COMP : Practical 9 ActionScript: Text and Input

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1 COMP : Practical 9 ActionScript: Text and Input This practical exercise includes two separate parts. The first is about text ; looking at the different kinds of text field that Flash supports: static, dynamic and input; and some of the things we can do with them. The second is dragging ; looking at ways of allowing the movie viewer to use the mouse to move objects about on the stage. Text: Static, Dynamic and Input There are three kinds of text in Flash. Static text is text that does not change in the sense that the words and letters are not changing. Static text may change in appearance, moving about and scaling, like any other graphic, but it remains the same text. It is used for labels and headings, etc where text is required as a graphic element. Static text can be displayed with horizontal or vertical orientation. Dynamic text is text that changes with time. For example, if we display the score in a game, the value displayed must be increased every time a player scores a point. On a live news web page we might use dynamic text to show a latest updates text strip scrolling across the bottom of the screen. Dynamic text is also used for non-changing text when it is too large to fit its allotted space on the screen and must be scrolled. Input text allows us to put data entry boxes on the stage. Viewers can enter text and we can use ActionScript to analyse it, or in web situations we can send it to the web server. This is the mechanism that allows us to make data entry forms. Creating and changing dynamic text 1. Have a look through the Creating Text entry in the online help. Menu: Help / Using Flash. Press the search button and type Creating Text. Find the entry in the list displayed. You should find an explanation of the three kinds of text and instructions for converting between them. Work out how to do the following: Create a static text field whose size automatically adjusts to the text typed into it. Create a dynamic text field whose size automatically adjust to the text typed into it. Create static text field of fixed width. Create a dynamic text field of fixed width Create a dynamic scrolling(scrollable) text field. Convert a static text field of fixed width to one whose size automatically adjusts Convert a dynamic scrolling text field to a static field which automatically adjusts. Note that the documentation isn t very helpful here. The operation cannot be carried out in one step. Write down your method as the answer to review Question 2. One issue to watch is the Line Type setting in the property pane. It can be set to Single Line or to Multiline, see Figure 9.1. If you create a text field with several lines of text, and leave it set on Single Line, Flash will show the lines when you are working on the stage, but when you play your movie, the box will appear with only a single line. Try it. Sometimes it doesn t matter, but mostly you will need to be careful to set Line Type whenever you make a text field. Figure 9.1: Dynamic text properties Line Type setting (marked with oval)

2 The next exercise is to use ActionScript to change the text in a dynamic text field. In this exercise we will make a movie which has a start, middle, and end by putting in a text box which says start for the first third of the movie, middle for the second, etc. In order to refer to a text field from ActionScript we have to give it an instance name. This is done in the same way as for a movie clip. 2. Start a new Flash document. Create a dynamic text field. It doesn t matter what text you put in the field, but make sure there is something so that you can see the field. Give it the instance name Texty (or anything else you like, if you adjust the commands). 3. At this stage your movie should have only one frame, with the text field in it. Insert keyframes at frames 10 and 20 (using the Insert Keyframe command). Insert blank frames out to frame 30, by using Insert Frame on frame Add ActionScript to frame 1 on the timeline. Texty.text = Start ; We can do this because the text field object has a property text, which is its currently displayed text. Notice that this property name doesn t start with an _ character. (Can you think of any reason for this exception to the normal rule I cannot.) Try your movie. What happens. 5. Add ActionScript on frame 10 setting Texty s text to Middle, and on frame 20 to End. Try your movie again. Save it as prac9a Of course, we didn t need to use ActionScript to make this movie. We could have manually changed the text on each keyframe. However, there are situations in which that is not so easy. In the next exercises we will look at different ways of displaying changing numbers in a text box. The first is to display a small text field that shows the current frame number. 6. Follow the instructions carefully here. You will get different effects if you try to do the steps in a different order. Start a new Flash movie. Create a dynamic text box with just a zero as its text. Give it an instance name of CountLabel. Add an ActionScript instruction to frame 1 on the timeline, thus: CountLabel.text = _currentframe; _currentframe is a property of the timeline, that always contains the current frame number, as the movie is being played (1, 2, 3, ). If you try the movie at this point you should just see a 1 on the screen. 7. Select frame 1 on the timeline. From the popup menu select Copy Frames. Click in frame 2, which should be empty at present. From the popup menu select Paste Frames. You should now have two keyframes, and each should have the same ActionScript instruction line. Try your movie. What does your movie do? 8. Click in frame 3 and Paste Frames again. Keep doing this until you have about 20 frames, all with the same ActionScript text. [Hint: If you have five frames, you can select all 5 frames, then copy and paste the group of five (into frame 6), quickly giving you 10 identical frames. If you have 10 you can get to 20, and so on.]. This process will give you a movie composed entirely of keyframes, thus: Try your movie. Save it as prac9b. Figure 9.2: Timeline composed entirely of (identical) keyframes.

