4 .flash bbox=200x200 version=6 fps=50 name="spec.swf" compress
6 # bbox=200x200 : set bounding box to 200x200
7 # bbox=200x200:100:100 : set bounding box to (100,100)-(300,300)
8 # bbox=autocrop : (default) - make bbox just big enough so that nothing ever get's clipped
10 # all coordinates are in pixels, not in twips. fixed point values like 1.25, 333.40 are allowed.
12 # version=6 : generate flash mx movie
13 # fps=50 : set framerate to 50 frames/second
14 # name="..." : save result to spec.flash. (Default: input file with extension
15 # changed to .flash, or the value of the -o command line
19 # ---------------------
21 .swf mymovie1 "choo1.swf"
22 .swf mymovie2 filename="choo1.swf" # long form
23 .swf mymovie3 filename=choo1.swf # long form, without quotes
24 .swf mymovie4 choo1.swf # short form, without quotes
26 # Notice: An embedded animation can't have a different framerate than
27 # the frame rate from the surrounding animation.
29 #TODO: Those files currently come from the current directory- they should come from the script directory.
34 .jpeg background "panorama.jpg"
35 .jpeg background2 "panorama.jpg" quality=30% #reduces jpeg quality
37 .png background3 "choochoo.png" #TODO
39 # (you can put this directly (generating a shape), or insert it into a shape via the fill= argument
41 # define a texture from an image:
42 # -------------------------------
44 .texture text1=background scale=50% rotate=45
56 # Create simple objects:
57 # ----------------------
59 .box mybox1 width=100 height=50 color=black fill=none #unfilled rectangle (just the lines)
60 .box mybox2 width=100 height=50 color=black #same as above
61 .box mybox3 width=100 height=50 color=black fill #filled black rectangle
62 .box mybox4 width=100 height=50 color=red line=2 fill=blue #blue rectangle with red edges
63 .box mybox5 width=100 height=50 color=red line=2 fill=background #part the background image, with red edges
65 .circle mycircle1 r=50 color=#aa33ff fill=mygradient # filled with gradient (defined above)
70 .sound sound1 "LocoStart.wav"
73 .play sound1 loop=1 #other arguments supported: nomultiple (don't start if already playing)
78 # this starts a synchronized soundtrack at this frame position. The command
79 # expects a filename, not a sound object, as it would be duplicating the
80 # sound object otherwise, and I'd rather have that done explicitly.
81 .soundtrack "LocoStart.wav" # TODO
83 # Sound effects on user pressing or releasing a button
85 .button mybutton shape=obj1 # TODO
86 .buttonsounds mybutton press=sound1 release=sound2 enter=sound3 leave=sound4 # TODO
88 # Elements of the movie should be animated by various means
89 # moving (x,y and zoom)
90 # ---------------------
92 .box obj1 width=200.0 height=100.0
95 .put obj1 x=0 y=0 #object starts at (0,0)
98 .change obj1 x+=100 y=0 scale=120% # smoothly move obj1 100 pixels to the right over 40 frames,
99 # scaling it to 120% of it's original size
101 .jump obj1 x=200 y=200 # make object to suddenly change to 200,200 at frame 70.
104 .qchange obj1 x=300 y=200 # TODO # make obj1 move towards 300,200...
106 .qchange obj1 x=300 y=300 # TODO # ... and then smoothly over to 300,300 using bspline interpolation
109 # .jump obj1 x=reset y=reset
112 .del obj1 #Remove object again
117 .morphshape morphthing start="start.fig" end="end.fig" #TODO
119 .put morphthing ratio=0%
121 .change morphthing ratio=100%
123 # interpolation between crude manual animation frames
124 # ---------------------------------------------------
126 .shape ball "ball.xml" # TODO #The ball should be white or violet to make the cxforms below work
128 # now draw two balls, which fly around each other.
131 .put myball1=ball x=0 y=100 blue=0
132 .put myball2=ball x=100 y=100 red=0
135 # the .qchange means, "interpolate to this position and frame, using quadratic splines".
136 .qchange myball1 x=50 y=0 #TODO
137 .qchange myball2 x=50 y=100 #TODO
140 # We could also use coordinates relative to start position: .change myball1 x+=100 y+=0
141 .qchange myball1 x=100 y=100 #TODO
142 .qchange myball2 x=0 y=100 #TODO
145 .qchange myball1 x=50 y=100 #TODO
146 .qchange myball2 x=50 y=0 #TODO
149 # Hmmm. This frame is the same as frame 0. How to prevent duplicating that one?
150 .qchange myball1 x=0 y=100 #TODO
151 .qchange myball2 x=100 y=100 #TODO
153 # color transforms (fading)
154 # -------------------------
156 # .put, .change, .qchange, .jump all support params which result in color transform.
