directtransition3d破解版
毛毛的自由乐园
http://ntmaoyf.
2002.6First, ensure you have installed the plug-in for Authorware 6.5 for your
default browser.
Then open the file SpeaksForItself.html with your default browser.
Sample produced by:
Ron Lubensky
Click Craft Pty Limited
http://www.
with permission from DirectXtras Inc.The Authorware Application Accessibility Kit
********************************************
If you want to make your applications accessible to all users, including people with disabilities, then this Kit is designed to help.
It includes Authorware 6.5 Knowledge Objects, Commands, models and techniques for authoring accessible applications. Several end-user text-to-speech facilities are catered for, including MS SAPI and the common screen readers JAWS and Window-Eyes. Authorware 6.5 contains new scripting features to help you author for accessibility.
These are all explained and demonstrated in the file "Accessibility Kit Tutorial.a6p" found in the Accessibility Kit subfolder. Open it with Authorware 6.5 (a Command has been supplied to make it easy). Run it in authoring mode to learn how to make your applications accessible.FileIO Xtra for Macromedia Authorware 6.0
Copyright 2001 Macromedia, Inc.
FileIO provides a set of functions allowing users of Macromedia Authorware 6.0 to programmatically access files using scripting.
Using FileIO
============
As an Xtra the FileIO Xtra must be in your application's Xtras folder.
Each instance of FileIO can reference a single open file. If multiple files are to be opened simultaneously, a new instance of FileIO is required for each opened file. A single instance can be used to open multiple files, as long as the file is closed before a new file is opened. To create a new instance use NewObject, defined below. To dispose of an instance, set the instance variable to 0. All functions that read from or write to the file must be called after the file has been opened using openFile. If a new file is to be opened using the same instance, the old file must first be closed using closeFile. Files can be opened in three different modes: Read, Write and Read/Write. When writing to a file, the contents of the file after the current position are overwritten.
Example Script:
-- Create an instance of FileIO
myFile := NewObject("fileio")
-- Display an "open" dialog and return the file name to Authorware
myFileName := CallObject(myFile, "displayOpen")
-- Open the file
CallObject(myFile, "openFile", myFileName, 1)
-- Read the file and return a string to Authorware
theFile := CallObject(myFile, "readFile")
-- Close the file
CallObject(myFile, "closeFile")
-- Dispose of the instance
myFile := 0
In this example, a new instance was created and stored in the variable myFile. Next, a call to displayOpen is used to display an open dialog to allow a file to be selected. The file name is returned as a fully qualified path string to Authorware. The file is then opened in read-only mode, the contents of the file are read, and the file is closed. Lastly, the instance is disposed.
There is also an Authorware Show Me (xtraio.a6p) which demonstrates how to use the Xtra. It can be found in the Show Mes installed with Authorware 6.
Known Problems
==============
The FileIO Xtra cannot use a net-based file when supplied with a URL for the file name. It is limited to accessing files available via file systems mounted on the local system.
The displaySave function does not directly inform Authorware whether a user is replacing an existing file. A workaround is to attempt to create the file using createFile and check the error code for a "File Already Exists" error.
Function Reference
==================
closeFile
CallObject(object, "closeFile")
Closes a file that has been previously opened using openFile.
createFile
CallObject(object, "createFile", "fileName")
Creates a file. The fileName must be either a fileName to be created in the current directory, or a fully qualified path and fileName. Relative paths are not supported. After creating the new file, the file must be opened before it can be written to.
delete
CallObject(object, "delete")
Deletes the currently opened file. The file must be open to use this function.
displayOpen
CallObject(object, "displayOpen")
Displays a platform specific "open" dialog allowing a user to select a file. Returns a fully qualified path and fileName to Authorware. The setFilterMask function can be used to control what file types are displayed in the dialog.
displaySave
CallObject(object, "displaySave", "title", "defaultFileName")
Displays a platform specific "save" dialog allowing a user to specify a file. Returns a fully qualified path and fileName to Authorware. The setFilterMask function can be used to control what file types are displayed in the dialog. The title and defaultFileName parameters allow you to specify a default filename to be displayed, as well as title text for the save dialog.
error
CallObject(object, "error", status)
Returns a readable error string. A numeric error code is passed in as the third argument. (Also refer to the 'status' function.) The errors returned can be any of the following:
"OK"
"Memory allocation failure"
"File directory full"
"Volume full"
"Volume not found"
"I/O Error"
"Bad file name"
"File not open"
"Too many files open"
"File not found"
"No such drive"
"No disk in drive"
"Directory not found"
"Instance has an open file"
"File already exists"
"File is opened read-only"
"File is opened write-only"
"Unknown error"
fileName
CallObject(object, "fileName")
Returns the file name string of the current open file. The file must be open use this function.
getFinderInfo
CallObject(object, "getFinderInfo")
Returns the Type and Creator of the current file as a string. This function does nothing when used under Windows. The file must be open to use this function.
getLength
CallObject(object, "getLength")
Gets the length of the currently opened file. Returned as an integer. The file must be open to use this function. The value returned is the length of the file in bytes.
getOSDirectory
getOSDirectory()
A function that returns the full path to either the Windows directory, or the System Folder depending on which OS is currently being used. Does not require a child instance to call.
getPosition
CallObject(object, "getPosition")
Gets the file position of the current open file. Returned as an integer. The file must be open to use this function.
NewObject
NewObject("fileio")
This is called to create a new instance of FileIO. It returns an instance variable used to reference the instance.
openFile
CallObject(object, "openFile", "fileName", mode)
Opens the named file. This call must be used before any read/write operations can take place. The filename can be either a fully qualified path and filename, or a relative filename. The openMode parameter specifies whether to open the file in Read, Write or Read Write mode. Valid Flags are: 0 Read/Write, 1 Read, 2 Write.
readChar
CallObject(object, "readChar")
Reads the character (either single or double-byte) at the current position and then increments the position. The character is returned to Authorware as a string. The file must be open in read or read/write mode to use this function.
readFile
CallObject(object, "readFile")
Reads from the current position to the end of the file and returns the file to Authorware as a string. The file must be open in read or read/write mode to use this function.
readLine
CallObject(object, "readLine")
Reads from the current position up to and including the next Return, increments the position, and returns the string to Authorware. The file must be open in read or read/write mode to use this function.
readToken
CallObject(object, "readToken", "skip", "break")
Reads the next 'token' starting at the current position. Characters matching the 'skip' parameter are "skipped" and the file is read until 'break' is encountered. The file must be open in read or read/write mode to use this function. This function will read double-byte tokens as long as the skip and break are single-byte characters. It will not detect double-byte skip or break characters.
readWord
CallObject(object, "readWord")
Reads the next word starting at the current position. The file must be open in read or read/write mode to use this function.
setFilterMask
CallObject(object, "setFilterMask", "mask")
Sets the filter mask used by calls to displayOpen and displaySave. The filter mask determines what files to show when displaying an "open" or "save" dialog. The third parameter is a string representing the filter mask to set.
On Windows, this is a comma-separated string of file types and associated extensions (e.g. "All Files,*.*,Text Files,*.TXT"), and a string of types on the Macintosh (e.g. "TEXTPICT"). On Windows, the filter mask string is limited to 256 characters.
On the Macintosh, you are limited to four four-character types. When a new instance of FileIO is created, the filter masks defaults to all files. To reset the filter mask to display all files after it has been set, just pass in an empty string, e.g. CallObject(object, "setFilterMask", "").
setFinderInfo
CallObject(object, "setFinderInfo", "attributes")
Sets the Type and Creator of the current file. The string takes the form of a space-separated set of TYPE and CREATOR codes (e.g. "TEXT TTXT"). This function does nothing when used under Windows. The file must be open to use this function.
setPosition
CallObject(object, "setPosition", position)
Sets the file position of the current open file. The file must be open to use this function.
status
CallObject(object, "status")
Returns the error code returned by the last function called. The value is returned as an integer. (Also refer to the 'error' function.)
version
CallParentObject("fileio", "version")
Returns FileIO version and build information. Useful when filing bug reports, or determining installed version while authoring. No practical use beyond this.
writeChar
CallObject(object, "writeChar", "theChar")
Writes a single character to the file at the current position. The file must be open in write or read/write mode to use this function.
writeString
CallObject(object, "writeString", "theString")
Writes a string to the file at the current position. The file must be open in write or read/write mode to use this function.
===Disclaimer
----------
WHEREAS, DirectXtras Inc. has designed and developed proprietary software
included in this folder and known henceforth as the Program;
DirectXtras Inc. owns all right, title and interest in and to the Program.
By installing the Program, you agree that;
THE PROGRAM AND DOCUMENTATION IS PROVIDED
TO USER IN AN "AS IS" CONDITION. IT IS UNDERSTOOD BY YOU THAT
THE PROGRAM HAS NOT BEEN TESTED OR DEBUGGED AND THAT
DIRECTXTRAS INC. MAKES NO REPRESENTATIONS OR WARRANTIES REGARDING ITS
USE. YOU ACKNOWLEDGE THAT THE INSTALLATION OF THE
PROGRAM'S SOFTWARE INTO YOUR COMPUTER OR DISK MAY CAUSE VARIOUS
MALFUNCTIONS IN ITS SYSTEM. YOU HEREBY RELEASE DIRECTXTRAS INC. FROM ALL
RESPONSIBILITY FOR ANY DAMAGE CAUSED, DIRECTLY OR INDIRECTLY, BY
THE INSTALLATION OF SAID PROGRAM INTO YOUR, OR ANY OTHER COMPUTER.
DIRECTXTRAS INC. MAKES NO WARRANTIES, EXPRESS OR IMPLIED,
INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTY OF
MERCHANTABILITY OR FITNESS FOR A PARTICULAR PURPOSE OR THAT THE
USE OF THE PROGRAM OR ANY INFORMATION RELATING THERE TO
OR CONTAINED THERE IN WILL NOT INFRINGE ANY INTELLECTUAL PROPERTY
RIGHT OF ANY THIRD PERSON.
IN NO EVENT SHALL DIRECTXTRAS INC. BE LIABLE FOR SPECIAL OR
CONSEQUENTIAL DAMAGES ARISING FROM USE OF THIS PROGRAM.
YOU SHALL HAVE THE SOLE RESPONSIBILITY FOR ADEQUATE
PROTECTION AND BACK-UP OF YOUR DATA USED IN CONNECTION WITH THE
PROGRAM AND YOU SHALL NOT HAVE ANY CLAIM AGAINST
DIRECTXTRAS INC. FOR LOST DATA, RE-RUN TIME, INACCURATE INPUT, WORK
DELAYS OR LOST PROFITS RESULTING FROM THE USE OF THE
PROGRAM.
(C) DirectXtras Inc. 1999
www.Killer Transitions Read Me (or be eaten!)
OVERVIEW AND INSTALLATION
Thank you for purchasing KILLER Transitions.
KILLER Transitions allows you to add amazing special transition effects to your Director 5.x and Authorware 3.5 multimedia productions. This file contains all of the documentation you need to get started using KILLER Transitions!
What is KILLER Transitions V1
KILLER Transitions contains over 50 major special transition effects which can be used in your Macromedia Director and Authorware productions to add new visual transitions to your display. Each of the KILLER Transitions effects has many powerful settings which can be used to alter the effect to create literally thousands of transition results.
KILLER Transitions is provided as a set of Xtras for Director and Authorware. Xtras are special "plug-ins" which add new functionality to your Macromedia application's capabilities. Through the Xtras provided in the KILLER Transitions package, you can add new transition effects to any multimedia production, including those that you deliver using Macromedia Shockwave technology!
