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# ===========================================================================
#
# swfc(1) File format specification
#
# Warning: not all of this is actually implemented yet- if there's a
# "TODO" behind a command, it has yet to be integrated into swfc.
#
# ===========================================================================
# File header
# -----------
.flash bbox=200x200 version=6 fps=50 name="spec.swf" compress
# bbox=200x200 : set bounding box to 200x200
# bbox=200x200:100:100 : set bounding box to (100,100)-(300,300)
# bbox=autocrop : (default) - make bbox just big enough so that nothing ever get's clipped
#
# all coordinates are in pixels, not in twips. fixed point values like 1.25, 333.40 are allowed.
#
# version=6 : generate flash mx movie
# fps=50 : set framerate to 50 frames/second
# name="..." : save result to spec.flash. (Default: input file with extension
# changed to .flash, or the value of the -o command line
# parameter if given)
# inherit swf movies:
# ---------------------
.swf mymovie1 "choo1.swf"
.swf mymovie2 filename="choo1.swf" # long form
.swf mymovie3 filename=choo1.swf # long form, without quotes
.swf mymovie4 choo1.swf # short form, without quotes
# Notice: An embedded animation can't have a different framerate than
# the frame rate from the surrounding animation.
#TODO: Those files currently come from the current directory- they should come from the script directory.
# load an image:
# --------------
.jpeg background "panorama.jpg"
.jpeg background2 "panorama.jpg" quality=30% #reduces jpeg quality
.png background3 "choochoo.png" #TODO
# (you can put this directly (generating a shape), or insert it into a shape via the fill= argument
# define a texture from an image:
# -------------------------------
.texture text1=background scale=50% rotate=45
# define a gradient
# -----------------
.gradient mygradient:
0% red
50% green
75% aquamarine
100% #ffffff
.end
# with a hard edge:
.gradient mygradient:
0% red
50% green
50% red
75% aquamarine
100% #ffffff
.end
# with alpha:
.gradient mygradient:
0% #00000000
50% #0000ff40
75% #0000ff80
100% #0000ffc0
.end
# define a texture from a gradient:
# ---------------------------------
.texture grad2=mygradient x=0 y=0 width=125 height=200 rotate=45
# Create simple objects:
# ----------------------
.box mybox1 width=100 height=50 color=black fill=none #unfilled rectangle (just the lines)
.box mybox2 width=100 height=50 color=black #same as above
.box mybox3 width=100 height=50 color=black fill #filled black rectangle
.box mybox4 width=100 height=50 color=red line=2 fill=blue #blue rectangle with red edges
.box mybox5 width=100 height=50 color=red line=2 fill=background #filled with image "background", with red edges
.circle mycircle1 r=50 color=#aa33ff fill=mygradient # filled with gradient (defined above)
.circle mycircle1 r=50 color=#aa33ff fill=grad2 # filled with gradient texture
# Sounds:
# -------
.sound sound1 "LocoStart.wav"
.frame 16
.play sound1 loop=1 #other arguments supported: nomultiple (don't start if already playing)
.frame 55
.stop sound1
.frame 66
# this starts a synchronized soundtrack at this frame position. The command
# expects a filename, not a sound object, as it would be duplicating the
# sound object otherwise, and I'd rather have that done explicitly.
.soundtrack "LocoStart.wav" # TODO
# Elements of the movie should be animated by various means
# moving (x,y and zoom)
# ---------------------
.box obj1 width=200.0 height=100.0
.frame 100
.put obj1 x=0 y=0 #object starts at (0,0)
.frame 140
.change obj1 x+=100 y=0 scale=120% # smoothly move obj1 100 pixels to the right over 40 frames,
# scaling it to 120% of it's original size
.frame 170
.jump obj1 x=200 y=200 # make object to suddenly change to 200,200 at frame 70.
.frame 190
.qchange obj1 x=300 y=200 # TODO # make obj1 move towards 300,200...
.frame 210
.qchange obj1 x=300 y=300 # TODO # ... and then smoothly over to 300,300 using bspline interpolation
#.frame 220 #TODO
# .jump obj1 x=reset y=reset
.frame 230
.del obj1 #Remove object again
# morphing
# --------
.outline shape1:
#define shape 1
.end
.outline shape2:
#define shape 2
.end
.morphshape morphthing start=shape1 end=shape2
.frame 250
.put morphthing ratio=0%
.frame 270
.change morphthing ratio=100%
# interpolation between crude manual animation frames
# ---------------------------------------------------
.circle ball r=50 color=blue fill=violet
# now draw two balls, which fly around each other.
.frame 300
.put myball1=ball x=0 y=100 blue=0
.put myball2=ball x=100 y=100 red=0
.frame 310
# the .qchange means, "interpolate to this position and frame, using quadratic splines".
.qchange myball1 x=50 y=0 #TODO
.qchange myball2 x=50 y=100 #TODO
.frame 320
# We could also use coordinates relative to start position: .change myball1 x+=100 y+=0
.qchange myball1 x=100 y=100 #TODO
.qchange myball2 x=0 y=100 #TODO
.frame 330
.qchange myball1 x=50 y=100 #TODO
.qchange myball2 x=50 y=0 #TODO
.frame 340
# Hmmm. This frame is the same as frame 0. How to prevent duplicating that one?
.qchange myball1 x=0 y=100 #TODO
.qchange myball2 x=100 y=100 #TODO
# color transforms (fading)
# -------------------------
# .put, .change, .qchange, .jump all support params which result in color transform.
# Everything up to the + is multiplicated, the rest summed.
.put obj1 blue=50% #(scale blue color component to 50%)
.change obj1 blue=128 #(same as above)
.change obj1 red=+25% #(shift blue color component by 25%)
.change obj1 red=+64 #(same as above)
.change obj1 green=50%+50% #(scale green color component to 50% and then shift it by 50%)
.change obj1 green=128+128 #(same as above)
.change obj1 green=-1+255 #(invert green color component)
.change obj1 green=2-128 #(reduce spectrum for green to the upper 50%)
.change obj1 luminance=50% #(fade all color components 50% to black, same as red=50% green=50% blue=50%)
.change obj1 alpha=50% #(make object 50% transparent)
# scaling
# -------
.change obj1 scale=50% # change an object to 50% of it's size
.change obj1 scaley=50% # flatten object to 50% of it's height
.change obj1 scaley=110% scalex=75% #(funhouse mirror!)
# rotating
# --------
.change obj1 rotate=45 # tilt object, counterclockwise
# shearing
# --------
.change obj1 shear=100% # shear object
# sprites (a.k.a. movieClips)
# -------
.sprite spr1
.frame 1 .put ball1=ball 0 0
.frame 2 .change ball1 100 100
.end
.sprite spr2
.frame 1 .put ball2=ball 100 0
.frame 7 .change ball2 0 100
.end
.frame 400
.put spr1
.put spr2
# so spr1 has three frames, spr2 has seven. The whole animation loops after 21 frames.
# multi-level nesting: (sprites can be nested to any depth)
.sprite mspr1
.sprite mspr2
.sprite spr3
.put ball 100 0
.end
.end
.end
# clipping an animation inside a star-shaped sprite:
.swf mystar1 "star.swf"
.swf anim1 "penguins.swf"
.sprite cspr1
.startclip mystar1
.put anim1
.end
.end
.frame 401
.put cspr1 rotate=0
.frame 402
.change cspr1 rotate=360
# buttons
# -------
.png play "Play.png" #TODO
.png play_pressed "Play_pressed.png" #TODO
.png stoplogo "Stop.png" #TODO
.button playbutton
.show play as=idle
.show play as=area
.show play_pressed as=pressed
.show play_pressed as=hover
.end
.button playbutton2
.show play as=idle
.on_press inside
.on_release inside
.on_release outside
.on_move_in pressed
.on_move_out pressed
.on_move_in
.on_move_out
.on_key "a":
# actionscript...
.end
.end
.button mybutton
.show play as=idle
.show obj1 x=300 y=400 scale=110% pivot=center
as=pressed
.end
.box blueshape 10 10
.box greenshape 10 10
.box whiteshape 10 10
.box activearea 10 10
.box emtpyshape 10 10
.box window1 10 10
# button which is blue, get's green when the mouse hovers over it, and
# white when it is pressed:
.button b1
.show blueshape as=idle
.show greenshape as=hower
.show whiteshape as=press
.end
# button where the button position is not identical to the active area:
.button b2
.show activearea as=area
.show blueshape as=idle
.show greenshape as=hower
.show whiteshape as=press
.end
# (if area is not set, it's the same as shape)
# the above put into use: pop up a window if the mouse cursor enters a certain
# area:
.button b3
.show activearea as=area
.show emtpyshape as=idle
.show window1 as=hower
.end
# fonts
# -----
.font font1 "myfont.swf"
.font font1 "myfont.ttf"
.font font1 "myfont.pfa"
# text fields
# -----------
.text mytext1 font=font1 text="I am a happy little scroll message" color=blue size=100%
# edittext
# --------
#(field where the flash animation can get input from the user)
.font helvetica "helvetica-bold.swf"
.edittext edittext1 text="Type something here" color=blue maxlength=200 font=helvetica size=24 width=320 height=200 #TODO
# width/height: dimensions of the box
# text: The text which appears initally in the box, and can be overwritten by the user
# maxlength: max. length of the text the user can type
# color/font/size: Font appeareance
# variable: Name of the actionscript variable the text is stored in
# The following boolean options are also supported:
# password (show input only as stars), wordwrap, multiline, html, noselect, readonly
# actionscript
# ------------
.action:
_root.play();
.end
# depth control
# -------------------
# .put, .change, .qchange, .jump, .startclip take before and after parameters,
# which can be used to specify the depth of an object
.put o1=obj1 #TODO
.put o2=obj1 below=o1 x=50 #TODO
.frame
.change o1 #TODO
.change o2 above=o1 x=50 #TODO
# newline conventions
# -------------------
# All Newlines are treated as normal whitespace. Therefore, splitting
# commands over several lines, like
.put obj2=obj1 x=300
y=300
red=100%
green=50%
blue=50%
# is allowed.
# Furthermore, having more than one command in one line is also possible:
.frame 600 .change obj1 x+=700 .change obj2 x+=300
.frame 601 .change obj1 x+=500 .change obj2 x+=500
.frame 602 .change obj1 x+=300 .change obj2 x+=700
.end # end of first file
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