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OMFG!- A Flash Tutorial.swf

This is the info page for
Flash #35997

(Click the ID number above for more basic data on this flash file.)


Text
a flash tutorial

QUALITY

QUALITY

QUALITY

1

3

2

MUSIC

THE BASICS OF FLASH:

STARTING OUT

TOOLS

SHAPES

FILLS

BRUSHES

LINES

LAYERS

GRAPHICS

MOVIE CLIPS

BUTTONS

LIBRARY

SOUNDS

TEXT

IMPORTING

EXPORTING

VOL.

ACTIONSCRIPT, TWEENING & STUFF

GO TO AND PLAY

STOP

PLAY

GO TO THE WEB

STOP SOUNDS

SHAPE TWEEN

MOTION TWEEN

ROTATION

COLOUR TWEEN

MOTION GUIDE

MASKING

TINTING

'TEXT TWEEN'

COMPRESSION

_ROOT.

MORE THINGS AND MISCELLANEOUS:

QUALITY CHANGE

BACKGROUNDS

VARIABLES

IF STATEMENTS

CURSORS

E-MAIL ME!

VISIT WEBSITE!

FLASH BASICS:

Okay, so you're new to Flash, and want to get started.
There's lots to learn in Flash, so let's get started with the
basics.
When you open Flash, a black document should be
displayed on the 'stage area' (the working space). If it is
not, simply go to File > New. Now you will have a blank
document.

STARTING OUT

This is the timeline, displayed at the top of the screen.
Here you will add frames and key frames and basically
extend the movie's length. If this isn't displayed, press
'Ctrl+Alt+T' or go to Window > Timeline.

This is the stage,
where you will
draw and create
you Flash movies
and games. The
white area is the
canvas, which you
can draw onto.

This is the Properties section. If you click off the canvas,
you will see how it is displayed above. You are able to
change the size and colour of the canvas, as well as the
frame rate. Ctrl+F3 opens 'Properties' up, or go to
Window > Properties.

These are the tools, usually displayed on the left-
hand side of the stage (press 'Ctrl+F2' or Window>
Tools to display. These give you the options
to draw with brushes or pencils, use shapes,
resize objects, erase drawings etc.
I would explain this later, but it is important to
know from the start. You must click back onto the
'black arrow' option (or press 'V'), if you want to
click normally on something or drag it.

This is the 'Color
Mixer', used to
select and mix your
colours. To get this
up press Shift+F9, or
Window > Color Mixer.
This is useful to
select a colour in
more detail.

Frames and keyframes are essential to
making Flash. The difference between them
is that in a keyframe what ever you put
in it will not be affected by the frames or keyframes
before and contain new content, whereas a frame will
contain the content of the previous keyframe and can't
be changed. To insert a keyframe or frame, right click on
the timeline where you want to enter the frame or
keyframe, and on the menu that appears, click 'Insert
Frame' etc. I will now show this in action.

keyframes      frames

Flash automatically
creates a keyframe at
'position 1' in the timeline
for you. If it hasn't, right
click on 'postion 1' and select 'Insert Keyframe' or 'Insert
Blank Keyframe' (it doesn't matter since nothing is before
it). Next, create another keyframe
in 'position 3' and another one in 'positon 6'. Notice that
Flash puts frames in between the keyframes.

Select a drawing tools on the 'Tools' section. Draw
something different in each keyframe, like I've shown
below:
'Keyframe 1'              'Keyframe 3'            'Keyframe 6'

Your timeline should now look like this:

Now if you go back to 'Keyframe 1', and make sure
nothing is selected on the canvas - Press Enter or go to
Control > Play, and you will see you have animation, like
mine below!

Hooray! You've done this section! Hopefully now you can
very basically animate a sequence, but many frame by
frame animation are done in a very similar way. It is
always good to play around with Flash for a bit when
testing it out. When you're ready, go to the 'Tools'
tutorial, to learn about what the different tools do.

You need to know about your basic tools in Flash, so you
know how to work, and what is the best tool to do it with
it.

TOOLS

This is the arrow tool (shortcut V). You can select
objects with this, drag around areas and move objects
around.
This is the sub-selection tool (shortcut A). You can
still select things with it, but on shapes it shows the
outlines, and you can distort them.

This is the line tool (shortcut N). You can draw
straight lines with it. If you hold down shift, it will draw
a line at a 45 angle from the point. You can change the
line style/ thickness on the properties tab.
This is the brush tool (shortcut B). This is a drawing
tool, which draws 'a fill' where you move it. You can
adjust the style/ thickness of the brush, and set if the
brush goes behind or in front of objects, using this:

This is the pen tool (shortcut P). You can draw things
with this, but it is far more complicated than using the
pencil, brush or line tool. Basically, it creates curved
lines.
This is the text tool (shortcut T). This allows you to
enter, when clicking somewhere on the canvas, text to a
Flash document.

This is the oval tool (shortcut O). You can draw
ovals, circles and ellipses with this, by dragging out the
shape. Hold down shift when doing this to get a circle.
This is the rectange tool (shortcut R). You can draw
rectangles, by dragging out the shape. Hold down shift
when doing this to get a perfect square. You can make it
a rounded rectangle by selecting this tab under options
on the 'Tools' tab          and specifying a corner radius.

This is the lasso tool (shortcut L). You can drag
around areas and cut parts of objects out.
As well as the drag method, you can keep
clicking around the area using the polygon
mode. In this options section on the 'Tools' tab,
you can also adjust the settings of your lasso
tool, and switch from the modes of the lasso, either free
selection or polygon mode.

This is the pencil tool (shortcut Y). This is the basic
drawing tool, which draws lines continuously - in 3
settings:
Straighten - straight, sharp lines
Smooth - smooth, curvy lines
Ink - follows the cursor exactly

This is the free transform tool tool (shortcut Q). You
can resize, scale and distort objects with this, in the
following ways:
- Rotate & Skew
- Distort (change perspective)
- Scale (re-size)
- Envelope (re-structure shapes by
pulling at edges)

rotate
and
skew

distort

envelope

scale

This is the ink bottle tool (shortcut S). You can fill in
lines with different colours and styles.
This is the paint-bucket tool (shortcut K). You can
fill in shapes and areas inside lines with this, and give
them colours and gradients. If you have drawn something
and want to fill it in, but there are small gaps, you can
change the size of gaps the fill closes up, using this tool
found under the options of the paint-bucket tool.

This is the eyedropper tool (shortcut I). You can
click this on an object to obtain the exact colour/shade
of it and then use this colour to fill something in.
This is the eraser tool (shortcut E). This allows you
to rub out any object you have drawn. You can
change the size of the eraser and choose if it
erases fills, lines or both. If you click the
tool, it will erase a whole area with a click.

The view section has to options:
- The hand tool (shortcut H) allows you to move
your canvas around the area you can see it, allowing you
to focus on one area, e.g. the top right.
- The zoom tool (shortcut Z) allows you to zoom in and
out. The keyboard shortcut to zoom in is 'Ctrl+=' and to
zoom out 'Ctrl+-' . This is a handy shortcut to speed up
your work.

The colours you use
can be selected via this
section on the 'Tools'
tab. You simply click
the colour you want in
the panel, or click  ...
to select from a full
range of colours,

This was a long section, which should have helped you
know what the basic tools are, their shortcuts, and what
you can use them for. I will go into more detail on most
of tools and their uses in other sections, including the
tool, which I didn't mention, because it is
better with examples in the 'Fills' section of this
tutorial.