KILLER Transition supports the Macintosh 68K, PowerPC and Windows 95 and NT operating systems. Windows 3.1 playback support will be provided through a free downloadable update available from our websites:
http://www.
http://www.
How To Install KILLER Transitions V1
When Director or Authorware launches, it automatically makes available Xtras that are in one of two places:
Macintosh
Location #1: The Xtras folder which is in the same location as your Director application.
Location #2: The Macromedia:Xtras folder contained in your System folder.
Windows
Location #1: The Xtras subirectory which is in the same location as your Director application.
Location #2: The Program Files\Common Files\Macromedia\Xtras subdirectory on Windows 95 or Windows NT
To make the KILLER Transitions Xtras available to your copy of Director or Authorware, you simply need to run the KILLER Transitions Installer contained in the root directory of this CD.
Follow the prompts provided by the installer. You will get the option to choose a Custom installation to re-install only select portions of the KILLER Transitions product.
GETTING STARTED
How To Use KILLER Transitions V1
Once you have properly installed KILLER Transitions as described above, you can use the standard user interface of Macromedia Director or Authorware to apply them to your projects. For more documentation on this, please refer to the KILLER Transitions Manual file located on the root directory of this CD.
More Usage Information
For more details on using transitions in Director, please refer to the section titled "Working with Transitions" in Chapter 5 of your "Using Director" manual.
For more details on using transitions in Authorware, please refer to the section titled "Transition Xtras" in Chapter 2 of your "What's New in Authorware 3.5" manual.
Shipping a Projector with KILLER Transitions V1 Xtras
All but one of the KILLER Transition Xtras can be shipped as part of a Director or Authorware multimedia project.
IMPORTANT NOTE: YOU MAY NOT DISTRIBUTE the Killer Transitions interface Xtra named "KillerTransitionsHub" on Macintosh or "KILLERHB.X32" on Windows. These files are not redistributable under the licensing agreement that accompanies this software and is a copyright violation.
CREDITS
KILLER Transitions V1 was developed by SharkByte Tools of Dallas, Texas, USA and is exclusively published by g/matter, inc. of San Francisco, California, USA.
SharkByte Tools, Inc.
SharkByte Tools Inc. was formed in 1995, bringing together the talents of several professional multimedia developers and programmers. Our goal is to produce products that enhance multimedia development and allow authors to take multimedia to a higher level. SharkByte Tools will continue to produce only the highest quality, state-of-the-art tools to empower multimedia authors of any skill level.
Get the most recent information about SharkByte Tools, Inc. and Killer Transitions at their website: http://www.
g/matter, inc.
g/matter, inc. is the leading publisher of information and tools for mastering multimedia. Established in 1992, we have been responsible for the development of over 70 CD-ROM titles. Since 1994 we have been creating a large number of add-on products for Macromedia software, including:
PrintOMatic Xtra
PrintOMatic is the premier printing tool for Director. The PrintOMatic Xtra adds a full set of page-layout, text and graphics printing features to Macromedia Director projects on Macintosh and Windows. PrintOMatic includes commands for drawing styled text, graphic primitives, bitmapped pictures, and snapshots of the Director stage, all under Lingo control
PopMenu Xtra
PopMenu Xtra adds tools for enhancing your Macromedia Director user interfaces, including pop-up and multi-level heirarchical menus.
Sound Xtra
Sound Xtra adds powerful new sound recording and playback control to your Macromedia Director productions.With Sound Xtra, you can control the use of sound using features which are not available in Lingo or with other Xobjects.
Trans-X Xtra
Trans-X Xtra lets you create your own transition effects by creating animated 1-bit masks and then applying those as a transition. Trans-X ships with over 100 pre-rendered masks to get you started!
Director ToolBox Pro
Director ToolBox Pro contains a powerful suite of development aids for users of Macromedia Director, including cast, score sprite and Lingo analysis, debugging, formatting and management tools which make it easier and faster to produce complete, solid results.
The MediaBook CD for Director
The MediaBook CD for Director is the definitive collection of information and tools for users of Macromedia Director 3, 4 and 5. Learn everything about the Lingo programming language! The MediaBook CD helps you leverage your investment and enrich your use of Director. Professional and novice multimedia producers will save time and money by using the royalty free programming, numerous XObjects for Macintosh and Windows and reuseable, professionally written Lingo provided in The MediaBook CD.
g/matter, inc. also teaches a series of very advanced multimedia development seminars focused on Director, Media Production and Internet development all over the world. Contact us for information on the next seminar in Japan!
CONTACT INFORMATION
How To Contact Us
If you have questions about using KILLER Transitions, please contact g/matter, inc. via email at:
support@
If you have comments or suggestions for future features or transition effects please send email to SharkByte Tools, Inc at:
killer@
or send us a facsimile at: +1.214.444.0001
If you have suggestions about other products please send email to g/matter, inc at:
ideas@
or send us a facsimile at: +1.415.243.0396
COPYRIGHT NOTICES
KILLER Transitions V1 1996 SharkByte Tools, Inc. All rights reserved. KILLER Transitions is a registered trademark of SharkByte Tools, Inc. SharkByte is a registered trademark of Terry Ranson. g/matter, MediaBook and The MediaBook CD are registered trademarks and PopMenu Xtra, PrintOMatic Xtra, Sound Xtra, Director ToolBox Pro are trademarks of g/matter, inc. Macromedia, Authorware and Director are registered trademarks and Shockwave is a trademark of Macromedia, Inc. Other product names mentioned within this documentation may be trademarks or registered trademarks of other companies. No sharks were harmed in making this product.; Copyright 1994-1997, Macromedia, Inc. All Rights Reserved.
;
;=================================================================
;
; Default Font Mapping Table for Director 6.0 Macintosh and Windows.
;
; This file provides a font mapping table for Director 6.0 for Windows
; and Macintosh.
;
; If a copy of this file is in the same folder or directory as the
; Director application, Director will automatically include this font
; mapping table in every new movie you create.
;
; To add this font mapping table to an existing movie, choose
; Movie:Properties... from the Modify menu. Then click Load from File.
; Use the dialog box that appears to locate this file.
;
; Note: In this file, a semicolon at the beginning of a line indicates
; a comment.
;
;=================================================================
;
; FONT MAPPINGS
;
; Font mappings specify which font and size substitutions to make when
; moving a movie from one platform to another.
;
; The format for font mapping definitions is:
;
; Platform:FontName => Platform:FontName [MAP NONE] [oldSize => newSize]
;
; Specifying MAP NONE turns off character mapping for this font.
; If you specify size mappings, they apply for THAT FONT ONLY.
;
; Here are some typical mappings for the standard Macintosh fonts:
;
Mac:Chicago => Win:System
Mac:Courier => Win:"Courier New"
Mac:Geneva => Win:"MS Sans Serif"
Mac:Helvetica => Win:Arial
Mac:Monaco => Win:Terminal
Mac:"New York" => Win:"MS Serif"
Mac:Symbol => Win:Symbol Map None
Mac:Times => Win:"Times New Roman" 14=>12 18=>14 24=>18 30=>24
Mac:Palatino => Win:"Times New Roman"
;
; Here are some typical mappings for the standard Windows fonts:
;
Win:Arial => Mac:Helvetica
Win:"Courier" => Mac:Courier
Win:"Courier New" => Mac:Courier
Win:"MS Serif" => Mac:"New York"
Win:"MS Sans Serif" => Mac:Geneva
Win:Symbol => Mac:Symbol Map None
Win:System => Mac:Chicago
Win:Terminal => Mac:Monaco
Win:"Times New Roman" => Mac:"Times" 12=>14 14=>18 18=>24 24=>30
; Note: When mapping from Windows to Macintosh, Courier and Courier New
; map onto Courier. When coming back to Windows only Courier New
; will be used.
; Japanese Font Mappings
;
; The Macintosh Japanese Osaka font is mapped to a Windows font, and
; all Windows fonts are mapped to Macintosh's Osaka. Map None is used
; because only Roman fonts need upper-ASCII characters mapped. To prevent
; mapping of any additional Japanese fonts, add them to this list.
;
; Note: If you do not have a Japanese system, the font names below
; will appear to be unreadable.
Mac:Osaka=>Win:"俵俽 僑僔僢僋" Map None
Win:"俵俽 僑僔僢僋"=>Mac:Osaka Map None
Win:"俵俽 柧挬"=>Mac:Osaka Map None
Win:"昗弨僑僔僢僋"=>Mac:Osaka Map None
Win:"昗弨柧挬"=>Mac:Osaka Map None
Win:"柧挬"=>Mac:Osaka Map None
;=================================================================
;
; CHARACTER MAPPINGS
;
; Character mapping ensures that characters such as bullets,
; quote marks, and accented characters always appear correctly
; when text is moved from one platform to another. When a
; character is mapped, a different ASCII value is substituted
; in order to preserve the appearance of the character.
;
; Character mappings are used for all fonts EXCEPT those declared
; above as Map None.
;
; The format for character mappings is:
;
; Platform: => Platform: oldChar => oldChar ...
;
; The following table provides a full set of bi-directional
; mappings for all ASCII values between 128 and 255.
;
; Note: Some characters are not available in both character sets.
; However, the bi-directional mapping table below preserves these
; characters even if they are mapped to a different platform and
; later re-mapped back to the original platform.
Mac: => Win: 128=>196 129=>197 130=>199 131=>201 132=>209 133=>214 134=>220
Mac: => Win: 135=>225 136=>224 137=>226 138=>228 139=>227 140=>229 141=>231
Mac: => Win: 142=>233 143=>232 144=>234 145=>235 146=>237 147=>236 148=>238
Mac: => Win: 149=>239 150=>241 151=>243 152=>242 153=>244 154=>246 155=>245
Mac: => Win: 156=>250 157=>249 158=>251 159=>252 160=>134 161=>176 162=>162
Mac: => Win: 163=>163 164=>167 165=>149 166=>182 167=>223 168=>174 169=>169
Mac: => Win: 170=>153 171=>180 172=>168 173=>141 174=>198 175=>216 176=>144
Mac: => Win: 177=>177 178=>143 179=>142 180=>165 181=>181 182=>240 183=>221
Mac: => Win: 184=>222 185=>254 186=>138 187=>170 188=>186 189=>253 190=>230
Mac: => Win: 191=>248 192=>191 193=>161 194=>172 195=>175 196=>131 197=>188
Mac: => Win: 198=>208 199=>171 200=>187 201=>133 202=>160 203=>192 204=>195
Mac: => Win: 205=>213 206=>140 207=>156 208=>173 209=>151 210=>147 211=>148
Mac: => Win: 212=>145 213=>146 214=>247 215=>215 216=>255 217=>159 218=>158
Mac: => Win: 219=>164 220=>139 221=>155 222=>128 223=>129 224=>135 225=>183
Mac: => Win: 226=>130 227=>132 228=>137 229=>194 230=>202 231=>193 232=>203
Mac: => Win: 233=>200 234=>205 235=>206 236=>207 237=>204 238=>211 239=>212
Mac: => Win: 240=>157 241=>210 242=>218 243=>219 244=>217 245=>166 246=>136
Mac: => Win: 247=>152 248=>150 249=>154 250=>178 251=>190 252=>184 253=>189
Mac: => Win: 254=>179 255=>185
Win: => Mac: 128=>222 129=>223 130=>226 131=>196 132=>227 133=>201 134=>160
Win: => Mac: 135=>224 136=>246 137=>228 138=>186 139=>220 140=>206 141=>173
Win: => Mac: 142=>179 143=>178 144=>176 145=>212 146=>213 147=>210 148=>211
Win: => Mac: 149=>165 150=>248 151=>209 152=>247 153=>170 154=>249 155=>221
Win: => Mac: 156=>207 157=>240 158=>218 159=>217 160=>202 161=>193 162=>162
Win: => Mac: 163=>163 164=>219 165=>180 166=>245 167=>164 168=>172 169=>169
Win: => Mac: 170=>187 171=>199 172=>194 173=>208 174=>168 175=>195 176=>161
Win: => Mac: 177=>177 178=>250 179=>254 180=>171 181=>181 182=>166 183=>225
Win: => Mac: 184=>252 185=>255 186=>188 187=>200 188=>197 189=>253 190=>251
Win: => Mac: 191=>192 192=>203 193=>231 194=>229 195=>204 196=>128 197=>129
Win: => Mac: 198=>174 199=>130 200=>233 201=>131 202=>230 203=>232 204=>237
Win: => Mac: 205=>234 206=>235 207=>236 208=>198 209=>132 210=>241 211=>238
Win: => Mac: 212=>239 213=>205 214=>133 215=>215 216=>175 217=>244 218=>242
Win: => Mac: 219=>243 220=>134 221=>183 222=>184 223=>167 224=>136 225=>135
Win: => Mac: 226=>137 227=>139 228=>138 229=>140 230=>190 231=>141 232=>143
Win: => Mac: 233=>142 234=>144 235=>145 236=>147 237=>146 238=>148 239=>149
Win: => Mac: 240=>182 241=>150 242=>152 243=>151 244=>153 245=>155 246=>154
Win: => Mac: 247=>214 248=>191 249=>157 250=>156 251=>158 252=>159 253=>189
Win: => Mac: 254=>185 255=>216SpeakText Command Reference
===========================
Result := SpeakText( CommandStr, param1, param2, param3, ... )
CommandStr is not case sensitive.
