These events are associated with the computer's mouse;
There are three main categories of mouse events; they determine the
scope of your event:
Relates to the entire presentation. Relates
only to the current scene. Relates
only to the selected actor.
When a mouse event is selected you will notice a new pull down menu
is visible. This allows you to specify exactly which mouse capability
you wish to be used. Liquid Media can detect eleven different things
you can do with your mouse.
Left Down: when the Left mouse button is pressed.
Right Down: when the right mouse button is pressed.
Middle Down: when the Middle mouse button is pressed.
Left Up: when the Left mouse button is released
Right Up: when the right mouse button is released
Middle Up: When the middle mouse button is released
Wheel Down: When the mouse wheel turns towards you
Wheel Up: When the mouse wheel turns away from you
Enter: Every time the mouse pointer moves onto a presentation,
scene or actor.
Exit: Every time the mouse pointer leaves the region of the
presentation, scene or actor.
Move: Every time the mouse pointer moves, while it is over
a presentation, scene or actor.
These events are started when you press a key, each key on the keyboard
can be assigned its own actions. There are three main categories of
key events:
Actions placed on this event relate to the entire presentation. So
for example if you might wanted the 'enter' key to move to the next
scene, defining this action under the presentation:key would make
it effect the whole presentation, so you wont have to re-create the
action for every scene. However, this option will only allow you to
change the presentation environment (such as variables, triggers,
scene navigation), actors cannot be affected.
Actions
that you set up under this option relate only to the current scene.
This would be useful for customizing each scene. An example would
be having an effect placed on the background image when the space
bar key is pressed, using scene:key would allow you to have a different
effect for each scene.
Each key
on your keyboard can only have one set if actions applied to it, so
if the "enter" key was given an action in presentation,
scene and actor which one would work? scene:key will override presentation:key,
and actor:key will override both. However for actor:key actions to
be working, the actor needs to be visible (not hidden). Also, if more
than one actor has actions set for the same key then the actor that
was created first will work and the other will not.
When you select a key event you will notice that a new pull down menu
appears, this allows you to specify the key you wish to use to start
your action off.
These events represent the point in time where the scene or actor is
created by liquidmedia.
Scene Birth
occurs each time the current scene is loaded, it is often useful for
starting background music or variables.
This
event occurs right before the selected actor is first created. This
is useful in many situations, for example, if you have an image with
a path but you don't want the path to play automatically, then you
might place a "path:pause" action in the actor's birth event.
Another use of this event could be hiding an actor because you wish
it to appear later in your presentation.
These events represent the point in time where the scene
or actor is destroyed by liquidmedia.
To illustrate
the functionality of this event, you could add a command "Scene:Restart",
this would result in the scene being placed into an everlasting loop
because every time it finishes, it would be restarted again. Death
events are often useful for setting variables.
Actors are
usually destroyed at the end of each scene, which means you could
do the same test and place "Scene:Restart" in an actor death
to create another everlasting loop. Exceptions to this are 'persistent
actors' (when an actor that stays visible over a number of scenes).
Liquid
media is revolutionary; it lets you insert dynamic media into your
presentation such as movie clips and sound. Media actors have a unique
event that is started when the media is finished playing. This event
allows you to maintain flow in your presentation. For example you
can play an introduction movie clip or company animation, at the end
you could automatically make it fade out (or some other spectacular
effect) and continue with the detailed content of your presentation.
The media pull down menu is illustrated below.
Triggers
are special because they are started (or fired) by other actions.
Triggers only effect the scene they are created in, if you move to
another scene they will no longer apply and have to be re-created.
You can have up to 1000 independent triggers for each scene. What
are they useful for you ask? ...
... When you find yourself adding the same actions over and over
again to different actors, its time to start using triggers. Take
the things you are repeating and place them into a scene:trigger.
By doing this you create ONE instance of the actions, whereas before
you had MANY instances. Now every event that needs to use those actions
only has to "fire" (or start) the trigger. Another benefit
is that when you need to make changes, you only need to edit the trigger,
rather than going through and editing all the actors individually.
To learn more about how to 'fire' (or start) a trigger, click
here
Each trigger has a number which can be specified using this data
entry box -
If you know
about paths already then you will pick this up really easily (if you
need help with paths click here). When a
path plays, it moves from point to point until it reaches the end
point, where it stops. Every point along a path is a special event
and can have its own actions. This is a powerful feature, from simple
things like moving to the next scene automatically when a path ends,
to making paths loop, to smoothly animated fold-out menus like the
windows start bar.
This is
the extra options box that will appear when you select the point event.
This is where you specify the 'point number' along the actor's path.
When selecting the points along the path, the actor will jump to the
point that you are currently editing so you can be clear on what you
are editing.
This event occurs when the text within a text actor is dynamically
changed. When the 'EditText' command is
used the actor's 'textchanged' event will be executed. This is useful
for processing any text data that is entered during real-time. For
example, a number is entered into a text actor in real-time using
the 'EditText' command and stored in a variable,
the 'textchanged' event would then be triggered and could process
the number and test it against certain rules then output a different
result based on the value of the entered number.
This event allows actors to react when they come in contact with another
actor. The collision event is executed at the exact point in time where
it hits another pre-defined actor. For example if you had a landscape
scene with water droplets moving on paths down to the bottom of the
screen to simulate rain; when each droplet hits a transparent box at
the bottom of the scene a rain splashing sound effect is played. This
same effect could be achieved by adding a sound effect to the end point
of every droplet actor but you can clearly see how this technique is
more efficient because you only need to define the effect once. You
could make a more realistic rain effect by adding in variables to each
droplet and a different sound is played on collision depending on what
variable the droplet has defined in it.