3 What we have just done seems a clumsy way of making something change from frame to frame. If we were making a movie clip change from frame to frame, we would have put the instructions in the movie clip itself, within an enterframe event handler. Flash doesn t allow us to put ActionScript instructions directly onto a text field, but there is nothing to stop us putting the text field inside a movie clip and putting the instructions there. Let s try the same exercise again, using the new method. 9. Start a new Flash movie. Add a dynamic text field, with text xx (so you can see it). Give the text field the instance name CountLabel. Select your text field and convert it to a movie clip symbol. Call the symbol CountMC. 10. Go back to the main stage. Make sure there is one instance of the CountMC movie clip on the stage (in frame 1), add an event handler to the movie clip instance, for the enterframe event. In this handler add an instruction CountLabel.text = _root._currentframe; 11. If you run the movie at this stage, you will have the number 1 displayed, because the movie only consists of one frame. On the main stage add frames up to frame 30 (click on frame 30, and from the dropdown menu select Insert Frame ). Now try the movie. You should see the numbers 1 to 30 appear in rapid succession. 12. Save your movie as prac9c. Question 3 also applies to this example (step 10). Optional Extra. Read at your own risk. The movie clip we have just made only holds the text field. It doesn t hold the instructions to adjust the counter they belong to the instance. The consequence is that putting two copies of the clip on the stage doesn t give us two counters. (Try it.) If you want to have a movie clip which is a counter, you have: from the main stage select the CountMC instance. Convert that into a movie clip (a text field in a movie clip inside another movie clip). Call the new movie clip CountMCMC. You will find that dropping two copies of CountMCMC onto the stage will give you two counters. The frame number display is all very well. Can we use these ideas to do anything useful? Yes, a small change will give us a time-of-day clock. Getting Flash to tell us the time of day requires a small piece of magic. 13. Repeat steps 9 and 10, only this time we will change the instruction to go into the enterframe event handler. We don t need to do step 11 this time, as the movie will work happily on a single frame. Non-optional bit of magic: Getting the time of day from Flash We have met two kinds of object that ActionScript can manipulate: text fields and movie clips. So far we have created the objects manually, and used ActionScript to adjust their properties. However, there are other kinds of object. One is the Date object. You can t see dates, and you cannot create them manually. You can create them in ActionScript, by declaring a variable and setting its value to the newly created date. var now = new Date(); Conveniently, a newly created Date object knows the current date and time. It would be nice if the Date object had properties for the parts of a date (year, month, day, hour, etc.). Unfortunately it doesn t. Instead there are somewhat clumsy accessor methods. To get the year for example we would write now.getyear() Yes this really does need the empty parentheses after getyear. Remember: it doesn t have to be pretty, it just has to work.

4 14. Inside the enterframe event handler try var now = new Date(); CountLabel.text = now; Run your movie. You should see the full date and time displayed, and updating itself every second. If it appears truncated, it is probably because your text field was not wide enough. Note: the display is really updating more often than it appears to be. It is just that the time is only accurate to the nearest second. 15. A more useful time display is to just have hours, minutes and seconds (11:23:60), or just hours and minutes or minutes and seconds. To do hours and minutes we would write: Try it. CountLabel.text = now.gethours() + : + now.getminutes(); 16. Change the display to show minutes and seconds. 17. Save your program as prac9d. 18. Optional: try using now.getmilliseconds() Making text scroll 19. Start a new Flash movie. Lay out components on the stage as shown in Figure 9.3. There are two text fields. Both are set to be dynamic scrollable. Fill each with a largish amount of text, so that no more than half is visible. (The upper one has a block copied from Flash help, which is a quick source of text). The upper text field is set to be Multiline. The lower one is Single Line. You may find that you need to adjust the size of the text fields more than once, as they may auto size while you are entering text. The buttons are taken from the Circle Button collection supplied with the Flash system. 20. Give instance names to the text fields. I called the top one Vertical and the bottom one Horizontal to remind me that they were going to vertically and horizontally scroll respectively. Figure 9.3. Layout for text scrolling exercise.