"checkForSpeech"
no params
returns 1 if Speech Manager is present.
"speakString"
param1: text to be spoken, up to 255 characters; uses system default voice.
returns negative value if problem with Speech Manager, 0 otherwise.
"IsSpeaking"
no params
returns 1 if Speech Manager is currently speaking.
"stopSpeechAt"
param1: "now", "endOfWord", "endOfSentence"
"pauseSpeechAt"
param1: "now", "endOfWord", "endOfSentence"
"resumeSpeech"
no params.
"countVoices"
no params
returns number of voices installed in Speech Manager.
"getVoiceList"
no params
returns return-delimited text list of installed voices
"getVoiceInfo"
param1: voice identification number
param2: "name", "comment", "age" or "gender"
returns the requested information.
"speakText"
param1: voice identification number
param2: 1 if text is only queued but not heard, to await "resumeSpeech" command
param3: text to be spoken, up to 255 characters.
returns negative value if problem with Speech Manager, 0 otherwise.
"stopSpeech"
no params; NOTE: do not use after "speakString" command, only after "speakText"
"setSpeechRate"
param1: speech rate in range 40 to 400 (normal is 180) in words per minute.
"getSpeechRate"
no params
param1: returns current speech rate.
"setSpeechPitch"
param1: speech pitch in range 15 to 80 (normal is 45) for the current voice
"getSpeechPitch"
no params
param1: returns current speech pitch.
These functions were written by Kevin Harris of Software Perspectives in
an a Hypercard stack called SpeakText XFCN ver 2.0. Mr. Harris has closed
his business and no longer supports this product. The functions have been
rolled into the SpeakText.xcmd resource without his permission. Therefore,
you use this facility at your own risk.
When run under Windows, the shadow function SpeakText() in the SpeakText.dll
always returns 0.Authorware Advanced Streamer
Inside this folder are the CGI (Common Gateway Interface) programs which comprise the Authorware Advanced Streamer. The Authorware Advanced Streamer uses KnowledgeStream technology to enable the Authorware Web Player to perform better by recording users' general access patterns of pieces packaged for the web and using that information to predictively download appropriate material in the background for subsequent users as they run the piece. This version is licensed for a maximum of 10,000 simultaneous users.
Installation
The Authorware Advanced Streamer is comprised of two cgi executable programs on your web server, called sstrd.exe and sstwr.exe. The only platform we currently support is Microsoft IIS server running on WinNT. You will need to have the administrator of your web server install it. As with other CGI programs, you must install this executable on your IIS server in a designated cgi scripts directory. Typically for IIS servers, this directory is C:\InetPub\scripts. Refer to your server administration IIS documents for more details. To install the Authorware Advanced Streamer, simply drag the contents of the Authorware Advanced Streamer folder to the InetPub\scripts folder on your server. Do not drag the whole Authorware Advanced Streamer folder itself, just the contents.
See the online Authorware Help for more information on how to use the Authorware Advanced Streamer with the Authorware Web Player. Briefly, to use the Authorware Advanced Streamer, you must add two lines to your web-packaged .aam (map) files. For example,
opt all InputPredictiveURL=http:///scripts/sstrd.exe mypiece.aab
opt all OutputPredictiveUR=http:///scripts/sstwr.exe mypiece.aab
Each piece should use a different name instead of "mypiece" and you should substitute the name of the web server where you install the Authorware Advanced Streamer for .
Maintenance
The Authorware Advanced Streamer has a .ini file that controls various options and error messages that the end user may receive when using the Authorware Advanced Streamer. This .ini file is sst\prog\sst.ini. The final authorware documentation will contain a description of the options in this file, which can be edited using a standard text editor such as NotePad.
When the Authorware Advanced Streamer runs, if the LogErrors option is YES, the default, runtime errors, such as too many simultaneous users, will be logged to sst\prog\errorlog.txt. Set LogErrors to NO if you don抰 want this log file to be written. The Authorware Advanced Streamer writes small (typically less than 100K) data files to the sst\data folder. Each time you create a new piece by re-packaging it for the web, a new file will be created in the sst\data folder when that piece is run. The Authorware Advanced Streamer is accessed once when the web-packaged piece starts and once when it ends, so the load on the server should be very light per user. The name of these data files are formed by concatenating the UniqueID of each web-packaged piece with the name you supplied in the InputPredictiveURL or OutputPredictiveURL. For example, if the web-packaged map file contained the lines
opt all InputPredictiveURL=http:///scripts/sstrd.exe mypiece.aab
opt all OutputPredictiveUR=http:///scripts/sstwr.exe mypiece.aab
opt all UniqueID=12345
The data file generated on the server would be in C:\InetPub\scripts\sst\data\mypiece0000012345.aab.
Afterburner generates these UniqueIDs each time you package your piece for the web. After you re-package a piece for the web, you may manually delete the old data files from the scripts\sst\data folder on the web server that correspond to the ids of old web-packaged pieces. For external libraries the data file name is comprised of the unique id of the main piece抯 map file, followed by an underscore and the unique id from the library map file itself.KILLER Transitions Manual
OVERVIEW AND INSTALLATION
Thank you for purchasing KILLER Transitions.
KILLER Transitions allows you to add amazing special transition effects to your Director 5.x and Authorware 3.5 multimedia productions. This file contains all of the documentation you need to get started using KILLER Transitions
What is KILLER Transitions V1
KILLER Transitions contains over 50 major special transition effects which can be used in your Macromedia Director and Authorware productions to add new visual transitions to your display. Each of the KILLER Transitions effects has many powerful settings which can be used to alter the effect to create literally thousands of transition results.
KILLER Transitions is provided as a set of Xtras for Director and Authorware. Xtras are special "plug-ins" which add new functionality to your Macromedia application's capabilities. Through the Xtras provided in the KILLER Transitions package, you can add new transition effects to any multimedia production, including those that you deliver using Macromedia Shockwave technology!
KILLER Transition supports the Macintosh 68K, PowerPC and Windows 95 and NT operating systems. Windows 3.1 playback support will be provided through a free downloadable update available from our websites:
http://www.
http://www.
How To Install KILLER Transitions V1
When Director or Authorware launches, it automatically makes available Xtras that are in one of two places:
Macintosh
Location #1: The Xtras folder which is in the same location as your authoring application.
Location #2: The Macromedia:Xtras folder contained in your System folder.
Windows
Location #1: The Xtras subirectory which is in the same location as your authoring application.
Location #2: The Program Files\Common Files\Macromedia\Xtras subdirectory on Windows 95 or Windows NT
To make the KILLER Transitions Xtras available to your copy of Director or Authorware, you simply need to run the KILLER Transitions Installer contained in the root directory of this CD.
Macintosh
Double-click the application file named "KILLER Transitions Installer."
Windows
Run the program file named "SETUP.EXE."
Follow the prompts provided by the installer. You will get the option to choose a Custom installation to re-install only select portions of the KILLER Transitions product.
Running KILLER Transitions for the First Time
When you first launch Director or Authorware after installing KILLER Transitions, you will be prompted to allow KILLER Transitions to register your authoring tool with the KILLER Transitions interface. Click OK at the prompt to complete the installation process.
Please note that KILLER Transitions are now usable only with the specific copies of Director and Authorware that you are using on your system.
GETTING STARTED
How To Use KILLER Transitions V1
Once you have properly installed KILLER Transitions as described above, you can use the standard user interface of Macromedia Director or Authorware to apply them to your projects.
Using KILLER Transitions in Director
You can use the Score itself to create a new KILLER Transitions castmember. Open the Score and double-click on a cell in the Transitions channel. Director will now display the Frame Properties:Transition dialog. You will see four categories of KILLER Transitions on the left:
Category
KILLER Hybrids
KILLER Slides
KILLER Wipes
KILLER Particles
If you click on any of these category names, you will see the specific KILLER Transitions effects which are available within the selected category.
You can double-click on the Transition name in the right column and Director will automatically assign that transition effect to the Score using the default transition settings. The default settings for each of the 24 Xtras have been carefully selected to provide an exciting example of the visual effects provided by the transition algorithm.
All of the special controls for KILLER Transitions are available if you select the Transition name by clicking only once and then clicking the "Options..." button on the right side of the dialog.
Once you have selected the settings that you want (using the controls found in the Options dialog), click on the Set button to confirm your choices, then click on the OK button to create a new Killer Transition castmember with your settings applied to it.
This creates a castmember which you can now place into other locations of your Score. You can drag and drop Killer Transition castmembers from the Cast window into the transition channel of the Score window. You can also copy and paste cells in the transition channel of the Score window.
If you decide that you want to change the settings on a Killer Transition castmember, you can do so by accessing the Cast Info dialog. Select the castmember you wish to modify and then click on the Information button in the top of the Cast window. Now click on the Options... button to access the controls for that transition castmember. When you click the Set button, your changes will be recorded into the castmember.
Using KILLER Transitions in Authorware
You can apply a transition to any display, erase, interaction or framework icon.
Select the Transition command from the Attributes menu. This will display a dialog which you can use to access all of the KILLER Transitions. You will see four categories of KILLER Transitions on the left:
Category
KILLER Hybrids
KILLER Slides
KILLER Wipes
KILLER Particles
If you click on any of these category names, you will see the specific KILLER Transitions effects which are available within the selected category.
You can double-click on the Transition name in the right column and Director will automatically assign that transition effect to the Score using the default transition settings. The default settings for each of the 24 Xtras have been carefully selected to provide an exciting example of the visual effects provided by the transition algorithm.
All of the special controls for KILLER Transitions are available if you select the Transition name by clicking only once and then clicking the "Options..." button on the right side of the dialog.
If you want to see a preview of your transition applied to the current icon, click on the Apply button in the dialog.
