Category: Director

  • Lamenting Jingo

    So I’m sitting there watching Breeze, it’s Live by the way,
    and it’s obviously solved it’s technical challenges with ease, a mad “hurray”!

    We learn about Director MX 2004 and all it has new to offer, and even before it’s begun,
    your having the urge to fill Macromedia’s coffer.

    Scarfing on pizza, downing mad soda,
    I see familiar names from fellow designers and codah’z.

    Now, I dig the DVD (ROM), I dig the external editing, the sprite & channel naming,
    and the Stage that can dock while authoring.

    But I think most what I dig, regardless of the slow bytecode, is the JavaScript Jingo,
    implemented via open-source ECMA from Lingo.

    I hope Java guys dig it, open source hounds try it out,
    and a few Flashers do a round about… face.

  • Director Kickin’ it AS Style

    For those of us in the “we thought we were cool but because we were not at the MAX conference, we learn stuff late but still try to be cool” (woulda put dashes using Flame in Central, but then you couldn’t read the title…), you now probably heard about AS style coding in Director.

    Even if you have, read on…

  • MovieClip-esque’ Sprite Creation in Director

    I missed my attachMovie and removeMovieClip commands from Flash whilst in Director, and after not being satisfied with some of the sprite engines posted on <a href=”http://www.director-online.com/”>Director-online.com</a>, I built my own. It’s far from complete, as I added like no error checking, but it still works as long as you don’t screw up (like attach a sprite to the same depth, but that doesn’t work well in Flash either, now does it?)

    Like everything in Director, though, you need at least something on the stage to get this to work. It’s really simple, though.

    – open the bitmap window
    – give it a name “blank”
    – close the bitmap window. This should put it as a cast member in your case
    – add it to sprite channel 1
    – repeat the same keyframe for as many sprites as you think you’ll use (I did the max, 1000, cause I’m freaky-deaky like that)
    – add this code as a movie script (or with your other code)
    <pre><code>
    global gSprites

    on prepareMovie

    gSprites = [:]

    end

    on attachSprite memberName, spriteName, spriteDepth
    s = Symbol(spriteName)
    if voidP(gSprites[s]) then
    sprite(spriteDepth).member = member(memberName)
    sprite(spriteDepth).member.regPoint = point(0, 0)
    gSprites[s] = sprite(spriteDepth)
    return sprite(spriteDepth)
    end if
    end

    on removeSprite spriteName
    i = gSprites.getOne(spriteName)
    if voidP(i) = false then
    s = Symbol(spriteName)
    gSprites[s].member = member(“blank”)
    gSprites[s].locH = 0
    gSprites[s].locV = 0
    gSprites.deleteOne(gSprites[s])
    return true
    else
    return false
    end if
    end

    on gSprite spriteName
    return gSprites[Symbol(spriteName)]
    end
    </code></pre>

    Now, if you want to use it, just do:
    <pre><code>
    — attach
    mySprite = attachSprite(“MemberName”, “spriteString”, 1)
    mySprite.locH = 320
    mySprite.locV = 240
    — remove
    removeSprite(“spriteString”)
    </code></pre>

    And, instead of that sprite(5) bs, you can do:
    <pre><code>
    gSprites[#spriteString].locH = 5
    –or, if your not familiar with Symbols in Director
    gSprites[Symbol(“spriteString”)].locH = 5
    — or
    gSprite(“spriteString”).locH = 5
    </code></pre>

    :: extends chin ::
    Tasty beef!

  • EventBroadcaster for Director

    You have to implement via Decorator pattern (think that’s the one…) instead of using initialize, but so far, seems to work. The only issue is, I am still trying to figure out how to do Function.apply in Director… because currently, I’m just passing the parameters as an array to the call method; which was the point of Function.apply being able to have any number parameters passed as an array, and then doing the argument distribution for you. At any rate, here’s what I got:
    <pre><code>
    property pListeners

    on new me
    init()
    return me
    end

    on init me
    pListeners = []
    end

    on broadcastMessage me, msg
    howMany = pListeners.count()
    repeat with n = 1 to howMany
    o = pListeners[n]
    if o.handler(msg) = true then
    l = paramCount()
    a = []
    repeat with i = 2 to l
    a.append(param(i))
    end repeat
    call(Symbol(msg), o, a)
    end if
    end repeat

    end

    on addListener me, obj
    pListeners.append(obj)
    end

    on removeListener me, obj
    howMany = pListeners.count()
    repeat with n = 1 to howMany
    if pListeners[n] = obj then
    pListeners.deleteProp(n)
    return true
    end if
    end repeat
    return false
    end
    </code></pre>

    And you can implement in your Parent Scripts (or behaviors I guess) like so:
    <pre><code>
    property pBroadcaster

    on new me
    init()
    end

    on init me
    pBroadcaster = script(“EventBroadcaster”).new()
    end

    on addListener me, obj
    pBroadcaster.addListener(obj)
    end

    on removeListener me, obj
    success = pBroadcaster.removeListener(obj)
    return success
    end

    on broadcastMessage me, msg
    pBroadcaster.broadcastMessage(msg, param1, paramN)
    end
    </code></pre>

    …still, would be great to figure out how to pass dynamic amounts of parameters like you can in Flash using Function.apply…