In this section, I will simply show you how you can draw
shapes, and a few little tips and tricks to help you too.

SHAPES

- Circle Tool (O)                   - Rectangle Tool (R)
If you want to simply draw either of these shapes, either
press the shortcut key shown in brackets above, or click
on the circle or rectangle icon on the Tools panel, and
click and drag out your shape on the stage.

You can change the colour in the 'Color Mixer' (Shift+F9),
or select your shape and use the properties panel, to
change line style and colour, and also the fill colour of
your shape.

There's some cool things that you can do on Flash with
your shapes. When your shape is selected, click Modify >
Shape, and choose one of the options that come up, as
shown below:

Convert Lines To Fills - does exactly what it suggests
Expand Fill - this can be set to 'Expand' (get bigger) or
'Inset' (get smaller), and the fill will change size - but not
the line, so if you want the line to do this, use 'Convert
Lines To Fills'.
Soften Fill Edges - Again, only effecting the fill, this gives
a nice softened effect around the edges. You can change
the size and softness to however you want.
A softened edge >>

You can also round off rectangles. Instead of just drawing
out a rectangle, on the options tab, click the
'Round Rectangle Radius'. It will come up with
a 'Rectangle Settings' window and ask for a
corner radius. The bigger the number you put in, the
more the rectange rounds. I usually do something around
5 or 10, and get nice rounded rectangles, like these:
To return to a normal rectangle,
set the corner radius to 0.

5                  10

The shapes section is complete! I hope you learnt about
the shapes, and picked up a few hints and tips on the
way!
And remember, if you didn't understand something,
always feel free to email me!

This is the fills section, which will cover different types
of fills, including gradients and bitmap fills.

FILLS

For filling an object, you can select the Paint Bucket Tool
(K). The Paint Bucket Tool is pretty straightforward.
Select it, and then choose a colour
from the drop down tab, or enter
a hexidecimal code in the same tab.
Only single colour fills, preset
and recently used gradients appear
here, but it's still an option.

You can also press the little color chart button
in the corner, to view a full pallete. When you
are filling, on the options tab, these icons will be shown:
Gap Size - click on this icon and select the gap size
that your fill will close up. Can be useful when you've
drawn something big and you can't find a small gap.
Lock fill - locks the position of a gradient or bitmap
fill to the drawing surface.

The Color Mixer is an essential
tool. To display it, press
Shift+F9. You can change
lines and fill colours, but you
can also implement new
gradient fills in different
styles, bitmap fills and make
a colour translucent, by
changing the alpha value.

Gradients are great! The logo of this tutorial uses lots of
them. To select a gradient, on the Color
Mixer, click on the drop down menu next
to the fill (lines cannot have gradients).
There are two types: Linear and Radial,
shown below. Linear is the straight fade, and radial is
circular, and fades in or out.
Linear                    Radial

You can change you gradient colours like so:
Of course you
can always
enter a hexi-
decimal code
in the box.

Click on a colour
icon that is below
the gradient.
Then select a
colour from the
drop down tab
or the full
colour chart.

To fill an object with a bitmap, import a bitmap into the
Flash document (read the section on importing to do
this), or just copy one from an image editor or the net.
Select the bitmap option from the fills
drop down list. The bitmaps in your document will be
available for fill, just click on
the bitmap you want to use
from the box like this:

Then fill it into your shape using the Paint Bucket, and
below's an example result. You should be able to notice
that the bitmap is tiled, as this is what
Flash automatically does. I don't think
there's a way of it not tiling, but if you
want a shape filled with a bitmap
texture, it's pretty handy.

Ahhh... alpha. My good friend. Very useful this little
feature. Basically it allows you to make a colour 'see-
through' a.k.a translucent. You can do this on line
colours, gradient and solid fills, but not bitmaps fills.
Just select or enter a value from the alpha
dropdown box - 0% is invisible and 100% is
fully opaque. Here's an example of a gradient with alpha.

That's it for the fills section. I didn't mention that RGB
values can be entered on the Color Mixer, but
you can also do that if you have a specific
colour that you need.
I hope this section helped you a lot, and it should be an
aid when drawing in Flash.

Here's a short little section on brushes and the options
when using them.

BRUSHES

The brush tool          (Shortcut key - b) is an important
drawing tool in Flash. Some people use shapes and lines
more predominantly, but the brush is very useful too.
You get a nice lot of options with the brushes:
<< Brush Mode

<< Brush Style/Type

<< Brush Size

<< Lock Fill (locks the gradient/bitmap fill)

<< Brush sizes. The smaller ones for inctricate
details, the bigger ones for a bigger area. If
you zoom in on Flash, the brush size gets
relatively smaller, allowing great detail to be
achieved.
Brush Styles >>
It's best to experiment with these, and see
the different effects that you can achieve.
The default Brush Style is the top circle.

You can select the Brush Mode
also. This allows you to choose
whether how you paint e.g. if you
want to paint behind any fills,
select paint behind. Again, it's a
good idea to experiment with
these.

That's the end of the information on brushes. You can of
course change the brush colour just like you can change
the colour of fills, and you can use gradients and bitmap
fills too.
Good luck!

Ooooh! Lines! Well, there are some features that might
interest you, and are useful for drawing too.

LINES

The line tool itself (N) is very easy to use. Click and drag
where you want your line to start to where you want it
to end. On the Properties tab you get these options.
You can change the line colour, thickness (change the
number) and the style (a drop down list will come down
from where it says 'Solid'. Also, if you click custom, you
can make some cool variations on lines - try it out!

The pencil tool (Y), uses lines to draw.
On the options tab you can select the
pencil mode from the following three:
Straighten: This, as it suggests,
staightens/sharpens off your line.
Smooth: This mode is commonly used
as it just smooths off what you draw.
Ink: This follows the exact path of
where you draw.

Now you are the line master! The Pen Tool (P) also draws
in lines, in case you were wondering, but I've never
understood the real idea of that particular tool.
Anyway, I hope you now get the idea of using lines in
Flash.

Layers are used by every Flash artist. They are
extremely useful, and they are used for many reason,
including to separate things out within a Flash document.

LAYERS

When you start a new document, you will already have a
layer, named by default as 'Layer 1'. I will now ask you to
draw some on the first
keyframe of Layer 1.
I drew a circle.

Now we need to put in a new layer. Either go to Insert >
Layer or click the 'Insert Layer' button which is on the
timeline.       Now your timeline should look like this:

Now to draw something on Layer 2. Here I would strongly
recommend 'locking' Layer 1. This will prevent you
accidently drawing on the wrong layer. To do this, click
on the lock icon above the layers, and this should be
shown below. Then, you want to unlock Layer 2 so you
can draw on it. To do this,
click the lock icon next to
Layer 2 and it should change
back to a dot, meaning it is
unlocked and you can draw and edit things on it.

Now you can draw something on Layer 2. I drew a
rectangle.
After drawing the shape, you can unlock the layer if you
want. Both layers should have keyframes with something
in. If there is a blank keyframe draw something in it!

You should now realise that using layers will enable you
to put objects behind and in front of each other. Here's
my object below. Ok, a few more things you might want
to know. If you have a symbol, text and
shapes will automatically go behind it. If
you want the shapes in front, put in a new
layer above the layer with the symbol in it.
You can also use layer folders, to store your
layers in and categorize them. To add a
folder either do Insert > Layer Folder or click this       .