Once you have selected the settings that you want (using the controls found in the Options dialog), click on the Set button to confirm your choices, then click on the OK button to create a new Killer Transition castmember with your settings applied to it.
This creates a castmember which you can now place into other locations of your Score. You can drag and drop Killer Transition castmembers from the Cast window into the transition channel of the Score window. You can also copy and paste cells in the transition channel of the Score window.
If you decide that you want to change the settings on a Killer Transition castmember, you can do so by accessing the Cast Info dialog. Select the castmember you wish to modify and then click on the Information button in the top of the Cast window. Now click on the Options... button to access the controls for that transition castmember. When you click the Set button, your changes will be recorded into the castmember.
More Usage Information
For more details on using transitions in Director, please refer to the section titled "Working with Transitions" in Chapter 5 of your "Using Director" manual.
For more details on using transitions in Authorware, please refer to the section titled "Transition Xtras" in Chapter 2 of your "What's New in Authorware 3.5" manual.
Shipping a Projector with KILLER Transitions Xtras
The transition Xtras can be shipped as part of a Director or Authorware multimedia project. To do this, you simply need to copy only the KILLER Transitions Xtras that you are using in your project into a special folder/subdirectory named Xtras. Then you must place this Xtras folder/subdirectory in the same place as your runtime package or projector application.
IMPORTANT NOTE: YOU MAY NOT DISTRIBUTE the KILLER Transitions interface Xtra named "KillerTransitionsHub" on Macintosh or "KILLERHB.X32" on Windows. These files are not redistributable under the licensing agreement that accompanies this software and is a copyright violation:
DETAILED DOCUMENTATION
This section documents the user interface for each of the transition effects which come with KILLER Transitions. These effects have many controls which can be used to create thousands of transition variations. Experiment using the Options dialog to preview the possibilities!
General Interface Options
Shapes Menu
The Shapes Menu is enabled for the following KILLER Transitions:
Cascade
LiquidTiles
The Shapes menu lets you select different geometic shapes to apply to the transition effect. The shape selections are:
trUp (triangle pointing up)
trDn (triangle pointing down)
trR (triangle pointing right)
trL (triangle pointing left)
rect (rectangle)
diamond
4Star (4 point star)
5Star (5 point star)
6Star (6 point star)
Preview Menu
The Preview Menu is enabled for all of the KILLER Transitions. This menu allows you to control the appearance of the images in the preview area of the dialog. The menu options include:
Loop Preview
Enabled by default. This menu command causes the transition preview to be looped continuously. If this menu command is disabled, you can view a preview by clicking on the Preview Transition button at the top center of the options dialog.
Start Picture
This menu command allows you to select the starting picture for the preview. An initial set of 10 images are provided. If you have imported any images using the Import Picture menu command (see below) they will appear in this submenu.
End Picture
This menu command allows you to select the ending picture for the preview. An initial set of 10 images are provided. If you have imported any images using the Import Picture menu command (see below) they will appear in this submenu.
Import Picture (Macintosh only)
This menu command allows you to import your own custom image for the purpose of previewing transition effect settings. You can import any valid PICT image. If the image you import is larger or smaller than the preview window, it will be scaled to fit upon its display.
Remove Picture (Macintosh only)
This menu command allows you to remove any images which you have imported using the Import Picture command.
Use Palette Color Selector (Macintosh only)
This menu command determines whether color selections with the color chips (border color, matte color, etc.) will be made using the System palette displayed by KILLER Transitions (the default setting) or your standard system color picker. Disabling this menu command will cause whatever color picker your system has active to be used when clicking on the color chip.
Using the system color picker can be very useful when specifying an RGB color and desiring exact control over the color selection.
Slider Controls
The Slider Controls provide access to much of the flexibility of the KILLER Transitions. You can drag the slider to a new position. You can type a value into the field above the slider and press ENTER or TAB to enable the new setting. You can click on the slider area and the slider will move to the new position as you hold the mouse down.
You can use the Control key to cycle many of the sliders from a percentage value to a numeric value to a locked value. Some sliders are fixed to one format of display and other do not support the locked setting.
Slider Control Settings - Percentage
When the slider displays a percentage symbol (Macintosh) or you have enabled the Percentage checkbox (Windows), you are setting the value of the slider to a relative percentage of the changing area of the element(s) that the slider controls. This is useful when you wish to keep the appearance of the transition similar across different changing areas.
Slider Control Settings - Numeric Value
When the slider displays an equal sign, you are setting the value of the slider to a number of pixels.
Slider Control Settings - Lock-Linked
When the slider display a small lock symbol, you are lock-linking the setting of the border height and border width sliders in various transition effects. Once you lock one of the sliders, its display will always be tied to the relative setting of the other slider. This can be examined best in the Inversection transition type.
Angle Control
The Angle Control allows you to specify the starting angle or direction of a KILLER Transition effect.
You can click and drag the control into a new position. You can type into the field a numeric value from 0 to 359. Some transition effects are limited to 45 or 90 degree angles and your selection may be "rounded" to the nearest allowed value.
Palette Controls
The Palette Controls allow you to specify the color of matte, wedge and border areas. You can select either indexed palette values or RGB values. RGB values provide added flexibility as they protect the color of the matte, wedge or border even if the underlying palette selection is altered. Using indexed palette values can be useful if you plan careful palette switches and desired to indirectly control the color of the matte, wedge or border through varying entries in this palette location.
You can click on the palette control with the Control key selected to activate indexed palette values. When you do this, your selection will be display as an index value on top of a color chip showing the current color stored in that palette location. Otherwise you will see "RGB" on the color chip.
Step Control
You can use the Step control the display of the transition effect one step at a time while previewing it. You can hold the Step button down to cause a continuous stepping display.
KILLER Hybrids Control Options
Bytes2
The original image is eaten alive as user definable chunks are bitten out of it to reveal the new image.
Horizontal Density
The number of bites that will be used along the horizontal axis. A value from 1 to 10.
Vertical Density
The number of bites that will be used along from left to right. A value from 1 to 10.
Tooth Density
How many teeth will appear along the edge of each bite. A value from 2 to 20.
Tooth Length
A percentage value which specifies how long each tooth is. A value from 0 to 100.
Jagged Edges
A percentage value which specifies how random the length of each tooth is. A value from 0 to 100.
Sound
Optionally have a crunching sound played with each "bite".
Fireworks
Rockets burst onto the screen with explosions of new plete with falling trail effects.
Wipe
Causes the next image to be painted onto the screen through the trails of the fireworks pieces.
Matte
Causes the next image to be preceded by a solid color graphic which is wiped onto the screen.
Matte Color
Specifies one of 256 colors to use for the matte graphic.
Border
Enables a border graphic around the moving elements of the transition.
Border Color
Specifies one of 256 colors to use for the border graphic.
Border Width
Specified the width of the border graphic (1 to 100)
Activity
Specifies the amount of action that occurs with each burst of fireworks graphics (1 to 25)
Bit Density
Specifies the size of the exploding elements (3 to 36)
Horiz Density
Specifies the density of the fireworks burst across the screen from left to right (2 to 10)
Vert Density
Specifies the density of the fireworks burst down the screen from top to bottom (2 to 10)
Sound
Optionally have a fireworks explosion sound played with each "burst".
Inversection
Rectangles expand from spaces on an invisible checkboard. The new image is revealed in the rectangles formed by the intersections of the squares.
Wipe
Causes the next image to be painted onto the screen through the trails of the intersecting rectangles.
Matte
Causes the next image to be preceded by a solid color graphic which is wiped onto the screen.
Matte Color
Specifies one of 256 colors to use for the matte graphic.
Border
Enables a border graphic around the moving elements of the transition.
Border Color
Specifies one of 256 colors to use for the border graphic.
Border Width
Specified the width of the border graphic (1 to 250)
Border Height
Specified the height of the border graphic (1 to 250)
Horiz Density
Specifies the density of the rectangles from left to right (2 to 40)
Vert Density
Specifies the density of the rectangles from top to bottom (2 to 40)
Kinetics
Highly excitable spheres appear, bounce and rebound off the walls and each other randomly leaving behind the new image.
Wipe
Causes the next image to be painted onto the screen through the trails of the balls.
Matte
Causes the next image to be preceded by a solid color graphic which is wiped onto the screen.
Matte Color
Specifies one of 256 colors to use for the matte graphic.
Border
Enables a border graphic around the moving elements of the transition.
Border Color
Specifies one of 256 colors to use for the border graphic.
Border Width
Specified the width of the border graphic (1 to 100)
Number of Balls
Specifies the number of balls that will appear (1 to 40)
Horiz Density
Specifies the density of the balls from left to right (2 to 40)
Vert Density
Specifies the density of the balls from top to bottom (2 to 40)
Converge
Specifies that the ball(s) should start the transition coming from the outside edge of the transition area to the center.
Scatter
Specifies that the ball(s) should start the transition coming from the center of the transition area.
Random
Specifies that the ball(s) should start the transition at random locations of the transition area.
LiquidFade
A smooth transition from one image to another. A user definable color can be selected to influence the crossing translucence.
Adaptive
Causes the image fade to be accomplished through an adaptive (or approximate) manipulation of the palette between the colors of the starting and ending images.
True
Causes the image fade to be accomplished through an exact manipulation of the palette between the colors of the starting and ending images.
Chroma
Enables a chroma color to be used during the transition.
Chroma Color
Specifies one of 256 colors to use for the chroma color.
Chroma Percent
Specifies what percentage of the chroma color will be reached during the transition.
Chroma Peak
Specifies at what percentage of time into the transition that the chroma percent will be reached. Use a value of 50 to cause an even amount of the time to be used to fade to and then from the chroma color.
Accuracy
Specifies the mathematical accuracy that will be used in calculating Adaptive transition images. Use 1 to specify the least accuracy (fastest) and a maximum value of 6 to specify the most accuracy (slowest).
Rain
Circular drops fall onto the stage expanding slightly as they splash on the screen washing away the image and revealing the new image underneath.
Wipe
Causes the next image to be painted onto the screen through the trails of the rain drop pieces.
Matte
Causes the next image to be preceded by a solid color graphic which is wiped onto the screen.
Matte Color
Specifies one of 256 colors to use for the matte graphic.
Border
Enables a border graphic around the moving elements of the transition.
Border Color
Specifies one of 256 colors to use for the border graphic.
Border Width
Specified the width of the border graphic (1 to 100)
Number of Drops
Specifies the number of rain drops that will appear (2 to 100)
Active Drops
Specifies the percentage of rain drops which will animate in staggers (0 to 100)
Radius
Specifies the percentage of the rain drop's potential radius that will be displayed.
Random
Specifies the randomness of the appearance of the rain drops (0 to 100).
Sound
Enables a water drop sound which occurs with the appearance of each rain drop.
KILLER Slides Control Options
Centralize
Draws an invisible line through the center of the image and then collapses the image into the line or pushes the image out from the line to the edges in both directions simultaneously.
Push In
Causes the effect to push graphics from the outside edges towards the center.
Push Out
Causes the effect to push graphics from the center to the outside edges.
Border
Enables a border graphic around the moving elements of the transition.
Border Color
Specifies one of 256 colors to use for the border graphic.
Border Width
Specified the width of the border graphic (1 to 100)
Direction
One of four degree angles which can be used for the effect.
Divize
Pushes or wipes the edges of the new image in or out simultaneously from both sides using any one of 360 angles. A great replacement for the Diagonal Wipes in Director!
Wipe
Causes the next image to be painted onto the screen in place.
Push
Causes the next image to be pushed onto the screen into its place from the edge.
In
Causes the effect to draw from the outside edges towards the center.
Out
Causes the effect to draw from the center to the outside edges.
