Interactive Flash Presentation with Quiz
Hello,
I am College student that has been asked to create a Flash based presentation for High School students, showing them some of the available facilities, some general topics for the major and what not. I am not Flash Savvy, but I do know that keynote can export a keynote presentation as an interactive flash
file (swf ?).
My question is this, does anyone know of a way to create a simple quiz type functionality in Keynote; where the High School students could enter the answer for a couple questions and get a score back ?
I hope that's not terribly confusing.
Thank you and best regards
quicksilver Duel 1ghz 1.5GB Radeon9800pro 128mb Mac OS X (10.4.8)
There's not a way to get a score back with Keynote as there's not a "counter" variable you can increment in order to report a total at the end.
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Hi.
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they all start playing even on slide 1, and might in fact
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through by the time you hit slide 5.
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Here's what I came up with. Let's assume you have two
buttons on the
root presentation slide. By default, Flash gives you a root
slide named
"presentation" and a child slide named "slide1". In my
experiment, I added
a Next and Previous button to "presentation" and wired them
up like this:
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btnPrev.onRelease = function():Void {
this._parent.currentSlide.gotoPreviousSlide();
This uses the button event handling approach I prefer,
personally, over
on() and onClipEvent() -- I'm not sure which approach you're
using. In this
approach, the code codes into a keyframe, typically a
dedicated scripts
layer, rather than attached to the object itself. The buttons
have the
instance names btnNext and btnPrev. A function is assigned to
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functions call
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appropriate.
In order to target the relevant Slide instance, I use the
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Let me explain that, real quick. In the above code, the word
"this"
refers to the corresponding button instance itself -- in
btnNext's onRelease
handler, "this" refers to btnNext. btnNext -- the button
symbol -- is, by
nature, an instance of the Button class. Consulting the
Button class in the
ActionScript 2.0 Language Reference, I see that all button
instances have a
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contains the
button. Cool. Therefore, from a button's point of view,
this._parent
refers to the timeline that contains the button. Normally,
such a reference
points to a MovieClip instance (which is what timelines are;
they're movie
clips). That's the case here, too, but thanks to the way
object-oriented
programming works, and because we're inside a Slide
presentation, the parent
movie clip of this button is also an instance of the Slide
class.
Look up "Slide class" in the Components Language Reference,
and you'll
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following family tree:
MovieClip > UIObject > UIComponent > View >
Loader > Screen > Slide. Slides
*are* movie clips, but they're more than that. They're also
UIObjects,
which are objects that contain all the functionality of movie
clips, and
then some. They're also UIComponents, which addes even more
functionality,
and so on ... all the way through Slide. One of the
properties of the Slide
class is Slide.currentSlide. Bingo!
So ... this._parent (in this context) refers to a Slide
instance, which
means this._parent.currentSlide refers to the currently
showing slide, which
is obviously also a Slide instance. For that reason, we can
still invoke
Slide class methods on the reference, which is why something
like
this._parent.currentSlide.gotoNextSlide() works.
Forgive me, by the way, if you already understand all of
this. Forum
replies are searchable, and who knows ... in the future, the
explanation has
the potential to help someone else, too. :)
Okay, so now the issue is, we want each current slide to run
through any
nested movie clips it may have, regardless of their instance
names, and tell
each movie clip to start again from frame 1 of its own
timeline. Amend the
above code to look like this:
import mx.screens.Slide;
btnNext.onRelease = function():Void {
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var slide:Slide = this._parent.currentSlide;
for (var prop:String in slide) {
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The import statement allows us to reference Slide as a
datatype, which
happens just below the line in each event handler that was
already there.
To save a few keystrokes (basically, to make the code easier
to read), we're
creating a temporary variable, slide, and setting it to the
same
this._parent.currentSlide expression we already used. Once
gotoNextSlide()
or gotoPreviousSlide() is called, the value of
this._parent.currentSlide
changes, because now a *new* slide is the current slide. It's
the new slide
we're interested in. Using the variable slide as a kind of
shorthand, we
use a for..in loop to run through all the properties of the
current slide.
If the datatype of a given propery is a movie clip, we tell
it to go to
frame 1 of its own timeline and start playing.
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current
circumstance, but that's why I spent a bit of time explaining
the mechanics
of it. I hope that steers you in a useful direction. :)
David Stiller
Co-author, Foundation Flash CS3 for Designers
http://tinyurl.com/2k29mj
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Interactive video presentation no flash
Hello everybody,
I am a Visualization Artist and I used to work long time ago doing website(I am a graphic designer too) I been aproached by an old client asking me to develop a "Interactive video presentation" of a product for Engineering purposes.
The final output should be Web and CD to be used a promotional media.
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package
import flash.display.Sprite;
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