With this section done, you should be able to grasp the
concept of layers and why you use them. It's a good idea
to do some sort of 'layer exercise', for example drawing a
cityscape with buildings in different layers, to become
more confident with using them.

One of the single most important features of Flash is the
availability of the Symbols; Movie Clips, Buttons and
Graphics. This section will explain the latter.

GRAPHICS

A graphic can be made by selecting an object on the
stage and press F8 or Insert > Convert To Symbol and
select graphic from this box, give it a name and press
OK:

Your graphic will now be saved in the Library (F11 - do
the library section to find out more). The special thing
about a Symbol or a graphic in Flash is that you can't edit
them like a shape that is just sitting on the main stage.
You have to double-click on them and go inside them.
Any change you make to the graphic on the inside will
change all of that particular graphics you have put in
your document.

At first this mightn't make any sense. Why would you
want a single frame inside a Graphic that doesn't move or
anything? Well for one thing, if you had a background or
something, putting it in a graphic on another layer (see
the section on layers) would stop it from being accidently
edited. Also, making something in a Graphic allows you
to use motion tweens (there is also a section on this).

This is part
of a view
inside
a graphic.
You can
edit it just
like a normal
object on
the stage.

Using graphics is a bit confusing to start with. You just
have to think of the area you get inside a graphic as a
'sub-scene', then it's easier.
Experiment with them, that's the key of understanding
them. Then move on to the movie clips section.

One of the single most important features of Flash is the
availability of the Symbols; Movie Clips, Buttons and
Graphics. This section will focus on movie clips.

MOVIE CLIPS

A movie clip can be made by selecting an object on the
stage and press F8 or Insert > Convert To Symbol and
select movie clip from this box, give it a name and press
OK:

Your movie clip will now be saved in the Library (F11 -
do the library section to find out more). The special
thing about a Symbol in Flash is that you can't edit them
like a shape that is just sitting on the main stage. You
have to double-click on them and go inside them. Any
change you make to the movie clips on the inside will
change all of that particular movie clips you have put in
your document.

Here's the difference between a movie clip and graphic:
a movie clip is basically like a Flash movie itself. You can
put as many frames as you want in there, for example a
man walking might be 24 frames. Although there maybe
24 frames inside the movie clip, you can go back to the
main stage and insert a frame at frame 1000 on the layer
with the movie clip on, the movie clip would keep
looping, so the man could keep walking, without you
having to copy it for 1000 frames otherwise.

This is part of a
view inside a
movie clip.You
can edit it just
like a normal
object on the
stage. To go back
to the stage
press the blue
arrow!

Using movie clips is difficult to get the hang of, but once
you know how to use them, they are the most useful of
all of the things in Flash. You just have to think of the
area you get inside a graphic as a 'sub-movie' that will
loop, then it's easier.
Experiment with graphics inside movie clips, and movie
clips inside movie clips too (but the same movie clip can't
be put inside itself).

One of the single most important features of Flash is the
availability of the Symbols; Movie Clips, Buttons and
Graphics. This section will focus on buttons.

BUTTONS

A button can be made by selecting an object on the stage
and press F8 or Insert > Convert To Symbol and select
button from this box, give it a name and press OK:

Your button will now be saved in the Library (F11 - do
the library section to find out more). The special thing
about a Symbol in Flash is that you can't edit them like a
shape that is just sitting on the main stage. You have to
double-click on them and go inside them. Any change
you make to the button on the inside will change all of
that particular buttons you have put in your document.

Buttons are used mainly for the user to define a
function, for example if they want to play the Flash
movie, a play button might need to be pressed for the
movie to play.
In later sections, I will explain how to make the buttons
have actions so they do things when clicked, but for now,
I will explain what you do inside a button!

This is a view
inside a
button. You
will see there
are 4 frames,
named Up,
Over, Down
and Hit.

In the first frame, Up, you should put what you want the
button to look like normally, without interaction.
In the second frame, Over, you should put what you want
the button to look like when the mouse is put over the
button.
In the third frame, Down, you should put what you want
the button to look like when the mouse is clicked on the
button.

The fourth frame, Hit, is a bit different. It is an invisible
state, so anything you draw in it wont be seen. It
basically is the 'Hit Area' of the button, the area of the
button that is clickable. So draw in here the area of the
button you want to be selectable. If you have already
drawn a rectangle button, with the first 3 states all the
same size, you can leave this Hit state blank. I usually do
this.

Here's the menu button I have used on this tutorial:
And here are the different states:
[None]

Up                  Over                Down                Hit

You should now understand what each state of a button
is, and what it does.
In the advanced sections, you will find actions you can
attach to buttons (as well as put in frames) which will
make a button play a movie, play from a certain frame,
stop a movie etc.
Well done!

Where do your symbols, bitmaps, images, sounds and
things you import to a Flash document go?
Press F11 to find out! Check through this section too!

LIBRARY

The library stores your symbols,
sounds, bitmaps etc. in your Flash
Document. To get it up, go to
Window > Library, or press F11.
Yours may be empty, but with
things in it begins to look like
this.

Now you will understand the point of naming symbols. If
you're searching through a Library of 1000 item, and you
want to find your logo graphic, if you have named it
something appropriate and left it as 'Symbol 643', it's
going to take a while to find it. The library also has these
helpful icons to tell you what type of object something is:
Button         Movie Clip       Graphic       Bitmap/Image

Sound          Folder             Video

To edit a symbol that you find in the library, just double
click on the symbol you want to edit. When you highlight
something in the library, the following bar will have all
the icons lit up (at the bottom of the library window):
The first icon creates a new symbol, the second creates a
folder which are used to organize things in the library,
e.g. 'Sounds', 'Introduction'. The third one brings up the
properties of the selected item, and the last icon deletes
the selected item (BE CAREFUL!)

Good Flash movies use multimedia... they have sound as
well as the animation. So here's how you put in sounds
and music...
But before you start, I would recommend using .mp3 and
.wav sounds, mainly because they are the most common,
but because most other formats don't work.

SOUNDS

Firstly get a sound you want. If
you don't have a sound, visit
www.flashkit.com, and check out
their loops and effects, which
should be useful to you. Then go
to File > Import To Library. Select
your sound, and it will go to your
library. Then you can drag it from
there to the keyframe you want it in.

You can, as you should work out, only put a sound into a
keyframe, as it has to start somewhere, and placing it in a
frame will just make the sound start from the previous
keyframe. You can select a keyframe, then on the
Properties tab, select the sound you want from a handy
drop-down list:

That's it you think - but there's more! I need to explain
this:
Sound - allows you to select a sound that you've imported
Effect - you can choose an effect such as 'fade out' or
press 'Edit' and customise it.
Sync - see next page
Loop - loops the sound if you enter a value

Syncing. The two important types are 'Event' and
'Stream'.
If you set something on Event, once the keyframe with
the sound in has played, the sound will play throughout
the rest of the movie, even if there aren't any frames
with it in. On Stream, the sound will only play in frames
it's told t. This is used for lip-syncing, as it works far
more accurately.

That's it for the sound section. Here's an illustration:
Here a sound has been entered in Keyframe 1 of Layer 1.
You can where it plays, and 'goes' when Keyframe 20 is
inserted. Remember the sound will keep playing if it's
synced to 'Event', but if it's Streamed it will only play the
frames it is actually in.