Border
Enables a border graphic around the moving elements of the transition.
Border Color
Specifies one of 256 colors to use for the border graphic.
Border Width
Specified the width of the border graphic (1 to 100)
Direction
Any degree angle (0 to 359)
Horizlide
Wipes or pushes a user definable number of horizontal bars from the edges of the image to combine in the middle and form the next image. An extremely flexible transition tool!
Wipe
Causes the next image to be painted onto the screen in place.
Push
Causes the next image to be pushed onto the screen into its place from the edge.
Matte
Causes the next image to be preceded by a solid color graphic which is wiped onto the screen.
Matte Color
Specifies one of 256 colors to use for the matte graphic.
Border
Enables a border graphic around the moving elements of the transition.
Border Color
Specifies one of 256 colors to use for the border graphic.
Border Width
Specified the width of the border graphic (1 to 100)
Border Height
Specifies the height of each border (1 to 100)
Bar Density
Specifies how many horizontal bars will be used in the effect. A value from 2 to 40.
Bar Width
Specifies the width of each bar relative to the transition's changing area. A percentage from 0 to 100.
Jaws2
The original image is eaten alive as rows of "teeth" close on it to reveal the new image. Also includes sound effects which are synchronized to the transition.
Wipe
Causes the next image to be painted onto the screen in place.
Push
Causes the next image to be pushed onto the screen into its place from the edge.
Matte
Causes the next image to be preceded by a solid color graphic which is wiped onto the screen.
Matte Color
Specifies one of 256 colors to use for the matte graphic.
Border
Enables a border graphic around the moving elements of the transition.
Border Color
Specifies one of 256 colors to use for the border graphic.
Border Width
Specified the width of the border graphic (1 to 100)
Tooth Density
Specifies the approximate number of teeth that will be used in the effect. A value from 2 to 30.
Tooth Length
Specifies the height of each tooth relative to the transition's changing area. A percentage from 0 to 100.
Jagged Edges
A percentage value which specifies how random the length of each tooth is. A value from 0 to 100.
Sound
Optionally have a door slamming sound played with each "bite".
PuzzleBox
From a single square new panels slide out from under in four directions simultaneously or variably, up to three layers deep.
Border
Enables a border graphic around the moving elements of the transition.
Border Color
Specifies one of 256 colors to use for the border graphic.
Border Width
Specified the width of the border graphic (1 to 250)
Border Height
Specified the height of the border graphic (1 to 250)
Horiz Density
Specifies the density of the rectangles from left to right (1 to 3)
Vert Density
Specifies the density of the rectangles from top to bottom (1 to 3)
Random Velocity
Specifies the whether the boxes are animated with exact synchronization (0) or with varying degrees of random speed (1 to 100)
Rotate Clockwise
Causes the effect to animate clockwise.
Rotate Counter-clockwise
Causes the effect to animate counter-clockwise.
Vertislide
Wipes or pushes a user definable number of vertical bars from the edges of the image to combine in the middle and form the next image. A great complement to Horizlide!
Wipe
Causes the next image to be painted onto the screen in place.
Push
Causes the next image to be pushed onto the screen into its place from the edge.
Matte
Causes the next image to be preceded by a solid color graphic which is wiped onto the screen.
Matte Color
Specifies one of 256 colors to use for the matte graphic.
Border
Enables a border graphic around the moving elements of the transition.
Border Color
Specifies one of 256 colors to use for the border graphic.
Border Width
Specified the width of the border graphic (1 to 100)
Border Height
Specifies the height of each border (1 to 100)
Bar Density
Specifies how many vertical bars will be used in the effect. A value from 2 to 40.
Bar Height
Specifies the height of each bar relative to the transition's changing area. A percentage from 0 to 100.
KILLER Wipes Control Options
BladeWipe
At its most basic, it is a extremely fast clock wipe. You can also add a wedge using a custom color and width and select up to 10 blades each of which can have a wedge. You can also move the center of the effect anywhere you want.
Wipe
Causes the next image to be painted onto the screen in place.
Matte
Causes the next image to be preceded by a solid color graphic which is wiped onto the screen.
Blade Color
Specifies one of 256 colors to use for the blade wedge(s).
Wedge Size
The width of the blade wedge(s) (-359 to 360)
Blade Density
The number of blades that will appear in the animation (1 to 10)
X Origin
Specifies the relative X axis origin for the effect. A value of 0 is the center of the changing area.
Y Origin
Specifies the relative Y axis origin for the effect. A value of 0 is the center of the changing area.
Start Angle
Specified the degree angle which will be used at the start of the transition effect.
Rotate Clockwise
Causes the effect to animate clockwise.
Rotate Counter-clockwise
Causes the effect to animate counter-clockwise.
CircleWipe
A single expanding circle grows or contracts to reveal the new image at very high speeds.
Wipe In
Causes the next image to be painted onto the screen from the outside edges of the transition changing area to the center.
Wipe Out
Causes the next image to be painted onto the screen from the center of the transition changing area to the outside edges.
Border
Enables a border graphic around the moving elements of the transition.
Border Color
Specifies one of 256 colors to use for the border graphic.
Border Width
Specified the width of the border graphic (1 to 100)
Acceleration
Specifies the acceleration factor for the transition. A negative value indicates that the effect should start slowly and then speed up, a value of 0 indicates no acceleration should be used and a positive value indicates that the effect should start quickly and then slow down.
X Origin
Specifies the relative X axis origin for the effect. A value of 0 is the center of the changing area.
Y Origin
Specifies the relative Y axis origin for the effect. A value of 0 is the center of the changing area.
Coil
The new image coils out (or in) in an ever expanding (or contracting) circular wipe. You can specify how many turns it take to complete the effect and even move the center of the effect anywhere you want.
Wipe Out
Causes the next image to be painted onto the screen from the center of the transition changing area to the outside edges.
Wipe In
Causes the next image to be painted onto the screen from the outside edges of the transition changing area to the center.
Rotate Clockwise
Causes the effect to animate clockwise.
Rotate Counter-clockwise
Causes the effect to animate counter-clockwise.
Loop Density
Specifies how many loops it will take to complete the transition effect (2 to 20)
Acceleration
Specifies the acceleration factor for the transition. A negative value indicates that the effect should start slowly and then speed up, a value of 0 indicates no acceleration should be used and a positive value indicates that the effect should start quickly and then slow down.
X Origin
Specifies the relative X axis origin for the effect. A value of 0 is the center of the changing area.
Y Origin
Specifies the relative Y axis origin for the effect. A value of 0 is the center of the changing area.
Start Angle
Specified the degree angle which will be used at the start of the transition effect.
DiamondWipe
A single expanding diamond grows or contracts to reveal the new image at very high speeds.
Wipe In
Causes the next image to be painted onto the screen from the outside edges of the transition changing area to the center.
Wipe Out
Causes the next image to be painted onto the screen from the center of the transition changing area to the outside edges.
Border
Enables a border graphic around the moving elements of the transition.
Border Color
Specifies one of 256 colors to use for the border graphic.
Border Width
Specified the width of the border graphic (1 to 100)
Acceleration
Specifies the acceleration factor for the transition. A negative value indicates that the effect should start slowly and then speed up, a value of 0 indicates no acceleration should be used and a positive value indicates that the effect should start quickly and then slow down.
X Origin
Specifies the relative X axis origin for the effect. A value of 0 is the center of the changing area.
Y Origin
Specifies the relative Y axis origin for the effect. A value of 0 is the center of the changing area.
TimeTunnel
Inspired by the 1960's psychedelic spiral that still appears on x-ray glasses and blacklight posters. The new image spirals out from the center leaving a tunnel of unchanged image and then spirals back in to complete the effect. Also works in reverse.
Wipe Out
Causes the next image to be painted onto the screen from the center of the transition changing area to the outside edges.
Wipe In
Causes the next image to be painted onto the screen from the outside edges of the transition changing area to the center.
Turns
The number of turns required to complete the animation (3 to 30)
X Origin
Specifies the relative X axis origin for the effect. A value of 0 is the center of the changing area.
Y Origin
Specifies the relative Y axis origin for the effect. A value of 0 is the center of the changing area.
WipedOut
A high speed flat line wipe which can travel in any one of 360 directions. You can apply a user definable border and border color.
Border
Enables a border graphic around the moving elements of the transition.
Border Color
Specifies one of 256 colors to use for the border graphic.
Border Width
Specified the width of the border graphic (1 to 100)
Acceleration
Specifies the acceleration factor for the transition. A negative value indicates that the effect should start slowly and then speed up, a value of 0 indicates no acceleration should be used and a positive value indicates that the effect should start quickly and then slow down.
Direction
Any degree angle (0 to 359)
KILLER Particles Control Options
Assemble
New image is broken into a user definable number of rectangles (up to 2,500) and then assembles itself over the original image.
Edges In
Moves the pieces of the transition into place from the outside edges of the transition area.
Center Out
Moves the pieces of the transition into place from the center of the transition area.
Scramble
Moves the pieces of the transition into place from random areas of the transition area.
Border
Enables a border graphic around the moving elements of the transition.
Border Color
Specifies one of 256 colors to use for the border graphic.
Border Width
Specified the width of the border graphic (1 to 250)
Border Height
Specified the height of the border graphic (1 to 250)
Horiz Density
Specifies the density of the assemble rectangles from left to right (1 to 50)
Vert Density
Specifies the density of the assemble rectangles from top to bottom (1 to 50)
Cascade
A user definable shape cascades across the image in an user definable pattern. Patterns include Directed, Burst, Sync and Random.
Centered
The shapes expand from their center out.
Vertical
The shapes expand along their vertical axis.
Horizontal
The shapes expand along their horizontal axis.
Matte Color
Specifies one of 256 colors to use for the matte graphic.
Border
Enables a border graphic around the moving elements of the transition.
Border Color
Specifies one of 256 colors to use for the border graphic.
Border Width
Specified the width of the border graphic (1 to 250)
Horiz Density
Specifies the density of the cascading shapes from left to right (1 to 50)
Vert Density
Specifies the density of the cascading shapes from top to bottom (1 to 50)
Feather
Specifies the relative number of active shapes used at any one time. The higher the feather value, the more shapes will appear and the faster the transition will occur.
Band Width
Specifies the hold time for the cascading shapes.
Directed
The shapes cascade in the direction specified by the Direction control.
Burst
The shapes cascade from the center of the transition area out.
Sync
The shapes cascade in unison.
Random
The shapes cascade in a random motion.
Direction
Specified the 45 degree angle which will be used as the direction of the transition effect. Only applies to Directed cascade motion.
Clockout
Invisible ovals (up to 1,600) overlay the original image and individually clock wipe at different rates to reveal the new image.
Wipe
Causes the next image to be painted onto the screen in place.
Matte
Causes the next image to be preceded by a solid color graphic which is wiped onto the screen.
Matte Color
Specifies one of 256 colors to use for the matte graphic.
Horiz Density
Specifies the density of the cascading shapes from left to right (1 to 40)
Vert Density
Specifies the density of the cascading shapes from top to bottom (1 to 40)
Feather
Specifies the relative number of active shapes used at any one time. The higher the feather value, the more shapes will appear and the faster the transition will occur.
Directed
The shapes cascade in the direction specified by the Direction control.
Burst
The shapes cascade from the center of the transition area out.
Sync
The shapes cascade in unison.
Random
The shapes cascade in a random motion.
Direction
Specified the 45 degree angle which will be used as the direction of the transition effect. Only applies to Directed motion.
LiquidTiles
Tiles cascades across the original image wiping at varying rates to reveal the new image.
