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1、Flash是美國Macromedia公司開發(fā)的用于矢量圖形設(shè)計、動畫制作的軟件,主要特點有:使用矢量圖形和流式播放技術(shù)。矢量圖放大后并不失真,仍然保持原有的清晰度。流式播放技術(shù)使得動畫可以邊播放邊下載,相對AVI、MPEG等格式的多媒體文件,體積又小很多,能快速地在Intranet或者Internet上播放。Internet Explort、Netscape等網(wǎng)頁瀏覽器均采用集成了Flash插件直接播放Flash生成的 后綴為SWF的文件,不需要安裝播放程序,通用性好。Flash與其他動畫軟件最大的不同那個是ActionScript。ActionScript基于面向?qū)ο蟮木幊趟枷耄捎靡詴r間驅(qū)

2、動,以關(guān)鍵幀、按鈕和電影片段符號為對象來定義和編寫動作腳本。使用簡單的腳本語句編程可以實現(xiàn)場景的跳轉(zhuǎn),與HEML網(wǎng)頁的鏈接,動態(tài)裝載SWF文件等等。例如通過按鈕和一些基本語句go to and stop();go to and play();nextFrame();prevFrame()實現(xiàn)頁面的跳轉(zhuǎn)、節(jié)點的訪問;使用按鈕和go to and play(),stop()語句實現(xiàn)電影片段 的停止和播放。高級的腳本語句編程可以實現(xiàn)復(fù)雜的人機交互、游戲、在線商務(wù)系統(tǒng)等等,也包括仿真物理實驗。下面談?wù)劮抡嫖锢碚n件的制作。1動態(tài)課件的主界面HTML和ActionScript可實現(xiàn)在一個web玉面中多個對

3、象鏈接及動態(tài)交互功能。在采用框架頁面的課件主界面中,包含實驗原理、實驗?zāi)康暮蛢x器、實驗內(nèi)容 三個模塊,對應(yīng)三個模塊制作具有互動功能的三個小窗口。當(dāng)鼠標(biāo)指向某個模塊的互動功能小窗口時,顯示其相應(yīng)模塊的主要內(nèi)容,并配上輔助窗口加以說明。例如鼠標(biāo)指向?qū)嶒炘砟K互動功能小窗口,頁面顯示實驗原理圖及子模塊的鏈接,輔助窗口介紹主要原理。當(dāng)鼠標(biāo)指向另一模塊的互動功能小窗口是,動態(tài)切換到另一模塊的頁面,從而實現(xiàn)方面迅速的瀏覽 整個實驗的概況。2建立組件庫經(jīng)常使用的對象建成Symbol(組件),這樣可以方便地重復(fù)使用同一個對象,加快動畫播放速度,縮短動畫下載時間,減少動畫文件體積。組件類型有按鈕 。電影片段及

4、圖片。為保證仿真效果,實驗儀器、元件等素材一般應(yīng) 采用實物圖像。將課件所要用到的素材添加到Windows/Library,建立組件庫。3創(chuàng)建圖層Flash可以創(chuàng)建多個圖層 。每個圖層像是透明的畫布,將他們按一定的順序疊放排列,從上往下看時,上層的對象啊會將下層的對象遮住,而透過上層的透明區(qū)可以看到下層的對象。把對象分層放置的優(yōu)點是黨在一個圖層上繪制并編輯對象時,其它圖層上的對象不會受到影響,因此可以利用多個圖層來組織和安排影像中的文字、圖像和動畫等對象。原則上靜止的部件放置在同一個圖層,運動或者變化的部件放置在不同的圖層上。4 編輯操作幀制作動畫的過程表現(xiàn)為在“時間軸”的流程中安排不同的場景(

5、幀)。所謂的時間軸,就是一個以時間為基礎(chǔ)的線性進度安排表 ,讓設(shè)計者以時間的進行為基礎(chǔ),一步步的安排每一個動作。所謂幀是最通用的動畫計量單位,設(shè)計者可以將不同的對象安排在時間軸內(nèi),讓不同的對象或圖層上的部件,有一個共同的時間標(biāo)準(zhǔn)。只要對準(zhǔn)了同一幀,就可以保證所有的動作都會在同一時間發(fā)生。圖一是邁克爾遜干涉儀光路原理圖動畫制作的操作幀編輯,左邊表示有元件說明、光線和遠見圖三個圖層 ,右邊對應(yīng)各圖層 的幀在時間軸上的安排,按照不同的圖層要求,講相應(yīng)的組件放置其上,其他幀的安排不同的內(nèi)容。5添加動作腳本交互式動畫在于設(shè)置指定時間發(fā)生時執(zhí)行的動作(Action)。在時間軸上安置好各圖層的目標(biāo)對象后,打

6、開Action窗口為指定的不同時間設(shè)置動作腳本。簡單的交互動作可以采用添加按鈕的方式,對按鈕進行編程來控制電影片段的動作。負責(zé)的人機交互,可以通過輸入不同的數(shù)據(jù)來產(chǎn)生不同的動畫,由輸入文本(Input text)和腳本語句編程來進行控制。輸入文本變量用來動態(tài)的接受用戶輸入數(shù)據(jù),通過程序?qū)ψ兞康姆治霎a(chǎn)生相應(yīng)的動畫。例如完全彈性碰撞演示實驗,主要程序如下:Var m1,m2,v1,v2/兩個物體的質(zhì)量、速度變量X1=getproperty(“m1”,_x);X2=getproperty(“m2”,_x);If(Number(x)>=Number(x2)-50 & Number(m1)