What you are reading is text (you should know this!) In
Flash, it is pretty simple to enter it, but there are few
options that should be explained to help you.

TEXT

To enter text, select the Text Tool (T) and type what you
want. When you select text, the following is shown on
the properties tab:

Font Size | Font Colour | Bold/Italic | Text Position

Font Spacing| Character Position | URL Link | URL Target (use blank for

www.example.com

new window)

Well that's pretty much it, but there are different types of
Text in Flash - at the moment you need one type, but I'll
briefly explain the others, as there are advanced sections
on them. Static Text - this is the one you
would probably use inf you're reading this
now. It is basic 'enter text and display it'.
Dynamic Text - this is text that maybe used to show/set a
variable (using often in actionscripting - see section later)
Input Text - user inputs text, often used to set variable.

You should now be able to enter and edit basic 'Static'
Text. Don't worry about the other Text types for now,
they are used for other reasons. Another thing you can
do is select some text, then go to Modify > Break Apart,
until the text becomes like a 'shape' in the way you edit
it. This allows you to fill it with gradients, stretch it and
give it an outline,
like this:

If you're having trouble importing, this is the section to
read. Although importing is relatively simple, you will
definitely need to use it in Flash, so you might as well
make sure you know what you're doing...

IMPORTING

Before you import something, Flash can only support
certain file types. When you Import, you can either do
File > Import (Ctrl + R) or File > Import To Library. Doing
the latter will send the item straight to the Library,
whereas the File > Import will normally put the object
straight into the selected frame.
Either way, you will get the same window, where you
browse for your file, and press 'Open' to Import it in.

This is a useful list of supported file types (by Flash MX):
.fh .ft .png .swft, .tbp .eps .ai .bmp .dib .emf .swf .spl
.gif .jpg .wmf .pct .pntg .psd .qtif .sgi .tga .tif .tiff .wav
.mp3 .aif .au .mov .avi .mpg .mpeg .dv .dvi .asf .wmv and
.flv
Well I need a drink after that, and you should take one
too, since it's the end of the section!

Exporting is taking your Flash document and exporting it
into a movie format. The standard format is a .swf
(Shockwave Flash) file, which this file you are viewing is,
and most of the Flash movies and games on the web are
also.

EXPORTING

So you want to create your movie from your document.
Go to File > Export Movie (Ctrl+Alt+Shift+S).
A window will come up asking you where you want to save
your movie and as what name and file type. 'Flash Movie'
(.swf) is the default setting and this is the one you should
use unless you have a specific need for one of the others,
for example you can save your movie as a .exe file, and
can send it to someone who can't open .swf files.

Now you've given it a name (e.g. coolmovie.swf) and
saved it somewhere (e.g. My Documents), click Save, and
a new window comes up, with the settings of your
exported movie. The first setting 'Load Order', defines
which way your movie loads - Bottom up, starting from
the first frame to the last or Top down, the opposite way.
You then have options. Generate Size Report gives you a
text file telling you how many bytes each frame is.
Protect From Import allows you to password the movie.

Debugging Permitted allows the movie to be 'debugged'
by entering a password and Compress Movie, compresses
the movie. The only option I usually have checked is
'Compress Movie'. You can enter the quality of the JPEGs
in your exported movie, between 0 (bad) and 100 (good).
If you don't have any images, don't worry about this. You
can also optimize the sound, but I recommend doing that
a different way, which is explained in a later section
'Compression'. Finally, version selects the version of
Flash the exported movie uses.

That's the end of the Exporting section, and since this is
the final section in the first 15 of the 45 sub-tutorials,
you should now all the basics of Flash, which are enough
to create a small Flash movie.
In the next lot of sub-tutorials, you can learn things like
motion and shape tweening, which will be very useful
when animating a movie.

ACTIONSCRIPT, TWEENING & MORE:

What's 'gotoAndPlay'? Well, it's an action you can use in
Flash to tell a frame or button to go-to-and-play another
frame or scene in your Flash movie.
We will start with the 'gotoAndPlay' action placed on a
frame, and then move on to placing them on buttons.

GO TO AND PLAY

Here is my movie. I want to make it so when frame 5
plays, it goes straight to frame 10 and plays from there.
I need to enter an action for this to happen, so first get
up the 'Actions' panel (Window > Actions or F9) and click
on your frame, so you get 'Actions - Frame' instead of
just 'Actions'.

Open up the actions panel if it isn't already by clicking
the little arrow next to 'Actions - Frame'. Make sure you
are on 'Normal Mode' by clicking           and selecting it.

You should then click on 'Movie Control' and then 'goto'.
>>
The following should come up:

Now you enter what you need. For example I need to set
it to 'gotoAndPlay' (instead of gotoAndStop), Scene as
'<current scene>' (as the frame is in the current scene),
Type to 'frame number' (as I want to go to frame number
10) and Frame to '10'.
The line of 'actionscript' previously reading 'gotoAndPlay
(1);' would now read for my movie 'gotoAndPlay (10);

You don't have to gotoAndPlay a frame by it's number.
You can name the frame by giving it a frame label, or go
to a previous or next frame by using the built in options
under 'Type'. If you want to 'gotoAndStop', you can of
course select that option too.
Now, for buttons, go to the next page.

gotoAndPlay buttons are really easy. All you do is select
your button, go to the Actions panel which should say
'Actions - Button' and then 'Movie Control' and then
'goto'. The only difference is in the code there is now an
'on release' function, but since you're on normal mode,
that doesn't matter.

Here's the basic 'gotoAndPlay' actionscript, which you
can copy and edit!

on (release) {
gotoAndPlay("Scene 1", 1);
}

gotoAndPlay("Scene 1", 1);

gotoAndPlay from a
frame (Actions -
Frame)
gotoAndPlay from a
button (Actions -
Button)

The gotoAndPlay action is very useful, but you are
probably confused as to why you would want to do this.
What you need to do is use the 'stop' function too, which
is explained in the next lesson, as this stops the frame,
allowing you to place a button on it that can make the
movie play again. See the 'stop' section to learn more!

Need to stop on a frame in a movie? The 'stop' function
lets you do this, and is one of the most useful features of
Flash, allowing you to create one-frame menus amongst
other utilities.

STOP

To stop a frame it is very simple. First get up the
'Actions' panel (Window > Actions or F9) and click on
your frame, so you get 'Actions - Frame' instead of just
'Actions'.
Make sure you're on Normal Mode (select option with this
icon         ) then select 'Movie Control' > 'stop'. Once
entered, a little 'a' will appear on the frame on the
timeline, meaning actions have been added    , and the
frame will stop and will not play further.

To make buttons which will make the movie stop when
clicked, simply highlight the button, go into the Actions
panel (which will read 'Actions - Button') and select
exactly the same - 'Movie Control' > 'stop'. This button
will have the power to stop the movie on the frame when
it is clicked.
Note: If you want to stop a CERTAIN frame, e.g. Frame 86,
use the gotoAndStop action (see gotoAndPlay section).

>>

Here's the basic 'stop' actionscript, which you can copy
and edit!

on (release) {
stop();
}

stop();

To stop the frame
(Actions - Frame)
To stop the frame
playing when button
is released
(Actions - Button)

The 'stop();' action is one of the most useful in Flash,
allowing you to create screens, for many reasons,
including to put gotoAndPlay buttons on for making
menus or alternate endings to movies and also stopping
the movie at the end on a replay screen.
Using the 'stop();' action combined with the action to
make the movie play ('play();') can be very useful, so be
sure to check out the next section!