Centered
The shapes expand from their center out.
Vertical
The shapes expand along their vertical axis.
Horizontal
The shapes expand along their horizontal axis.
Border
Enables a border graphic around the moving elements of the transition.
Border Color
Specifies one of 256 colors to use for the border graphic.
Border Width
Specified the width of the border graphic (1 to 250)
Horiz Density
Specifies the density of the cascading shapes from left to right (1 to 50)
Vert Density
Specifies the density of the cascading shapes from top to bottom (1 to 50)
Feather
Specifies the relative number of active shapes used at any one time. The higher the feather value, the more shapes will appear and the faster the transition will occur.
Directed
The shapes cascade in the direction specified by the Direction control.
Burst
The shapes cascade from the center of the transition area out.
Sync
The shapes cascade in unison.
Random
The shapes cascade in a random motion.
Direction
Specified the 45 degree angle which will be used as the direction of the transition effect. Only applies to Directed cascade motion.
SelfDestruct
The image breaks into up to 175 pieces, for an instant showing the new image through the cracks, as the pieces either fall away, disappear or explode out at the viewer and then arch down with simulated gravity.
Drop
Causes the pieces to drop from their initial display location straight down and off the screen.
Explode
Causes the pieces to animate in an exploding arc from their initial display location to an offscreen location.
Disappear
Causes the pieces to simply disappear from their initial display location.
Border
Enables a border graphic around the moving elements of the transition.
Border Color
Specifies one of 256 colors to use for the border graphic.
Border Width
Specified the width of the border graphic (1 to 250)
Pieces
Specifies the number of pieces that the image breaks up into (2 to 175)
Crack Size
Specifies the space removed between the pieces (1 to 50)
Random
Specifies the randomness of the shape of the pieces from 0 (simple rectangle) to 100 (very jagged piece)
Force
Specifies the simulated force of the impact on the "breaking" image. This will impact the speed of the motion of the pieces, particularly when using the Explode option. (16 to 99)
Start Sound
Enables the sound of an explosion which occurs at the beginning of the transition effect.
Recurring Sound
Enables echoing explosion sounds which occur as pieces of the images fall offscreen.
Shattered
The image shatters into up to 40 pieces in a spider web impact pattern, for an instant showing the new image through the cracks, as the pieces either fall away, disappear or explode out at the viewer and then arch down with simulated gravity.
Drop
Causes the pieces to drop from their initial display location straight down and off the screen.
Explode
Causes the pieces to animate in an exploding arc from their initial display location to an offscreen location.
Disappear
Causes the pieces to simply disappear from their initial display location.
Border
Enables a border graphic around the moving elements of the transition.
Border Color
Specifies one of 256 colors to use for the border graphic.
Border Width
Specified the width of the border graphic (1 to 250)
Pieces
Specifies the number of pieces that the image breaks up into (8 to 40)
Crack Size
Specifies the space removed between the pieces (1 to 50)
Hole Size
Specifies the size of the hole that appears in the middle of the image from 0 (no hole) to 100 (very large hole)
Force
Specifies the simulated force of the impact on the "breaking" image. This will impact the speed of the motion of the pieces, particularly when using the Explode option. (16 to 99)
Start Sound
Enables the sound of breaking glass which occurs at the beginning of the transition effect.
Recurring Sound
Enables smashing glass sounds which occur as pieces of the images fall offscreen.
USING KILLER TRANSITIONS WITH LINGO
KILLER Transitions supports the full use of Director's Lingo language to access Killer Transition castmembers. You can both get and set numerous properties for each transition castmember. Below is a cross-reference chart describing each transition castmember type and the specific properties supported by it.
the type of member
This property returns a unique value for each Xtra instance type. Here is a complete list of the possible symbols:
-- #SharkByte_Assemble
-- #SharkByte_BladeWipe
-- #SharkByte_Bytes2
-- #SharkByte_Cascade
-- #SharkByte_Centralize
-- #SharkByte_CircleWipe
-- #SharkByte_ClockOut
-- #SharkByte_Coil
-- #SharkByte_DiamondWipe
-- #SharkByte_Divize
-- #SharkByte_Fireworks
-- #SharkByte_Horizlide
-- #SharkByte_Inversection
-- #SharkByte_Jaws2
-- #SharkByte_Kinetics
-- #SharkByte_LiquidFade
-- #SharkByte_LiquidTiles
-- #SharkByte_PuzzleBox
-- #SharkByte_Rain
-- #SharkByte_SelfDestruct
-- #SharkByte_Shattered
-- #SharkByte_TimeTunnel
-- #SharkByte_Vertislide
-- #SharkByte_WipedOut
You can use this property to dynamically create new KILLER Transitions castmembers using the Lingo command "new." For example:
new(#SharkByte_Shattered, member 100 of castLib "Transitions")
would create a new Shattered effect castmember in the specified location.
Custom Member Properties
Each KILLER Transitions Xtra has built in help information about the unique properties it supports. You can use these properties to create extremely custom and flexible interfaces which display variations of the general theme of a specific Xtra. For your reference, here is a list of the transition Xtras help information. You can obtain this by typing:
put the help of member x
in the Message window (where member x is a KILLER Transition castmember.)
Tip: If you want to know the type of Xtra that a specific castmember represents, you can use this Lingo code:
put word 3 of the help of member x
You can get a list of all of the custom properties for a specific transition castmember by using:
put the propertyNames of member x
You can get a list of the current values for a specific transition castmember by using:
put the propertyValues of member x
You can learn more about the specific values you can assign to the properties supported by a specific transition castmember by using:
put the arguments of member x
There are many properties provided by KILLER Transition castmembers. These are discussed in more detail below.
The help of member for KILLER Transitions (alphabetically)
Assemble
Help for Assemble properties:
help (read only) returns this string.
arguments (read only) returns the values each property can take.
propertyNames (read only) returns the names of each property you can set.
propertyValues (read only) returns the values of each of the properties.
myData store any integer you want here.
mode Initial placement of unassembled pieces
sound Not applicable
border Option to show border around unassembled pieces
C borderColor Color value of the border area
L borderWidth Horizantal value of area to show border color
L borderHeight Vertical value of area to show border color
densityH Number of horizontal tiles to assemble the changing area from
densityV Number of vertical tiles to assemble the changing area from
Properties marked with 'L' can switch between 'value', 'percent', and 'linked' modes.
Properties marked with 'C' can switch between 'index' and 'rgb' color mode.
(Changing the color mode changes the value to 0.)
You change or set the mode of property xxxx by accessing the corresponding xxxxMode property.
BladeWipe
Help for BladeWipe properties:
help (read only) returns this string.
arguments (read only) returns the values each property can take.
propertyNames (read only) returns the names of each property you can set.
propertyValues (read only) returns the values of each of the properties.
myData store any integer you want here.
mode Option to add a matte color wedge
sound Not applicable
border Not applicable
direction Radial direction of the wipe
C wedgeColor Color value of the wedge area
startAngle Initial angle value at which effect will begin
bladeDensity Number of blades distrubuted evenly around the center
% wedgeSize The size of the wedge
% xOrigin Horizontal offset value from center of the effect to center of the screen
% yOrigin Vertical offset value from center of the effect to center of the screen
Properties marked with '%' can switch between 'value' and 'percent' mode.
Properties marked with 'C' can switch between 'index' and 'rgb' color mode.
(Changing the color mode changes the value to 0.)
You change or set the mode of property xxxx by accessing the corresponding xxxxMode property.
Bytes2
Help for Bytes2 properties:
help (read only) returns this string.
arguments (read only) returns the values each property can take.
propertyNames (read only) returns the names of each property you can set.
propertyValues (read only) returns the values of each of the properties.
myData store any integer you want here.
mode Not applicable
sound Option to sync sounds with specific effect events
border Not applicable
densityH Number of horizontal bytes to eat away the changing area
densityV Number of vertical bytes to eat away the changing area
toothDensity Number of teeth on each byte
% toothLength Length of teeth on each byte
% jaggedness Introduces randomness in tooth size and shape
Properties marked with '%' can switch between 'value' and 'percent' mode.
You change or set the mode of property xxxx by accessing the corresponding xxxxMode property.
Cascade
Help for Cascade properties:
help (read only) returns this string.
arguments (read only) returns the values each property can take.
propertyNames (read only) returns the names of each property you can set.
propertyValues (read only) returns the values of each of the properties.
myData store any integer you want here.
mode Not applicable
sound Not applicable
border Option to show border around each tile
C borderColor Color value of the border area
L borderWidth Total value of area to show border color
C matteColor Color value of the border color
densityH Number of horizontal tiles to roll the changing area
densityV Number of vertical tiles to roll the changing area
direction Style option determining the pattern used to cascade the tiles
feather Determines the level of variation in the rolling effect
bandWidth Approximate thickness value of the effect
inverted Not applicable
style The direction of the wipe each tile uses to simulate rolling
angle Angle value used for DIRECTED style
shapeIndex Option to change shape value of all tiles
Properties marked with 'L' can switch between 'value', 'percent', and 'linked' modes.
Properties marked with 'C' can switch between 'index' and 'rgb' color mode.
(Changing the color mode changes the value to 0.)
You change or set the mode of property xxxx by accessing the corresponding xxxxMode property.
Centralize
Help for Centralize properties:
help (read only) returns this string.
arguments (read only) returns the values each property can take.
propertyNames (read only) returns the names of each property you can set.
propertyValues (read only) returns the values of each of the properties.
myData store any integer you want here.
mode Option to push two pieces from center out or edges into center
sound Not applicable
border Option to show border around pieces
C borderColor Color value of the border area
% borderWidth Total value of area to show border color
angle Angle value for the line that is the center of the effect
acceleration Relative increase or decrease in each step's size
Properties marked with '%' can switch between 'value' and 'percent' mode.
Properties marked with 'C' can switch between 'index' and 'rgb' color mode.
(Changing the color mode changes the value to 0.)
You change or set the mode of property xxxx by accessing the corresponding xxxxMode property.
CircleWipe
Help for CircleWipe properties:
help (read only) returns this string.
arguments (read only) returns the values each property can take.
propertyNames (read only) returns the names of each property you can set.
propertyValues (read only) returns the values of each of the properties.
myData store any integer you want here.
mode Option to wipe circle out or in
sound Not applicable
border Option to show border around the circle
C borderColor Color value of the border area
L borderWidth Total value of area to show border color
C matteColor Not applicable
% xOrigin Horizontal offset value from center of the effect to center of the screen
% yOrigin Vertical offset value from center of the effect to center of the screen
acceleration Relative increase or decrease in each step's size
L resolution Not applicable
Properties marked with '%' can switch between 'value' and 'percent' mode.
Properties marked with 'L' can switch between 'value', 'percent', and 'linked' modes.
Properties marked with 'C' can switch between 'index' and 'rgb' color mode.
(Changing the color mode changes the value to 0.)
You change or set the mode of property xxxx by accessing the corresponding xxxxMode property.
ClockOut
Help for ClockOut properties:
help (read only) returns this string.
arguments (read only) returns the values each property can take.
propertyNames (read only) returns the names of each property you can set.
propertyValues (read only) returns the values of each of the properties.
myData store any integer you want here.
mode Option to add a matte color wedge
sound Not applicable
border Not applicable
C wedgeColor Color value of the wedge area
L wedgeSize The size of the wedge(s)
densityH Number of horizontal circles to cover the changing area
densityV Number of vertical circles to cover the changing area
directed Angle value used for DIRECTED style
feather Not applicable
rotation Not applicable
expansion Not applicable
direction
shapeIndex Not applicable
Properties marked with 'L' can switch between 'value', 'percent', and 'linked' modes.