7、=Number(m2)V1=0;V2=v1;If(Number(x1)>=Number(x2)-50 & Number(m1)>Number(m2)V1=(Number(v1)*(Number(m1)-Number(m2)/(Number(m2);V2=2*(Number(v1)*Number(m1)/(Number(m1)+Number(m2);If(Number(x1)>=Number(x2)-50 & Number(m1)<Number(m2)V1=(Number(v1)*(Number(m1)-Number(m2)/(Number(m2);V2=

8、2*(Number(v1)*Number(m1)/(Number(m1)+Number(m2);輸入兩個物體的質(zhì)量值和第二個物體的初速度值,相應(yīng)產(chǎn)生碰撞前后的物體運動的動畫仿真。Flash軟件具有強大的交互功能,進行腳本編程開發(fā),能夠仿真復(fù)雜的實驗操作、實驗現(xiàn)象等,可以起到預(yù)習(xí)物理實驗提高現(xiàn)場實驗成功和效率的目的。Flash軟件制作的動畫文件體積小,兼容性強 ,在Internet上 能夠快速下載播放,滿足網(wǎng)絡(luò)教學(xué)的需要。Macromedia Flash is the United States developed for vector graphics design, animation so

9、ftware, main features are: use of vector graphics and streaming technologies. Distortion vector is not enlarged, still maintain the original definition. Streaming technology allows the animation to download while playing, the relative AVI, MPEG and other formats of multimedia files, and small lot si

10、ze, can quickly be played in the Intranet or Internet. Internet Explort, Netscape and other Web browser plug-ins are used to directly play integrated Flash-generated suffix Flash SWF files, no need to install player, common good. Flash animation software with other major difference is that ActionScr

11、ipt. ActionScript object-oriented programming-based thinking, using a time-driven, the key frame, button and movie clip symbols for the object to define and write action scripts. Programming using a simple script statement can jump scene, and HEML page links, dynamic loading SWF files and more. For

12、example, the buttons and some basic statements go to and stop (); go to and play (); nextFrame (); prevFrame () to achieve the jump page, the access node; use of buttons and go to and play (), stop () Statement to achieve stop and play movie clips. Advanced programming script statement can implement

13、 complex human-computer interaction, gaming, online business systems, etc., including simulation of physical experiments. Turning next to the physical simulation courseware production.1, the main interface of Dynamic CoursewareHTML and ActionScript can be achieved in a number of objects in the linke

14、d web page and dynamic interactive features. Courseware using the framework of the page in the main interface, including the experimental principle, experimental purposes, and equipment, contents of three modules, corresponding to the three modules with interactive features to create three small win

15、dows. When the mouse is pointing to a module of the interactive features of the small window, showing the main contents of the corresponding module, and coupled with secondary window to illustrate this. Principle modules such as a mouse pointing interactive features small window, the page displays e

16、xperimental schematics and links to sub modules, introduce the main principles of secondary window. When the mouse is pointing to another module of the interactive features of the small window, the dynamic page to switch to another module, in order to achieve the rapidly browse the profile of the en

17、tire experiment.2 Create component libraryFrequently used objects into Symbol (components), so you can easily reuse the same object, to speed up the animation playback speed, shorten the download time animation, animation files to reduce size. Component types button. Movie clips and pictures. To ens

18、ure the simulation results, laboratory equipment, components and other material should normally be in-kind images. To use the courseware to the material that added to the Windows / Library, established component library.3 Create Layer Flash can create multiple layers. Each layer like a transparent c

19、anvas, according to a certain order of their stacking order, from top-down view, the upper object ah object will cover the lower, and through the transparent areas can be seen the upper lower Objects. Advantage of the object hierarchy of the party placed in a draw and edit objects on layers, other l

20、ayers of the object will not be affected, so you can use layers to organize and arrange multiple images in the text, images and animations Other objects. In principle, stationary parts in the same layer, movement or change of parts in different layers.4 frame editingThe process of animation performa

21、nce in "Timeline, "the process of arranging different scenes (frames). Timeline of the so-called, is a linear time-based scheduling table, the time for designers to make the basis of the arrangement step by step, every movement. The so-called frame animation is the most common unit of meas

22、urement, the designer can arrange the different objects within the timeline, so that objects or layers of different components, there is a common time standard. Just aim for the same frame to ensure that all of the action will happen at the same time.Figure One Michelson interferometer optical schem

23、atic diagram of the operation frame animation editor, there are elements left that shows the three layers of light and vision plans, the right side of the frame corresponding to the layers on the timeline of the arrangement, according to different plans Level requirements, the corresponding componen

24、ts of stresses placed on it, other arrangements for different content frames.5 Add the action scriptInteractive animation is set to perform the specified time the action occurs (Action). Settle on the timeline of the target layer, open the Action window, with different time settings for the specifie

25、d action script.Simple actions can be used to add interactive mode button on the button to be programmed to control the action movie clips. Responsible for human-computer interaction, you can enter different data to produce different animations, from the input text (Input text) and the script statem

26、ents to be controlled programmatically. Dynamic input text variable is used to accept user input data, the analysis of variables through the process to produce the corresponding animation. For example, fully elastic collision demonstration, the main procedures are as follows:Var m1,m2,v1,v2/ Two objects of quality, speed variableX1=getproperty(“m1”,_x);X2=getproperty(“m2”,_x);If(Number(x)>=Number(x2)-50 & Number(m1)=Number(m2)V1=0;V2=v1;If(Number(

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