157 # Everything up to the + is multiplicated, the rest summed.
159 .put obj1 blue=50% #(scale blue color component to 50%)
160 .change obj1 blue=128 #(same as above)
161 .change obj1 red=+25% #(shift blue color component by 25%)
162 .change obj1 red=+64 #(same as above)
163 .change obj1 green=50%+50% #(scale green color component to 50% and then shift it by 50%)
164 .change obj1 green=128+128 #(same as above)
165 .change obj1 green=-1+255 #(invert green color component)
166 .change obj1 green=2-128 #(reduce spectrum for green to the upper 50%)
167 .change obj1 luminance=50% #(fade all color components 50% to black, same as red=50% green=50% blue=50%)
168 .change obj1 alpha=50% #(make object 50% transparent)
173 .change obj1 scale=50% # change an object to 50% of it's size
174 .change obj1 scaley=50% # flatten object to 50% of it's height
175 .change obj1 scaley=110% scalex=75% #(funhouse mirror!)
180 .change obj1 rotate=45 # tilt object, counterclockwise
185 .change obj1 shear=100% # shear object
187 # sprites (a.k.a. movieClips)
191 .frame 1 .put ball1=ball 0 0
192 .frame 2 .change ball1 100 100
196 .frame 1 .put ball2=ball 100 0
197 .frame 7 .change ball2 0 100
204 # so spr1 has three frames, spr2 has seven. The whole animation loops after 21 frames.
206 # multi-level nesting: (sprites can be nested to any depth)
216 # clipping an animation inside a star-shaped sprite:
218 .swf mystar1 "star.swf"
219 .movie anim1 "penguins.swf"
229 .change cspr1 rotate=360
234 .png play "Play.png" #TODO
235 .png play_pressed "Play_pressed.png" #TODO
236 .png stoplogo "Stop.png" #TODO
238 .button playbutton shape=play press=play_pressed #TODO
240 .button playbutton2 shape=play press=play_pressed:
246 # button which is blue, get's green when the mouse hovers over it, and
247 # white when it is pressed:
248 .button b1 shape=blueshape over=greenshape press=whiteshape #TODO
250 # button where the button position is not identical to the active area:
251 .button b2 area=activearea shape=blueshape over=greenshape press=whiteshape #TODO
253 # (if area is not set, it's the same as shape)
255 # the above put into use: pop up a window if the mouse cursor enters a certain
257 .button b3 area=activearea shape=emptyshape over=window1 press=window1 #TODO
259 # button characters also support positioning and cxforming characters.
260 # to use this, we put the characters "virtually", and then use the
261 # instances in the button
262 .buttonput area1=playlogo x=300 y=400 rotate=0 #TODO
263 .buttonput shape1=playlogo x=400 y=400 rotate=0 red=50% #TODO
264 .buttonput over1=playlogo x=400 y=400 rotate=30 red=50% #TODO
265 .buttonput press1=playlogo x=500 y=500 rotate=180 #TODO
266 .button mybutton1 area=area1 shape=shape1 over=over1 press=press1: #TODO
267 #[...actionscript...]
272 .font font1 "myfont.swf"
273 .font font1 "myfont.ttf"
274 .font font1 "myfont.pfa"
278 .text mytext1 font=font1 text="I am a happy little scroll message" color=blue size=100%
282 #(field where the flash animation can get input from the user)
284 .font helvetica "helvetica-bold.swf"
285 .edittext edittext1 text="Type something here" color=blue maxlength=200 font=helvetica size=24 width=320 height=200 #TODO
286 # width/height: dimensions of the box
287 # text: The text which appears initally in the box, and can be overwritten by the user
288 # maxlength: max. length of the text the user can type
289 # color/font/size: Font appeareance
290 # variable: Name of the actionscript variable the text is stored in
291 # The following boolean options are also supported:
292 # password (show input only as stars), wordwrap, multiline, html, noselect, readonly
302 # -------------------
303 # .put, .change, .qchange, .jump, .startclip take before and after parameters,
304 # which can be used to specify the depth of an object
307 .put o2=obj1 below=o1 x=50 #TODO
310 .change o2 above=o1 x=50 #TODO
312 # newline conventions
313 # -------------------
315 # All Newlines are treated as normal whitespace. Therefore, splitting
316 # commands over several lines, like
324 # Furthermore, having more than one command in one line is also possible:
326 .frame 600 .change obj1 x+=700 .change obj2 x+=300
327 .frame 601 .change obj1 x+=500 .change obj2 x+=500
328 .frame 602 .change obj1 x+=300 .change obj2 x+=700
330 .end # end of first file