Properties marked with 'C' can switch between 'index' and 'rgb' color mode.
(Changing the color mode changes the value to 0.)
You change or set the mode of property xxxx by accessing the corresponding xxxxMode property.
Coil
Help for Coil properties:
help (read only) returns this string.
arguments (read only) returns the values each property can take.
propertyNames (read only) returns the names of each property you can set.
propertyValues (read only) returns the values of each of the properties.
myData store any integer you want here.
mode Option to expand effect from center out or edges in
sound Not applicable
border Not applicable
direction Radial direction of the wipe
startAngle Initial angle value at which effect will begin
loopDensity Number of full circles around the center to complete effect
acceleration Relative increase or decrease in each step's size
% xOrigin Horizontal offset value from center of the effect to center of the screen
% yOrigin Vertical offset value from center of the effect to center of the screen
Properties marked with '%' can switch between 'value' and 'percent' mode.
You change or set the mode of property xxxx by accessing the corresponding xxxxMode property.
DiamondWipe
Help for DiamondWipe properties:
help (read only) returns this string.
arguments (read only) returns the values each property can take.
propertyNames (read only) returns the names of each property you can set.
propertyValues (read only) returns the values of each of the properties.
myData store any integer you want here.
mode Option to wipe diamond out or in
sound Not applicable
border Option to show border around the diamond
C borderColor Color value of the border area
L borderWidth Total value of area to show border color
C matteColor Not applicable
% xOrigin Horizontal offset value from center of the effect to center of the screen
% yOrigin Vertical offset value from center of the effect to center of the screen
acceleration Relative increase or decrease in each step's size
L resolution Not applicable
Properties marked with '%' can switch between 'value' and 'percent' mode.
Properties marked with 'L' can switch between 'value', 'percent', and 'linked' modes.
Properties marked with 'C' can switch between 'index' and 'rgb' color mode.
(Changing the color mode changes the value to 0.)
You change or set the mode of property xxxx by accessing the corresponding xxxxMode property.
Divize
Help for Divize properties:
help (read only) returns this string.
arguments (read only) returns the values each property can take.
propertyNames (read only) returns the names of each property you can set.
propertyValues (read only) returns the values of each of the properties.
myData store any integer you want here.
mode Option to push two pieces from center out or edges into center
sound Not applicable
border Option to show border around pieces
C borderColor Color value of the border area
% borderWidth Total value of area to show border color
style Option to direct effect out from center or in from edges
angle Angle value for the line that is the center of the effect
acceleration Not applicable
Properties marked with '%' can switch between 'value' and 'percent' mode.
Properties marked with 'C' can switch between 'index' and 'rgb' color mode.
(Changing the color mode changes the value to 0.)
You change or set the mode of property xxxx by accessing the corresponding xxxxMode property.
Fireworks
Help for Fireworks properties:
help (read only) returns this string.
arguments (read only) returns the values each property can take.
propertyNames (read only) returns the names of each property you can set.
propertyValues (read only) returns the values of each of the properties.
myData store any integer you want here.
mode
sound
recurSound
endSound Not Applicable
border
C borderColor
% borderWidth
C matteColor
rocketDensity
bitDensity
ballResource
densityH
densityV
Properties marked with '%' can switch between 'value' and 'percent' mode.
Properties marked with 'C' can switch between 'index' and 'rgb' color mode.
(Changing the color mode changes the value to 0.)
You change or set the mode of property xxxx by accessing the corresponding xxxxMode property.
Horizlide
Help for Horizlide properties:
help (read only) returns this string.
arguments (read only) returns the values each property can take.
propertyNames (read only) returns the names of each property you can set.
propertyValues (read only) returns the values of each of the properties.
myData store any integer you want here.
mode Option to wipe to new image, intermediate color, or push section of new image
sound Not applicable
border Option to show border around pieces
C borderColor Color value of the border area
L borderWidth Horizantal value of area to show border color
L borderHeight Vertical value of area to show border color
C matteColor Color value of the intermediate matte color area
barDensity Number of horizontal bars to use
% barWidth Horizontal measure of bars (visible with matte, push or border)
acceleration Relative increase or decrease in each step's size
Properties marked with '%' can switch between 'value' and 'percent' mode.
Properties marked with 'L' can switch between 'value', 'percent', and 'linked' modes.
Properties marked with 'C' can switch between 'index' and 'rgb' color mode.
(Changing the color mode changes the value to 0.)
You change or set the mode of property xxxx by accessing the corresponding xxxxMode property.
Inversection
Help for Inversection properties:
help (read only) returns this string.
arguments (read only) returns the values each property can take.
propertyNames (read only) returns the names of each property you can set.
propertyValues (read only) returns the values of each of the properties.
myData store any integer you want here.
mode Option to wipe to intermediate color or directly to new image
sound Not applicable
border Option to show border around expanding rects (recommended)
C borderColor Color value of the border area
L borderWidth Horizantal value of area to show border color
L borderHeight Vertical value of area to show border color
C matteColor Inbetween color value to wipe to
densityH Number of horizontal rects to intersect the changing area from
densityV Number of vertical rects to intersect the changing area from
Properties marked with 'L' can switch between 'value', 'percent', and 'linked' modes.
Properties marked with 'C' can switch between 'index' and 'rgb' color mode.
(Changing the color mode changes the value to 0.)
You change or set the mode of property xxxx by accessing the corresponding xxxxMode property.
Jaws2
Help for Jaws2 properties:
help (read only) returns this string.
arguments (read only) returns the values each property can take.
propertyNames (read only) returns the names of each property you can set.
propertyValues (read only) returns the values of each of the properties.
myData store any integer you want here.
mode Option to wipe to new image, intermediate color, or push section of new image
sound Enable sound option
border Option to show border around teeth
startSound Option to sync sound with effect start
endSound Option to sync sound with jaws close
C borderColor Color value of the border area
L borderHeight Vertical value of area to show border color
% borderWidth Horizantal value of area to show border color
C matteColor Color value of the intermediate matte color area
toothDensity Option detemining number of teeth per jaw
% toothLength option determining length of teeth
% jaggedness Introduces randomness in tooth size and shape
freezeTime
acceleration Relative increase or decrease in each step's size
Properties marked with '%' can switch between 'value' and 'percent' mode.
Properties marked with 'L' can switch between 'value', 'percent', and 'linked' modes.
Properties marked with 'C' can switch between 'index' and 'rgb' color mode.
(Changing the color mode changes the value to 0.)
You change or set the mode of property xxxx by accessing the corresponding xxxxMode property.
Kinetics
Help for Kinetics properties:
help (read only) returns this string.
arguments (read only) returns the values each property can take.
propertyNames (read only) returns the names of each property you can set.
propertyValues (read only) returns the values of each of the properties.
myData store any integer you want here.
mode Option to use invisible of colored balls
sound Option to sync sounds with specific effect events
border Option to show border around balls
C borderColor Color value of the border area
% borderWidth Total value of area to show border color
C matteColor Color value of balls
numBalls Number of balls used
ballResource
densityH Number of horizontal verticies of the ball's follow
densityV Number of vertical verticies of the ball's follow
style Describes the initial position of the balls
Properties marked with '%' can switch between 'value' and 'percent' mode.
Properties marked with 'C' can switch between 'index' and 'rgb' color mode.
(Changing the color mode changes the value to 0.)
You change or set the mode of property xxxx by accessing the corresponding xxxxMode property.
LiquidFade
Help for LiquidFade properties:
help (read only) returns this string.
arguments (read only) returns the values each property can take.
propertyNames (read only) returns the names of each property you can set.
propertyValues (read only) returns the values of each of the properties.
myData store any integer you want here.
mode Option determining the accuracy of the calculation used to fade images
sound Not applicable
border Not applicable
chroma Option to tint the intermediate fade towards a particular matte color
C chromaColor Color value used for chroma tinting the fade
chromaPercent Maximum peak value of chroma color
chromaPeak Point in the set duration of the effect that the chroma reaches maximum
accuracy Integer indicating the number of colors to store as a match for an RGB value
Properties marked with 'C' can switch between 'index' and 'rgb' color mode.
(Changing the color mode changes the value to 0.)
You change or set the mode of property xxxx by accessing the corresponding xxxxMode property.
LiquidTiles
Help for LiquidTiles properties:
help (read only) returns this string.
arguments (read only) returns the values each property can take.
propertyNames (read only) returns the names of each property you can set.
propertyValues (read only) returns the values of each of the properties.
myData store any integer you want here.
mode Option to roll to intermediate color or directly to new image
sound Not applicable
border Option to show border around each tile
C borderColor Color value of the border area
L borderWidth Total value of area to show border color
C matteColor Inbetween color value of the tiles
densityH Number of horizontal tiles to roll the changing area
densityV Number of vertical tiles to roll the changing area
directed Style option determining the pattern used to cascade the tiles
feather Determines the level of variation in the rolling effect
inverted Not applicable
style The direction of the wipe each tile uses to simulate rolling
direction Angle value used for DIRECTED style
shapeIndex Option to change shape value of all tiles
Properties marked with 'L' can switch between 'value', 'percent', and 'linked' modes.
Properties marked with 'C' can switch between 'index' and 'rgb' color mode.
(Changing the color mode changes the value to 0.)
You change or set the mode of property xxxx by accessing the corresponding xxxxMode property.
PuzzleBox
Help for PuzzleBox properties:
help (read only) returns this string.
arguments (read only) returns the values each property can take.
propertyNames (read only) returns the names of each property you can set.
propertyValues (read only) returns the values of each of the properties.
myData store any integer you want here.
mode Not applicable
sound Not applicable
border Option to show border around tiles
C borderColor Color value of the border area
L borderWidth Horizantal value of area to show border color
L borderHeight Vertical value of area to show border color
horizDensity Number of horizontal tiles to assemble the changing area from
vertDensity Number of vertical tiles to assemble the changing area from
randomVel Introduce randomness to velocity of each tile
Properties marked with 'L' can switch between 'value', 'percent', and 'linked' modes.
Properties marked with 'C' can switch between 'index' and 'rgb' color mode.
(Changing the color mode changes the value to 0.)
You change or set the mode of property xxxx by accessing the corresponding xxxxMode property.
Rain
Help for Rain properties:
help (read only) returns this string.
arguments (read only) returns the values each property can take.
propertyNames (read only) returns the names of each property you can set.
propertyValues (read only) returns the values of each of the properties.
myData store any integer you want here.
mode Option to wipe to intermediate color or directly to new image
sound Option to sync sounds with specific effect events
border Option to show border around expanding drops
C borderColor Color value of the border area
% borderWidth Total value of area to show border color
C matteColor Inbetween color value to wipe to
numDrops Number of drops to complete effect
numActiveDrops Number of drops expanding simultaneously
maxRadius Maximum distance drops can expand
randomness Introduces randomness to the size of the drops
Properties marked with '%' can switch between 'value' and 'percent' mode.
Properties marked with 'C' can switch between 'index' and 'rgb' color mode.
(Changing the color mode changes the value to 0.)
You change or set the mode of property xxxx by accessing the corresponding xxxxMode property.
SelfDestruct
Help for SelfDestruct properties:
help (read only) returns this string.
arguments (read only) returns the values each property can take.
propertyNames (read only) returns the names of each property you can set.
propertyValues (read only) returns the values of each of the properties.
myData store any integer you want here.
mode Option determining how broken pieces of start image are disposed of
sound Enable sound option
startSound Option to sync sound with effect start
recurSound Option to sync sound with disposal of each piece of start image
endSound Not applicable
border Option to show border around each piece
C borderColor Color value of the border area
% borderWidth Total value of area to show border color
numPieces Number of pieces to break start image into
% crackSize Initial distance between pieces
randomness Introduces randomness to the shape of the pieces
gravity Value of force pulling pieces down on drop or explode
force Value of force pushing pieces out on explode
Properties marked with '%' can switch between 'value' and 'percent' mode.
