Going over Flash_101_mouse and then Flash_101_Template_example_timer
Create links to force, tensions, and familiarities with the real world: switches, dragging, growing, shrinking: not just one click commands
the designer that remembers to take these connections will always make more engaging
always have on-screen confirmation of click/activity from user (the red box blinks while the circles are growing - before you can see the circles)
how is the user represented? in all projects it’s very important to have an understanding and realization of the user’s representation on/in the interface
using _xscale and _yscale instead of width and height work better for keeping control of the symbol’s original ratio/size
///////// CODE FROM AMIT
var mDown:Boolean = false; // is mouse held down?
this.onMouseDown = function(){
mDown = true;
doOnceOnClick();
}this.onMouseUp = function(){
mDown = false;
doOnceOnRelease();
}this.onEnterFrame = function(){
// do continually on mouse DOWN
if(mDown){
doContinuallyOnDown();// do continually on mouse UP
} else {
doContinuallyOnUp();
}
}timer_heldDown = 0;
circle_animation._xscale = 0
circle_animation._yscale = 0;function doOnceOnClick(){
//trace(“******Clicked******“);
square.nextFrame();
}function doOnceOnRelease(){
//trace(“******Released******“);
circle_animation.play();
timer_heldDown = 0;
square.prevFrame();
}function doContinuallyOnDown(){
//trace(“still DOWN“);
timer_heldDown ++;
circle_animation._xscale = timer_heldDown;
circle_animation._yscale = timer_heldDown;
}function doContinuallyOnUp(){
//trace(“still UP“);}
After talking to friends at Adobe and Colin Moock before hand… http://www.moock.org/ and the best way to begin teaching interaction design with Flash - decided on AS2, and also Adobe will be
A few thing AS3 is missing:
a good button (forces import and listeners, etc)
accessing parent scripts (class definitions)
oneSwithcGames_gamasutra (decompiled code available)
what are the paradimes and things that they can hold on to to put purpose in what they’re looking at?
angles, distance, proximity, naming
position is scientific and to people it doesn’t matter: distance is important
relation in graphical form of one to another: shapes, colors, naming
deep seeds in real world, it’s not just abstract relations between graphics and design
these things are the primary principles of graphic design and are NO different than interface and interaction design
emotion, feeling, attention, passive/active, personality, character
are there sounds that activate? resistance? haptic?
One switch gaming (especially in Asia)
Flash101_keyboardTemplate etc.
event listeners, on/off flags, etc.
Control -> Disable Keyboard Shortcuts
- then focus on the preview screen
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Left side is Player 1 (PS2 to USB)
Right side is Player 2
two screws different are two top ones: ground.
anchor the cord (why weren’t we taught this? it’s a stupid easy thing)
close the circuit between ground and any other slot to press the keyboard button
“it just works”
simple switch to activate key command
best to use more flexible wires
Project assignment: create something with a button. :)
Assistive Tech:
Large mono mini switch
large wireless, velcro, tongue
Entire industry based around it. (all of these switches available in the assistive tech box in the ER)
Other options (not necessarily assistive tech):
tilt switch: mercury or rollerball
tilt switches option with multiple tilts
vibration switches
REED switches (magnetic pull)
doorbell
anything that’s binary.
Discussion
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