Once you've used the 'stop' action to stop your movie,
using the 'play' action on a button is one way of getting it
playing again. Although you can put the 'play' action in a
frame, all it will do is make sure the frame plays, which
usually happens by default in Flash unless you have
added an action such as 'stop();'.

PLAY

Get your button ready in the right frame, the one in
which you want to play the next frame when the button
is pressed. Get up the 'Actions' panel (Window > Actions
or F9) and click on your button, so you get 'Actions -
Button' instead of just 'Actions'. Make sure you're on
Normal Mode (select option with this icon         ) then
select 'Movie Control' > 'play'. Double click on it so
' on (release) {
play();
} ' appears in the white text area on the Actions panel.

Now if you click the button, as you release it, the next
frame will play, commencing the movie if you have
'stop();' action in the frame.

Note: If you want to play a CERTAIN frame, e.g. Frame 86,
use the gotoAndPlay action (see gotoAndPlay section).

FRAME 1 - STOPPED

button with
'play();' action

FRAME 2 - MOVIE
PLAYING

FRAME 3 - MOVIE
PLAYING

FRAME 4 - MOVIE
PLAYING

FRAME 5 - MOVIE
PLAYING

FRAME 6 - MOVIE
PLAYING

FRAME 7 - MOVIE
PLAYING

FRAME 8 - MOVIE
PLAYING

FRAME 9 - MOVIE
PLAYING

FRAME 10 - MOVIE
PLAYING

FRAME 11 - MOVIE
PLAYING

FRAME 12 - STOPPED

button with
'gotoAndPlay(1);'
action

Here's the basic 'play' actionscript, which you can copy
and edit!

on (release) {
play();
}

play();

To play the frame
(Actions - Frame)
To make the movie
play when button
is released
(Actions - Button)

The 'play();' action combined with 'stop();' can be very
useful, and can even be the basis of basic games, such as
alternate ending story-adventure games.
I hope you have understood this section, and can now
move on to the next section!

In Flash you can make playing a frame or pressing a
button take you to a webpage... and it's not overly
complicated! So let's get cracking!

GO TO THE WEB

To go to an URL from a frame: get up the 'Actions' panel
(Window > Actions or F9) and click on your frame, so you
get 'Actions - Frame' instead of just 'Actions'.
Make sure you're on Normal Mode (select option with this
icon         ) then select 'Browser Network' > 'getURL'.
Once entered, a little 'a' will appear on the frame on the
timeline, meaning actions have been added    . Now to
edit the address of the URL / Web page.

In the 'URL' field, enter the full web address of the web
page you want to open when the frame plays e.g.
http://www.example123.com. In the 'Window' section,
you basically decide where the Web Page opens - it's best
to choose '_blank' as this opens it in a new window and
won't effect the Flash movie. Ignore the last field.

The actions in the frame should look a bit like these:
' on (release) {
getURL("http://www.example123.com", "_blank");
} '
To make buttons which will go to the URL when clicked,
simply highlight the button, go into the Actions panel
(which will read 'Actions - Button') and select exactly the
same - 'Browser Network' > 'getURL' then insert the URL.
This button will have the go to the URL when it is clicked.

Here's the basic 'getURL' actionscript, which you can
copy and edit!

on (release) {
getURL("http://www.example123.com", "_blank");
}

getURL("http://www.example123.com", "_blank");

To go to a web page
when the frame plays
(Actions - Frame)
To go to a web page
when a button
is clicked
(Actions - Button)

The 'getURL' action is a nice thing to be able to use in
Flash for many reasons, such as having a link to your
website at the end of your Flash movie or game. As I said
in this section, it's usually wisest to set the 'Window'
field to '_blank' so that you don't effect your movie in
anyway, as setting it to '_self' will replace the Flash
movie with the desired web page.
Hope you learnt something from this section!

There is not much worse than a Flash movie where loads
of sounds (especially those synced on 'Event') start
overlapping and very quickly burst your eardrums with a
'cacaphonous hullabaloo' you don't want to hear.
Luckily Flash has an action that stop sounds in a movie
for you...

STOP SOUNDS

Highlight the frame in which you want to stop all playing
sounds (any sounds later in the movie won't be affected).
Get up the 'Actions' panel (Window > Actions or F9) and
click on your frame, so you get 'Actions - Frame instead
of just 'Actions'. Make sure you're on Normal Mode
(select option with this icon         ) then select 'Movie
Control' > 'stopAllSounds'. Double click on it so
'stopAllSounds();' appears in the white text area on the
Actions panel.

For a button that stops all sounds when you release it,
you have to highlight your button, and on the 'Actions -
Button' panel, select exactly the same 'Movie Control' >
'stopAllSounds', so the following is displayed in the white
text area in the actions panel:
' on (release) {
stopAllSounds();
} '
This button will then stop all sounds playing in a movie
when it is released.

Here's the basic 'stopAllSounds' actionscript, which you
can copy and edit!

on (release) {
stopAllSounds();
}

stopAllSounds();

To stop all sounds
from a frame
(Actions - Frame)
To stop all sounds when
button is released
(Actions - Button)

The 'stopAllSounds();' action is really good for stopping
sounds from playing when they are unwanted. This
usually happens if the sounds are synced to 'Event' and
you skip past them, which results in them playing when
you don't want them too, which is why even with
'stopAllSounds' you may still here a little flicker of noise.
It's best to sync audio to 'Stream' if you have this
problem, if you are able to.

Shape Tweening is a relatively simple process that can
help create cool 'changing effects' and can be rather
useful in some areas in Flash.

SHAPE TWEENS

On the timeline, create one keyframe at the beginning at
position '1' and then one later on the timeline, perhaps
at position '20'.
Draw something in keyframe 1 and in keyframe 20. Don't
make them into a graphic, as shape tweening only works
with lines, shapes and brushes.

Now, go to keyframe 1 and leave it highlighted
and open the Properties section (Ctrl+F3). You
should have a Properties section that looks
something like this:

From the' Tween' drop-down
menu on the Properties section
, select 'Shape'.
Your timeline should now look
like this, the frames in
between are green with an
arrow. This shows a successful
shape tween.

Now press 'Enter' to test your movie, or 'Ctrl + Enter' to
export it. Your shape or drawing should 'transform' into
the other one like so:
You may notice that mine transforms back to it's original
form - all I did was copy the 'keyframe 1' and paste it
after the 'keyframe 20' or the second object.

You can, of course, do a shape tween inside a movie clip,
and then you can loop it forever! A handy hint: if it is
going to loop, insert a keyframe one frame before the
last keyframe, after you have made a tween. Then
remove the final keyframe. Now it will loop without
stalling slightly.
You're done on this section! Use shape tweening to
create cool effects in your Flash animations.

Motion Tweening is probably the most essential type of
tweening, and is very important and useful in Flash
movies.
Create a blank keyframe, for example at 'position 1'.
Draw something in it, and make it a graphic or a movie
clip (select the object and press F8). Position it
wherever you want it to start the movement, e.g. top
right.

MOTION TWEENS

Now enter a keyframe later in the timeline, over a
timescale that you would like your object to take to
move, for example, at 'position 30'. Move your object in
that keyframe to wherever you want it to move. Then go
back to keyframe 1, and right-click on the timeline, and
select 'Create
Motion Tween'.