Properties marked with 'C' can switch between 'index' and 'rgb' color mode.
(Changing the color mode changes the value to 0.)
You change or set the mode of property xxxx by accessing the corresponding xxxxMode property.
Shattered
Help for Shattered properties:
help (read only) returns this string.
arguments (read only) returns the values each propertyXtrAgent Trial Version 2.0
--------------------------
Developed by Tomer Berda, DirectXtras Inc.
Copyright 1998-99.
Last updated: 10 May 1999.
This is a trial version of XtrAgent. You can use it to see if it
provides you with the features you are looking for.
The trial version does not operate under projectors, packages
and Shockwave. In addition, the 'File' member/icon property
and the ability to create new XtrAgent members/icons on the fly
are not available in this trial version.
You have to license the Xtra to obtain the disabled features,
run-time capability, and the license to use and freely distribute
XtrAgent along with your applications.
Product Information
-------------------
XtrAgent is an Asset Xtra which enables the use of Microsoft's revolutionary
"Agent" technology in Director, Authorware and Shockwave applications, that
provides a foundation for more natural ways for people to communicate with
their computers.
XtrAgent adds a new type of member to your cast - Agent.
Agent is an interactive animated character that can be drawn on top
of all other sprites and windows and even outside of the stage area.
It can speak, via a text-to-speech engine or recorded audio, and accept
spoken voice commands.
Agents can be used as guides, coaches, entertainers, or other types of
assistants or specialists.
Using XtrAgent, developers can utilize Text-To-Speech & Speech Recognition
engines and freely distribute them with their applications!
In addition, XtrAgent provides powerful animation capability and interactivity,
with support for high-quality lip-synching at an incredible ease of development.
It comes with ready-to-use characters and also support custom characters that
developers can create using the Microsoft Agent character editor.
XtrAgent is available for Windows 9X & NT. It is possible to use it along with
the MacOS version of Xpress Xtra to have a cross-platform Text-To-Speech solution.
System requirements
-------------------
- Microsoft Windows 95, Windows 98, Windows NT 4.0 (x86) or later
- Internet Explorer version 3.02 or later
- Personal computer with a Pentium 100 MHz or higher processor
- At least 16 MB of memory
- Microsoft Agent core components 2.0 or later
- Hard-disk space for core components: 1 MB
- Text-To-Speech and Speech recognition engines (recommended)
- Windows compatible sound card (recommended)
- Compatible speakers and microphone (recommended)
- Microsoft Mouse or compatible pointing device (recommended)
- Hard-disk space for optional components:
Lernout & Hauspie TruVoice Text-to-Speech engine for speech output: 1.6 MB
Microsoft Speech Recognition Engine for speech input: 22 MB
Characters installed locally: 2-4 MB per character
Explanation of licensing-availability:
--------------------------------------
XtrAgent is a commercial product.
You can license it from http://www. for
$399 per developer, one-time licensing fee.
Along with the Xtra, you will receive full documentation, sample
codes and direct support by e-mail.
The licensed product includes a runtime version of the Xtra
that can be freely distributed along with your applications.
Auto-downloadable Shockwave safe version can be licensed seperately.
History
-------
May 10, 1999;
Version 2.0 released.
- The Xtra is now compatible with Authorware and Shockwave.
- Auto-downloadable Director Shockwave safe version is available.
- New Sprite functions: Think, Listen, Activate, ShowPopupMenu, GestureAt, Interrupt
- New Member/Icon properties: PopupMenu, TTSModeID, SRModeID, SRStatus
- New Member/Icon functions: ShowDefaultCharacterProperties
- New Events: VisibleState, ActivateInputState, Move, ActiveClientChange,
DefaultCharacterChange, ListeningState
- The new version requires Microsoft Agent core components 2.0 or later.
- Creating a new Member/Icon without specifying a filename loads the default
character (if available). If XtrAgent cannot find a linked character file using
Director/Authorware standard filename resolution algorithm, it searches the
Agent's characters directory for it.
See the File Member/Icon property for more info and changes.
- StopAll() can now stop only Show requests.
- SREngine Member/Icon property was removed. Use SRModeID instead.
- 'Suspended' Member/Icon property was removed. Microsoft Agent 2.0 or later
cannot be in a suspended mode anymore.
- Restart and ShutDown events were removed, Microsoft Agent 2.0 or later
cannot be shutdown or restarted anymore.
- Multiple cast Members/Icons for the same character are supported for Authoring
convenience purposes, though you still can't display the same character more
than once on the screen.
April 18, 1999;
Version 1.0.1 released.
- VisibleState event was added.
- Fixed crash that sometimes occured with Microsoft Agent 2.0 under Director 7,
when you quit the application with visible Agent character(s) that has some
uncompleted requests.
- Fixed some other minor issues related to Microsoft Agent 2.0 and Director 7.
June 1, 1998;
Version 1.0 released.
- XtrAgent built-in error messages replaced with error codes that can be handled
from lingo. See the sample movie for code that checks whether the character files
were loaded properly, if there is a compatible speech recognition engine
installed, and whether Microsoft Agent is installed and working properly.
- Speech output tags and animations for Genie, Robby and Merlin are now documented.
- New XtrAgent Member/Icon Properties: SREngine, SRHotKey
- New XtrAgent Sprite Event: Bookmark
- New XtrAgent Sprite Function : Stop
Bugs found & fixed:
- ExtraData property returned the Description property and was corrected.
May 18, 1998;
- Version 1.0 beta/preview released.
DirectXtras Inc.
P.O Box 423417 San Francisco, CA 94142-3417
Voice: +1-415-505-8249, Fax: +1-650-9384633
E-mail General information: info@
E-mail Technical Support: supp@
-----------------------------------------------------------------------------
Please send comments, suggestions and bug reports to :
supp@
Further information on Microsoft Agent technology can be found at
http://msdn./workshop/imedia/agent/default.asp and in
the XtrAgent HomePage located at http://www./
Xtra is a trademark of Macromedia, Inc.Authorware Application Accessibility Kit
========================================
Version 1.30
Author: Ron Lubensky, Click Craft Pty Limited (ronl@)
July, 2002
Installation instructions
=========================================
1. The Authorware installer places files as indicated in the list below.
2. If you run the JAWS screen reader, copy the file "Authorware 6.JSS" into the
JAWS program files Settings folder. Start JAWS, open this script file with the
Script Manager and immediately resave it (it will be automatically compiled
into binary form) for use with Authorware. This file is necessary to get
JAWS keystrokes into Authorware. Note that the JFWAPI.DLL file is also necessary
to get text-to-speech from Authorware out to JAWS. This script has been
tested with JAWS 3.7 and JAWS 4.0.
3. Run the Accessibility Kit Tutorial in authoring mode with Authorware 6.5.
It contains information about how to set up text-to-speech.
4. If you don't have JAWS or Window-Eyes running and you don't hear text-to-speech
happening, you should install SAPI 4.0a or SAPI 5.1. Go to
http://www./speech for more information.
5. Macintosh users: Information is provided in the Accessibility Tutorial about
authoring for Macintosh. Author under windows using the SpeechText.U32. Package the
application without runtime and port to the Mac. Use the Authorware Packager to
create a Mac runtime file. Copy the file SpeechText.HQX to the Mac, unstuff the file
SpeechText.XCMD and place it in the program folder. It contains the SpeechText XFCN
for text-to-speech.
If you wish to use the more powerful cross-platform DirectTTS for text-to-speech
you need to obtain a runtime version of it from http://www.
File List
=============
In an Accessibility Kit folder (under Authorware 6.5 program files folder):
Read Me.txt -- this file
Accessibility Kit Tutorial.a6p -- demonstration application
Accessibility Kit Keyboard.rtf -- keyboard commands for the Accessibility Kit
JFWAPI.dll -- support file for text-to-speech via JAWS
GWEyes.u32 -- support file for text-to-speech via GWMicro Window-Eyes
SpeechText.u32 -- Macintosh speech shadow DLL for authoring under Windows
In the Authorware 6.5\Commands\Accessibility folder:
Accessibility Kit.a6r -- command/wizard to launch new file or tutorial
Edit Hotkeys.a6r -- Edit Hotkeys Command
In the Authorware 6.5\Knowledge Objects\Accessibility folder:
Accessible Application Framework Model.a6d -- A6W model of Application Framework
Accessible Windows Controls Model.a6d -- A6W model for accessible WinCtrls
Screen Accessibility.a6d, .a6r -- Screen Accessibility KO
Feedback Accessibility.a6d, .a6r -- Feedback Accessibility KO
TalkText V3.a6d, .a6r -- TalkText Knowledge Object Version 3.0
In the Authorware 6.5\Knowledge Objects\New File folder:
Accessibility Kit.a6d -- A6W model that launches command/wizard above
In the Authorware 6.5 folder:
ISXTTSLib.ocx -- support file for TalkText KO (SAPI 5.1 via SpeechX)
ISXMS5IN.dll -- support file for TalkText KO (SAPI 5.1 via SpeechX)
In the Accessibility Kit\JAWS folder:
JFWAPI.txt -- information about JFWAPI.dll--for information only
Authorware 6.JSS -- script file for JAWS; install and compile in JAWS\Settings folder
SpeechPlugin folder contains demonstration of using this TTS product for a
web-packaged course. See the ReadMe.txt file there for more information.
For Macintosh support:
SpeechText.hqx -- contains SpeechText.xcmd to be installed on Mac
SpeakText Commands.txt -- shows how to use SpeakText XFCNJFW API Library
JFWAPI.DLL contains functions that a 32-bit Windows application
can use to control JAWS for Windows, version 3.0 and later.
Note that the DLL file can be dynamically loaded.
The available functions are described below.
NAME
JFWSayString
PURPOSE
Instructs JFW to speak a string of text.
USAGE
BOOL WINAPI JFWSayString(LPCTSTR lpszStrinToSpeak,BOOL
bInterrupt);
PARAMETERS
lpszStrinToSpeak
the text to be spoken
bInterrupt
whether or not to discard any text already being spoken at the
time this function is called. If this parameter is TRUE, any
text currently being spoken will be discarded.
RETURNS
TRUE
if JFW is running and if the text was scheduled to be spoken.
FALSE
if the text was not scheduled to be spoken.
REMARKS
This function will return before the text has finished speaking
NAME
JFWStopSpeech
PURPOSE
Instructs JFW to stop speaking immediately
USAGE
BOOL WINAPI JFWStopSpeech();
RETURNS
TRUE
if JFW is running and if the speech was stopped.
FALSE
JFW is not running.
NAME
JFWRunScript
PURPOSE
Instructs JFW to run script.
USAGE
BOOL WINAPI JFWRunScript(LPCTSTR lpszScriptName);
PARAMETERS
lpszScriptName
the name of the JFW script to be run.
RETURNS
TRUE
if JFW is running and if the script was scheduled to be
executed.
FALSE
if the scriptwas not scheduled to be executed.
REMARKS
a return value of TRUE only indicates that a script execution
has been scheduled, not that the script has been run. When JFW
tries to execute a script by that name, it first searches for
the script in the application script file and then in the
default JFW script file. If no such script exists, ann error
message will be spoken.
This function requires JFW version 3.20.19 or later.directtransition3d破解版
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