5 Scrollable text fields have a property scroll that holds the degree to which the text has been scrolled up and down, and a property hscroll which holds the degree of left/right scrolling. For vertical scrolling this is the number of lines the text has been moved up. For horizontal scrolling it is the number of pixels to the left that the text has been moved. There are also properties maxscroll and maxhscroll which hold the value of scroll or hscroll that just allows the bottom or right hand side of the text to be visible. These are useful if you want to jump to the end, or jump to the halfway point. 21. In this step we will get the top (previous) button to scroll down and the (next) button to scroll down. Add on release handlers to each button. For the previous button subtract one from Vertical s scroll property. For next add one. Try the movie. Does the text scroll vertically. 22. Try the same programming for the bottom buttons on the Horizontal text field. Remember this time to adjust the hscroll property. Try the movie. You may find the horizontal movements to be too small. Make them bigger. The Circle button collection includes To Beginnning and To End buttons. Add these buttons to your movie and use ActionScript to jump the scrolling to the start or end of the text blocks respectively. Save your movie as prac9e User interaction note: In general it is not a good idea to have scrolling text with invisible boundaries. It would help in this case to turn on the flag to put a box around each text area. Then there is some visual reason for the text to disappear outside the box. Usually in Flash animations we wouldn t need to do that because the surrounding graphics would delimit the text area. Input text We often want to allow people to type text into a web page or game screen. In this exercise we will make a flash animation that asks the viewer to answer a yes/no question (e.g. Did the first Harley Davidson Motorcycle use a tomato sauce can for a carburator? ), by typing the word yes or the word no into a text field; and then, depending on the answer, displaying a Correct or Wrong animation. There are two steps involved in solving this problem. The first is to get the user s answer ( yes or no ) and verify that it is a correct answer (e.g. an answer like ynshsn is not allowed). That will involve an input text field. The second is to display the animation that depends on the user s answer. We have done something like that before. One new idea we will try with this example is that of having a Script layer. In a Flash movie it can be quite difficult to keep track of script, because of all the places we might put it. One idea that helps is to put timeline script into its own layer just so that we know where to look for it. To start with, there will be very little timeline script in this example, but later we will add more. So, we will try a script layer. The only novel part of this exercise is the ActionScript code to check the text typed into the Answer text field. That is in step 30. You can read that step and do all the rest yourself or follow through the instructions below. 23. Create a new Flash movie. Name the first layer Animation, create frames out to frame 60 (Insert Frame on frame 60). 24. Add three more layers called: Script, Controls and Question My idea for the animation was to have a large question mark on the stage, and to have that tween into the word Correct or the word Wrong as appropriate. (Remember the method of breaking words into letters and then shapes to allow the use of shape tweening.) The explanation that follows is based on that idea, but you might like to do something else (perhaps something using a tomato sauce can). 25. On the Question layer, frame 1, put a question (Did the first Harley ) in a static text box 26. On the Controls layer, frame 1, put a text field of kind input (select Input from the dropdown at the left) with instance name Answer ; and a button chosen from the button library. 27. On the Animation layer, frame 1, I put a question mark (Figure 9.4). On frames 10 to 30 and frames 40 to 60, I made the animations (shape tweens from the question mark).

6 28. On the Script layer, frame 1, put the ActionScript instruction stop(); The idea here is to have the movie stop and wait for the viewer to press the button. 29. I also added stop instructions on the script layer for frames 30 and 60 (not shown in Figure 9.4). 30. Add an ActionScript event handler to the button on the controls layer for the release event. The instructions in the handler should start like this. If (Answer.text == yes ) { gotoandplay(... This is how we check to see if the text the viewer typed was yes. You can use a second if statement, or the else if form to check to see if the text was no. Complete this script. 31. Test your program. Save it as prac9f. Did the first Harley Davidson motorcycle use a tomato sauce can for a carburator? I don t know: you will have to guess, or ask Google. I m more interested in the human / computer interaction issues in this program. 32. See how many interaction problems you can think of before reading on. Here s my list. Figure 9.4: Controls and the question. Also shows my timeline and layers The user is given no clue as to what they should do. Once they guess that they should type something in, it s not clear what it should be. Even if they guess that they should type Yes/No should it be yes or YES or Yes. The program will only work with the lower case version. What s the button for and why does the program pay no attention after I type yes Mixed keyboard (input box) and mouse (button) input is annoying. The viewer has to move their hand from keyboard to mouse. On my version the animations run too slowly.

7 We ve not going to address most of these, because our main interest here is the script accessing input text. However, we will try a version without the button. 33. We are going to make a change to the script in your last program. Save a version immediately as prac9g to make sure that you don t lose your prac9f version. 34. We will work on the script layer only. You might like to lock the other layers to avoid mistakes. 35. Remove the stop instruction from frame 1. The new approach is this. On frame 2 we will have the instruction gotoandplay(1); so that instead of stopping on frame 1, the movie will play frames 1,2,1,2,1,2,1,2 in a continuous film loop. 36. Try this, with no instruction on frame 1. You should find that your program works just as before. The novel idea is to add instructions to frame 1 to check the input text and go to play the animations if the text says yes or no 37. Add instructions to frame 1 to check the input text, just as in frame Test your program. What happens? (Review question 4.) 39. Save your program again (still as prac9g).

8 COMP : Practical 9 ActionScript: Text and Input Review Page. Question 1: What are Flash s three kinds of text? Give an example use for each. Question 2: How do you convert a dynamic scrolling text field to a static field which automatically adjusts its size to fit the text typed into it? Question 3: At step 10 we used _root._currentframe, rather than just _currentframe. What would have happened with _currentframe? Why? Question 4: What happened at step 38. (Test instructions in frame 1). Question 5: What do you think of the final method of accepting input? Question 7: Show prac9a(start, Middle and End), prac9b(keyframe counter), prac9c(same again), prac9d(h:m clock), prac9e(scrolling text), prac9f(tomato can?) and prac9g(fast response) to your demonstrator. VERIFICATION Show the demonstrator your finished versions of the exercises in this practical. You may also be asked to demonstrate how you performed a specific task from this practical. Name: ID: (demo sign & date)

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