Your timeline should now look like this:
This shows a successful motion tween! When you have
selected the type of rotation, you may want to use the
'ease' option. This can make the object start slow and
speed up, or speed up and start slow.

Click the arrow next to 'Ease' to get a
slider. If you slide it to the 'Out' end,
the object will slow down near the
end; if you slide it to the 'In' end,
the object will start slow but speed
up towards the end. You can adjust
the levels of how much 'Ease' you use.

Press 'Enter' to play your movie, or 'Ctrl+Enter' to export
the movie and view it. Your object should move from
'Point A' to 'Point B', similarly to this:
You have now completed the 'Motion Tween' section! Try
the 'Motion Guide' section next, which can help tweening.

Rotation of a graphic or a movie clip (or a button for that
matter) is exceptionally easy.
To start, insert a keyframe and make a graphic. Then
insert a keyframe later in the timeline, so you have two
identical keyframes, e.g. at 'position 1' and 'position 20'.
Then create a motion tween between them - look at the
'Motion Tween' section if you don't know how to.

ROTATION

Select the first keyframe, and on the Properties tab
(Ctrl+F3), you should get something similar to this:
Select either CW
(Clockwise) or CCW
(Anti-Clockwise).
You can also change
the number of times
the object will
rotate.

When you have selected the type of rotation, you may
want to use the 'ease' option. This can make the object
start slow and speed up, or speed up and start slow.
Then play the movie or export it (Enter or Ctrl+Enter).
Here are some of my examples:

That's it! You should now be able to rotate objects using
tweens! You can also move and rotate and object, by
simply doing a motion tween using the rotation feature,
and have results like this:

'Colour Tweening' isn't the same as the other tweens as it
isn't a separate feature.
There are a few ways of doing 'colour tweening'.

COLOUR TWEENS

If you have done the Shape Tween section this should be
easy (I would recommend doing it first). Draw a shape in
the first keyframe, then insert a keyframe later on in the
timeline so that shape is copied into it. Then change the
colour of that shape - but nothing else (as this can mess
up the tween and change the shape).

Keyframe (Frame1)                              Keyframe (Frame20)

Shape Tween

Your timeline should now look like this:
And if you play the movie the colour of your shape
should change like this:

As you can see, colour tweening as such doesn't exist,
and is just a  form of shape tweening.
You can also do a similar thing with motion tweening,
using tinting (read the section on this to understand):

Symbol1                           Symbol1 (colour tinted red 100%)
Keyframe (Frame1)                              Keyframe (Frame20)

Motion Tween

If you look at the 'Tinting' section this should help you
with this method, which although you may have noticed
the outline of the circle also turning red - which can be a
nuisance, is still a useful method and will have an effect
like this:
That's the end of the 'Colour Tweens' section - keep going
through the remaining few!

'Motion Guiding' is basically motion tweening an object
along a vector path, but is very useful instead of having
to use lots of different motion tweening on occasions.

MOTION GUIDES

Firstly set up a simple motion tween - moving a symbol
from point A to B:


Symbol1                                                  Symbol1
Keyframe (Frame1)                              Keyframe (Frame20)

Here's where it gets different! Right click on the Layer
with your motion tween in and select:
Your Layer on the timeline should now have a guide:

Now on the Guide Layer, using either the Line Tool (N) or
the Pencil Tool (Y), draw the path you want your motion
tweened symbol to follow. You wont be able to see
anything on the Guide Layer when you export the movie.
Then export and view the movie - which should do this:

Draw a line on the guide
layer and then export
and view the motion
guide in action!

Now you should be able to use Motion Guides to help your
tweening! I hope you have learnt something from this
section, so that you can now move on to the next section!

'Masking' is a way to make a Layer above another Layer
which masks or hides parts of the layer you dont want to
see.
Firstly, have one Layer ready with a bit of animation on
it as the Layer that will be masked.

MASKING

To start a Mask Layer, insert a Layer above the Layer you
want to be masked, right-click on it and select 'Mask'
from the drop down menu.
Your timeline should look a bit like this:

Now you need to decide what part of the Layer below is
shown. For example, I'm going to draw a circle in the
centre of the mask layer so that on things within that
circle are shown on the Layer below. Only the shape of
the object on the Mask matters, not colour etc.

MASK

STAGE

If you export and watch the movie (Ctrl+Enter), you
should see that only the area inside the Mask of the
Layers below the Mask layer will be visible:

(MASKED AREA)

Woohoo! That's Masking down, and it's a feature that can
become essential in many Flash movies, especially as
scopes on sniper rifles or as a binocular or periscope
view. Of course you can also animate the mask layer...
Enjoy the next section!

You might want to 'Tint' a symbol a colour or something
along those lines. Well Flash has that capability.
When you select a Movie Clip, Button or Graphic, on the
Properties Tab (Ctrl+F3) this little dropdown menu
should be visible:

TINTING

Now to explain the different options!
None - resets the tint back to normal.
Brightness - edits the brightness.
Tint - allows you to tint the
symbol with a colour.
Alpha - allows you to fade the symbol from anywhere
between opaque (100% alpha) and transparent (0% alpha).
Advanced - lots of expert colour options, which it is best
to play around with to see the effects they have.

Since this section is called 'Tinting', here's an
explanation of the tinting options.
After selecting tint, simply choose a colour or enter an
RGB value. You can also adjust the alpha transparency of
the tint; 100% tint will totally change the symbol to that
colour, 0%  tint will make no difference.

Well now you have been 'tinted' with the knowledge of
how to tint symbols!
Now move through the remaining 5 or so sections!

Text Tweening is an extended form of shape tweening.
Well , here we go...
Type in your text first. Then highlight it and go to Modify
> Break Apart until it is in vector form:

TEXT TWEENS

You will need to do Shape Tweens to do this (look at the
section on it if you don't know how). You should have
your broken apart text in the first keyframe of the layer,
and then highlight the keyframe on the timeline, then on
the Properties tab select 'Tween: Shape'. Then insert a
keyframe later on, say around position 20.

Then insert some different text and break it apart also in
the last keyframe. The shape tween arrow on the
timeline might temporarily break up as you insert the
text, but after you break it apart it should work again.
Then play the movie and watch the tween:
Often this unusual looking effect can be useful, and it
doesn't always work - but when it does it's COOL!

That's it for the text tween section. If you think the
effect isn't very good, I would recommend making some
text into a graphic and fading it into another text
graphic, using motion tweens, which has this sort of
effect:
Hope this section helped!

OMFG!:

A FLASH TUTORIAL!

You want to keep your exported Flash movie down to as
low a size as possible, and a great way to do this is
compression - mainly the compression of sounds and any
images you have in a Flash document.

COMPRESSION

To compress a sound, find it in the Library (F11) and
right click on it and select 'Properties'. At the bottom of
the new window you should see 'Export Settings'.
You want to uncheck the checkbox next to 'Use imported
MP3 quality if it is checked. Next to 'Compression', select
MP3 and for the bit rate get it as low as possible without
destroying the quality (you can use the Test button to
check the sound throughout) and leave the Quality as
'Fast'. This will help reduce the exported file size a lot.

As you can see, at
the bottom it shows
that I have reduced
the size of my sound
to 12% of the
original, and I am
still happy with the
quality of it!

