware:String = “Flash”;function traceMe(favSoftware:String, yourName:String, yourAge:String) { trace(“I’m “ + yourName + “, I like “ + favSoftware + “, and I’m “ + yourAge + “.”);}traceMe(favSoftware,yourName,yourAge);

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2.2 addIng aCtIonsCrIPt returnIng values From FunCtIonsyou use the return statement to return values from functions. the return statement specifies the value that is returned by a function. the return statement returns the result of an evaluation as a value of the function in which an expression executes. the return statement returns its result immediately to the calling code.

function sqr(myNum:Number):Number { return myNum * myNum;}

function getArea(width:Number, height:Number):Number { return width * height;}The getArea() function takes two parameters, width and height.

Type the following code after the function:var area:Number = getArea(10, 12);trace(area); // 120

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2.3 veCtores (arrays)An array is an object whose properties are identified by numbers representing their positions in the structure. essentially, an array is a list of items. it’s important to remember that each element in an array doesn’t have to be the same data type. you can mix numbers, dates, strings, and objects and even add a nested array at each array index.

var myArr:Array = new Array();myArr[0] = “January”;myArr[1] = “February”;myArr[2] = “March”;myArr[3] = “April”;

var myArr:Array = new Array(“January”, “February”, “March”, “April”);

var myArr:Array = [“January”, “February”, “March”, “April”];

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2.3 veCtores (arrays)exerCíCIo arrayescrever as idades e os nomes das pessoas na sala e devolver o nome próprio e a idade própria.

var myNames:Array = [“PedroL”, “Luís”, “Andrea”, “PedroA”];var myIdades:Array = [28,29,30,31];

var myIndex = 3;

trace(“O meu nome é “+myNames[myIndex]+” e a minha idade é “+myIdades[myIndex]);

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2.4 movIe ClIPsmovIe ClIPsMovie clips are like self-contained SWF files that run independently of each other and the timeline that contains them. For example, if the main timeline has only one frame and a movie clip in that frame has ten frames, each frame in the movie clip plays when you play the main SWF file. A movie clip can, in turn, contain other movie clips, or nested clips. Movie clips nested in this way have a hierarchical relationship, where the parent clip contains one or more child clips.

Controlar movIe ClIPs Com aCtIonsCrIPt

myMovieClip.play();

my_mc.onPress = function() { startDrag(this);};my_mc.onRelease = function() { stopDrag();};

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2.4 movIe ClIPs

exerCíCIo movIe ClIPs

criar um scroll de um campo de texto (ver �.�6)Parar um movieclip animado (ver �.�6)

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2.4 movIe ClIPs desaFIo criar um Preloader (ver �.�6)

loadIng and unloadIng swF FIles to play additional sWf files without closing flash Player, or to switch sWf files without loading another html page, you can use one of the following options:

the global loadmovie() function or loadmovie() method of the movieclip class.the loadclip() method of the moviecliploader class.

exerCíCIocriar um slideshow (ide) com um Preloader e carrega-lo dinamicamente.

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2.4 movIe ClIPs desaFIo “Para Casa”

loadIng and unloadIng swF FIles• Combinarosexercíciosanteriorestodosnumsimplesficheirosobotemaautobiográfico:• MenudePopup–cadasecçãofazoloadMoviedomovieClipparaaáreaprincipal. o Secções:Início;Fotografias;Texto;ActionScript(especial). o SecçãoInício:MovieClipdeAnimaçãodeTweens. o SecçãodeFotografia:Slideshowcontrolável; o SecçãodeTexto:TextocontrolávelemScroll; o SecçãodeActionScriptembranco(apreenchernapróximasessão).• CadaMovieCliprelativoàSecçãodeverásergravadocomonome[omeuprimeironome]+home,[omeuprimeironome]+foto,[omeuprimeironome]+texto,[omeuprimeironome]+script.

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BIBlIograFIa e lInks úteIsAdobe systems incorporated (a) – Flash Professional 8 Product Information [on-line]. disponível em: <Url: http://www.adobe.com/products/flash/flashpro/productinfo/faq/#item-�-�>.

Adobe systems incorporated (b) – Bitmap vs. Vector-Based Graphics [on-line]. disponível em: <Url: http://www.adobe.com/education/webtech/cs2/unit_graphics�/gb_print.htm>.

Adobe systems incorporated (c) – [Vários Tutoriais On-line]. disponível em: <Url: http://www.adobe.com/support/documentation/en/flash/>.

besley, Kristian; et al – Foundation ActionScript for Flash 8. friends of ed: birmingham, 2006. isbn-�0 �590596�88.

besley, Kristian; bhAngAl, sham – Foundation Flash 8. friends of ed: birmingham, 2005. isbn-�0 �590595424.

cArdoso, Jorge – Sebenta de Programação Multimédia [em linha]. UcP: Porto, 2006. �6 fev 2006 disponível na WWW: <Url: http://teaching.jotgecardoso.org/pm>.

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designWorKs.com – Vector graphics vs. Raster graphics: Pythagoras vs. Seurat. [on-line]. disponível em: <Url: http://www.design-works.com/resources/vector_and_raster_graphics.htm>.

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leUrs, l. - Bitmap versus vector graphics [on-line]. disponível em: <Url: http://www.prepressure.com/image/bitmapvector.htm>.

mendes, António José; mArcelino, maria José – Fundamentos de Programação em Java 2. fcA editora: lisboa, 200?. isbn 972-722-423-7

nAgel, david – First Look: Macromedia Flash Professional 8 New video technologies lead beefed-up feature set [on-line]. disponível em: <Url: http://mediadesigner.digitalmedianet.com/articles/viewarticle.jsp?id=33950-�>.

neto, Joao Pedro – Programação, Algoritmos e Estruturas de Dados. escolar: lisboa, 2004. isbn 972-592-�79-8

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