When you come to export your movie, make sure you
check the box next to 'Compress Movie' to keep the
filesize down further. Also compromise on the 'JPEG
quality', which again keeps the filesize lower, but you
will have to check you haven't made your images blurry.
Wow! Section 29/35 is complete! You go!

What is this '_root.' you speak of? Well this '_root.' is one
of the most important little actionscript parts in Flash.
Basically it will go to the 'root' of the movie and perform
it's action, so for example if you wanted to 'play();' the
next frame of a scene from INSIDE a movie clip you will
be able to using '_root.play();', as the movie goes to the
main root of itself and can thus perform your command.

_ROOT.

This may sound confusing, but is playing the next frame
of the movie from inside a movie clip is very useful. As is
using '_root.stopAllSounds' if some of your movie's
sounds aren't stopping with just using 'stopAllSounds', as
this will silence all of the sounds in the movie that could
be playing.
Go to the next page to see a sort of diagram that might
help explain the use of '_root.play();'.

Here's a nice little diagram thing:

FRAME 1 IS STOPPED

BUT THE MOVIE CLIP STILL PLAYS

_ROOT.PLAY();

ACTION -

FRAME 2 BEGINS

Here's some '_root.' actionscript, which you can copy and
edit!

_root.play();

_root.stopAllSounds();

To stop all sounds
(Actions - Frame)
To play next frame
(even from MC)
(Actions - Frame)
To play any frame from
anywhere in movie
(Actions - Frame)

_root.gotoAndPlay("framename");

Although using '_root.' in your actionscript is getting
more advanced, it's good to know about it, and it is a
feature that becomes more and more useful in making
movies and also, to a huge extent, games.
'_root.gotoAndPlay ("framename")' is easy to use a very,
very handy. Just give the frame you want to go to a
'Frame Label' (as frame numbers don't work with _root.),
then you'll be able go to that frame from wherever you
are; end of movie, start of movie, inside movie clip...

Not everyone has high-spec macho computers to watch
your Flash movies on, and although they can manually
right-click and change the quality like that, it's nice to
have a quality toggle button.
First get a button ready to use to 'toggle' the quality
with.

QUALITY TOGGLE

QUALITY CHANGE

Now open up the actions panel for the button (Actions -
Button) and enter the following code (copy/paste it's
probably easier):

on (release) {
if (_quality == "LOW") {
_quality = "MEDIUM";
} else if (_quality == "MEDIUM") {
_quality = "HIGH";
} else if (_quality == "HIGH") {
_quality = "LOW";
}
}

Now export and view the movie by pressing Ctrl+Enter.
Clicking on your button will toggle through different
qualities (high, medium and low).
Congratulations! That's the end of this section!

If you're making a Flash movie, you need to have a
background and not just a plain boring canvas.
Here's a bit of a guideline of how to draw a good looking
background
Just practise this section in a new keyframe.

BACKGROUNDS

Patience is the key to drawing a good background, but
also I would say layers are also important. I would
recommend making a new graphic or movie clip, and
doing the background inside this, so you don't accidently
delete any of it.

Start off by drawing a gradient background in the first
layer and then lock that layer and
insert a new layer above it. It's good
to get in the habit of naming layers
also. On the second layer, start
building up something for the background, like trees,
hills, buildings etc.

Just work your way steadily through doing the
background, adding more layers where necessary,
and you'll make better backgrounds!
That's the end of this section!

A variable in a Flash movie is something the maker of the
movie defines or creates, like a score variable, and then
the user who plays the movie can then change/effect by
playing the movie.
To help explain this idea, I will help you do a little score-
based game basic tutorial.

VARIABLES

First start a new movie, and on the first keyframe insert
a text box using the text tool (T), but change it from
'static text' to 'dynamic text'.
Then, whilst the text box is still highlighted, in the 'Var'
field enter 'score'.
Now type in the number '0' into your dynamic text box,
with the variable set as 'score'.

Now create a button in the first frame also (F8 to create
symbol then select button). Make it some kind of target.
Now to give the button some actions!

I want to make it so everytime you hit the target, your
score goes up by 1. Here's the actions for that:
You don't have to  use '_root.' here, but I always find I
have no problems with variables if you stick it in.

on (press) {
_root.score++;
}

Now in the one and only frame in your timeline, get up
the Actions panel (Actions - Frame) and enter a 'stop();'
action.
Although there aren't any other frames yet, if you move
on to do the 'If Statement' section in a minute, you will
find this saves you time.

stop();

Now export your movie, and clicking on your target
button will make the score variable increase!
SCORE:
That's the end of this section, but the 'If Statement'
section follows straight on from this one.

0

If statements are parts of actionscript that will carry out
an action IF the condition set is true.
Using the target button and the score variable from the
last round, we can include an IF statement in the 'game'
to make you win if you click the target enough times.
Firstly, insert a second keyframe after the first, and put
in it's actions the 'stop();' action.

IF STATEMENTS

stop();

In the second frame, type 'Win'. Now go back to the first
frame and add the IF statement to the target button's
actions, below the actions it already has:

Now if you export and play
your movie, if you get a score
of 12 or more, you win!

on (press) {
if(_root.score>=12){
gotoAndStop(2)
}
}

Add this action to the first frame (Actions - Frame), below
it's current actions:
This is so the score will reset if you go back to that frame
e.g. if you put a replay button on keyframe 2 and it goes
back to frame 1, your score will start from '0' again.

_root.score=0;

Now your 'game' should
do something like the
one on the left.
Hope this section has
helped, and that you
have a broader
knowledge of
actionscript from
working through it.

0

In a Flash movie you can 'make' cursors. It basically
involves getting a movie clip to follow exaclty where the
mouse goes. Here's how to create a basic one...
First get the movie clip you want to be cursor ready.

CURSORS

Now open up the actions panel for the movie clip
(Actions - Movie Clip) and enter the following code
(copy/paste it's probably easier):

onClipEvent (load)
{
startDrag ("", true);
}

And add this in any frame the new cursor is going to be
to hide the normal mouse cursor:

mouse.hide();

Now export and view the movie by pressing Ctrl+Enter.
Move your mouse around and gasp in astonishment as
your movie clip cursor follows it around like a brand new
cursor! (Note: if you want to show the normal cursor again
put in this action in the frame - '                                 '.
Well done! That's the end of this 'Cursor' section!

mouse.show();

ActionScript [AS1/AS2]

Frame 1
stop();
Frame 2
stop(); _root.score = 0; _root.score1 = 0;
Frame 50
stop();
Frame 51
stop();
Frame 52
stop();
Frame 76
stop();
Frame 77
stop();
Frame 78
stop();
Frame 79
stop();
Frame 80
stop();
Frame 81
stop();
Frame 82
stop();
Frame 83
stop();
Frame 84
stop();
Frame 85
stop(); stopAllSounds();
Frame 86
stop(); stopAllSounds();
Frame 87
stop();
Frame 111
stop();
Frame 112
stop();
Frame 113
stop();
Frame 114
stop();
Frame 115
stop();
Frame 116
stop();
Frame 117
stop();
Frame 118
stop();
Frame 119
stop();
Frame 120
stop();
Frame 121
stop();
Frame 122
stop();
Frame 123
stop();
Frame 147
stop();
Frame 148
stop();
Frame 149
stop();
Frame 150
stop();
Frame 151
stop();
Frame 152
stop();
Frame 153
stop();
Frame 177
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Frame 178
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Frame 179
stop();
Frame 180
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Frame 181
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Frame 182
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Frame 183
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Frame 184
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Frame 185
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Frame 186
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Frame 210
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Frame 211
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Frame 212
stop();
Frame 213
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Frame 214
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Frame 238
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Frame 239
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Frame 240
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Frame 241
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Frame 265
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Frame 266
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Frame 267
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Frame 268
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Frame 269
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Frame 270
stop();
Frame 271
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Frame 295
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Frame 296
stop();
Frame 297
stop();
Frame 298
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Frame 299
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Frame 300
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Frame 324
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Frame 325
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Frame 326
stop();
Frame 327
stop();
Frame 328
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Frame 329
stop();
Frame 353
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Frame 354
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Frame 355
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Frame 356
stop();
Frame 357
stop();
Frame 358
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Frame 359
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Frame 360
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Frame 361
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Frame 385
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Frame 386
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Frame 387
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Frame 388
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Frame 389
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Frame 413
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Frame 414
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Frame 415
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Frame 416
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Frame 417
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Frame 418
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Frame 442
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Frame 443
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Frame 444
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Frame 445
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Frame 469
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Frame 470
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Frame 471
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Frame 495
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Frame 496
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Frame 497
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Frame 498
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Frame 499
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Frame 523
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Frame 524
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Frame 525
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Frame 526
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Frame 527
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Frame 528
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Frame 529
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Frame 530
stop();
Frame 531
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Frame 555
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Frame 556
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Frame 557
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Frame 583
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Frame 585
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Frame 586
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Frame 611
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Frame 612
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Frame 613
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Frame 614
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Frame 615
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Frame 616
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Frame 642
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Frame 669
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Frame 671
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Frame 672
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Frame 673
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Frame 697
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Frame 698
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Frame 699
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Frame 700
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Frame 726
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Frame 781
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Frame 782
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Frame 783
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Frame 811
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Frame 838
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Frame 839
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Frame 863
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Frame 892
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Frame 1003
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Frame 1027
stop();
Frame 1028
stop();
Frame 1029
stop();
Frame 1030
stop();
Frame 1054
stop();
Frame 1055
stop(); mouse.show();
Frame 1056
stop(); mouse.hide();
Instance of Symbol 1226 MovieClip in Frame 1056
onClipEvent (load) { startDrag ("", true); }
Symbol 36 MovieClip Frame 1
_root.stop(); PercentLoaded = (_root.getBytesLoaded() / _root.getBytesTotal()) * 100; if (PercentLoaded != 100) { setProperty(bar, _xscale , PercentLoaded); } else { gotoAndStop (3); }
Symbol 36 MovieClip Frame 2
gotoAndPlay (1);
Symbol 36 MovieClip Frame 3
_root.play();
Symbol 43 Button
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Symbol 51 Button
on (press) { if (_quality == "LOW") { _quality = "MEDIUM"; } else if (_quality == "MEDIUM") { _quality = "HIGH"; } else if (_quality == "HIGH") { _quality = "LOW"; } }
Symbol 56 Button
on (press) { gotoAndPlay (2); }
Symbol 57 Button
on (press) { gotoAndStop (321); }
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stop();
Symbol 58 MovieClip Frame 320
gotoAndPlay (2);
Symbol 58 MovieClip Frame 321
stopAllSounds(); stop();
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Symbol 61 Button
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Symbol 63 MovieClip Frame 385
gotoAndPlay (2);
Symbol 63 MovieClip Frame 386
stopAllSounds(); stop();
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Symbol 66 Button
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Symbol 68 MovieClip Frame 278
gotoAndPlay (2);
Symbol 68 MovieClip Frame 279
stopAllSounds(); stop();
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Symbol 105 Button
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Symbol 107 Button
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Symbol 109 Button
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Symbol 115 Button
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Symbol 122 MovieClip Frame 1
time = new Date(); var seconds = time.getSeconds(); var minutes = time.getMinutes(); var hours = time.getHours(); if (hours < 12) { ampm = "AM"; } else { ampm = "PM"; } while (hours > 12) { hours = hours - 12; } if (hours < 10) { hours = "0" + hours; } if (minutes < 10) { minutes = "0" + minutes; } if (seconds < 10) { seconds = "0" + seconds; } clock_txt.text = (((((hours + ":") + minutes) + ":") + seconds) + " ") + ampm;
Symbol 122 MovieClip Frame 2
gotoAndPlay (1);
Symbol 129 MovieClip Frame 1
stop();
Instance of Symbol 126 MovieClip in Symbol 129 MovieClip Frame 1
onClipEvent (mouseDown) { if (this.hitTest(_root._xmouse, _root._ymouse, true)) { dragging = true; } } onClipEvent (enterFrame) { if (dragging && (_parent.hitRange.hitTest(_root._xmouse, _root._ymouse, false))) { _x = (_parent._xmouse - 10); _root.all.setVolume((_x + 62) / 0.55); } } onClipEvent (mouseUp) { dragging = false; } onClipEvent (load) { dragging = false; _root.all = new Sound(); }
Symbol 137 Button
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Symbol 143 Button
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Symbol 145 Button
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Symbol 153 Button
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Symbol 155 Button
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Symbol 157 Button
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Symbol 165 Button
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Symbol 183 Button
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Symbol 185 Button
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Symbol 203 Button
on (release) { gotoAndPlay (82); }
Symbol 211 Button
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Symbol 216 Button
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Symbol 221 Button
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Symbol 227 Button
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Symbol 270 MovieClip Frame 6
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Symbol 821 MovieClip Frame 12
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Symbol 1103 Button
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Symbol 1144 Button
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Symbol 1161 Button
on (release) { if (_quality == "LOW") { _quality = "MEDIUM"; } else if (_quality == "MEDIUM") { _quality = "HIGH"; } else if (_quality == "HIGH") { _quality = "LOW"; } }
Symbol 1162 Button
on (release) { gotoAndStop (997); }
Symbol 1174 Button
on (release) { gotoAndPlay (50); } on (release) { stopAllSounds(); mouse.show(); }
Symbol 1175 Button
on (release) { gotoAndStop (1024); }
Symbol 1203 Button
on (press) { _root.score++; }
Symbol 1204 Button
on (release) { gotoAndStop (1053); }
Symbol 1219 Button
on (press) { _root.score1++; } on (press) { if (_root.score1 >= 12) { gotoAndStop (2); } }
Symbol 1221 MovieClip Frame 1
stop(); _root.score1 = 0;
Symbol 1221 MovieClip Frame 2
stop();
Symbol 1222 Button
on (release) { gotoAndStop (1080); }

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Streaming Sound 1Used by:Symbol 58 MovieClip

Instance Names

"bar"Symbol 36 MovieClip Frame 1Symbol 32 MovieClip
"clock_txt"Symbol 122 MovieClip Frame 1Symbol 121 EditableText
"hitRange"Symbol 129 MovieClip Frame 1Symbol 128 MovieClip

Labels

"loaded"Symbol 36 MovieClip Frame 3

Dynamic Text Variables

scoreSymbol 1202 EditableText"0"
_root.score1Symbol 1218 EditableText"0"




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Created: 4/6 -2020 17:37:20 Last modified: 4/6 -2020 17:37:20 Server time: 19/04 -2024 21:04:22