/* Animation for the SSWF web site -- written by Alexis Wilke for Made to Order Software, Ltd. (c) 2002-2005 */ /* This animation shows a NEW symbol with a star like line around it */ /* Copyright (c) 2002-2005 Made to Order Software, Ltd. Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ // sizes without the enlargement animation // 243x168 (113 + 126 + 4, 94 + 62 + 12) screen_width = 113 + 126 + 4; screen_height = 94 + 62 + 12; rectangle "screen" { 0, 0, screen_width, screen_height }; points "n_pts" { 3.1 + ox, -7.0, 5.0 + ox, -22.9; -7.8 + ox, -21.4, -11.8 + ox, -13; -12.7 + ox, -10.5, -10.3 + ox, -11.4; -11.1 + ox, -9.5, -14.1 + ox, -9.5; -18.7 + ox, -9.4, -17.9 + ox, -11.9; -17.0 + ox, -14.9, -14.0 + ox, -17.1; -3.5 + ox, -24.6, 10.1 + ox, -25.9; 12.1 + ox, -19.4, 14.7 + ox, -13.7; 17.9 + ox, -8.3, 22.1 + ox, -3.3; 25.8 + ox, 1.0, 25.8 + ox, -1.8; 26.7 + ox, -10.5, 28.1 + ox, -21.5; 28.7 + ox, -24.3, 30.0 + ox, -25.8; 35.2 + ox, -26.1; 32.9 + ox, -26.1, 26.0 + ox, 9.3; 19.9 + ox, 4.8, 8.3 + ox, -15.8; 6.9 + ox, -4.6, 4.8 + ox, 6.4; 5.8 + ox, 7.5, 8.3 + ox, 6.7; 5.8 + ox, 9.1, -0.6 + ox, 8.8; }; points "e_pts" { 4.1, 9.8, -2.1, 8.9; -7.9, 8.2, -8.1, 0.8; -7.4, -9.6, 3.6, -11.2; 9.4, -11.7, 10.1, -5.2; -3, 1.1; -1.7, 6, 2.1, 5.9; 5, 5.9, 7.3, 3.4; }; points "e_pts_inside" { -3.1, 0; -2.8, -6.5, 0.1, -8.5; 3.1, -10.5, 4, -3.2; }; points "w_pts" { -10.8, 6.7, -7.6, 9.1; -1.9, -1.6, -0.6, -2; 0.9, 4.6, 4.3, 9.2; 10, 5.6, 21.1, -16.5; 22.2, -19.2, 18.9, -19; 15.8, -18.7, 12.3, -16.3; 15.7, -17.4, 16.9, -14.7; 19.2, -10, 6.9, 3.7; 2.8, 6.6, 3.1, -11.9; 0, -11.5, -3.4, -9.2; 0, -6.6, -1.3, -3.5; -4.6, 3, -6, 3.9; -8.7, -3.6, -9, -12; -12.4, -11.5, -15.2, -8.9; }; points "star_pts" { -64, -65; -35, -42; -19, -91; -4, -44; 41, -76; 31, -35; 98, -55; 65, -16; 123, 4; 67, 10; 73, 49; 35, 23; 14, 52; -1, 23; -34, 59; -40, 21; -97, 40; -68, 3; -109, -15; -65, -30; }; fill style "fill_black" { sswf.col.black; }; fill style "fill_yellow" { sswf.col.yellow; }; line style "line_thin_black" { 0.1; sswf.col.black; }; shape "n_letter" { ox = -16; rect { -20 + ox, -30, 36 + ox, 11 }; //show_bounds: true; //show_origin: true; fill_black; move: -0.6 + ox, 8.8; n_pts; }; shape "e_letter" { rect { -12, -14, 12, 11 }; fill_black; move: 7.3, 3.4; e_pts; move: 4, -3.2; e_pts_inside; }; shape "w_letter" { rect { -18, -21, 24, 11 }; fill_black; move: -15.2, -8.9; w_pts; }; shape "star" { rect { -113, -94, 126, 62 }; //show_bounds: true; //show_origin: true; fill_yellow; line_thin_black; move: -65, -30; star_pts; }; //////////////////////////////////////////////////// // The N, e and w letters // We create seperate sprites so we can animate them // separatly (see the swap/swap_letter functions below) //////////////////////////////////////////////////// sprite "ns" { place object { id: n_letter; depth: 1; }; show frame; }; sprite "es" { place object { id: e_letter; depth: 1; }; show frame; }; sprite "ws" { place object { id: w_letter; depth: 1; }; show frame; }; //////////////////////////////////////////////////// // So we can (could - we don't at this time) access // the star by itself, make it a sprite //////////////////////////////////////////////////// sprite "star_sprite" { place object { id: star; depth: 1; }; show frame; }; //////////////////////////////////////////////////// // The "New" text is put in a single sprite so we // can work on it at once (see the rotation function // below) //////////////////////////////////////////////////// sprite "new_sprite" { replace object { "n"; id: ns; depth: 1; matrix { translate: -24, 0; }; }; replace object { "e"; id: es; depth: 2; matrix { translate: 0, 0; }; }; replace object { "w"; id: ws; depth: 3; matrix { translate: 28, 0; }; }; show frame; }; //////////////////////////////////////////////////// // The new sprite includes the star and the text // We can now work on the entire object at once // (see the zoom function below) //////////////////////////////////////////////////// sprite "new" { place object { id: star_sprite; depth: 1; }; replace object { "n"; depth: 2; id: new_sprite; }; do action { action "stop"; }; show frame; }; sprite "new_anim" { //////////////////////////////////////////////////// // // Change the following variables to make the animations // faster and/or slower - watch out, any value won't // work (swap_intermediate should be "much" smaller than // swap_max) // //////////////////////////////////////////////////// // // base -> index starting point // max -> number of frames for this effect zoom_base = 0; zoom_max = 20; swap_base = zoom_base + zoom_max; swap_max = 80; swap_intermediate = 20; // time before the next letter starts the swapping swap_submax = swap_max - swap_intermediate * 2; rotate_base = swap_base + swap_max; rotate_max = 45; fade_base = rotate_base + rotate_max; fade_max = 20; // //////////////////////////////////////////////////// // replace object { "n"; // name of this sprite id: new; depth: 1; matrix { scale: 0.01; }; }; do action { action "dictionary" { "i"; "n"; // 1 "t"; "f"; // 3 "q"; "swap_letter"; // 5 }; action "push data" { lookup: 1; property: "_xscale"; float: 1; lookup: 1; property: "_yscale"; float: 1; lookup: 1; property: "_alpha"; integer: 100; lookup: 3; // f = "zoom" string: "zoom"; lookup: 0; // i = 0 -- animation index integer: 0; }; action "set variable"; action "set variable"; // we need to reset what we change // otherwise the last value is reused action "set property"; // alpha = 100% action "set property"; // x/y scale = 1% action "set property"; function "zoom" { action "push data" { integer: 1; // continue looping integer: zoom_base + zoom_max; lookup: 0; // "i" lookup: 1; // n._yscale = t; property: "_yscale"; lookup: 2; // "t" lookup: 1; // n._xscale = t; property: "_xscale"; lookup: 2; // "t" lookup: 2; // t = i x scale; float: 100.0 / zoom_max; // scale from 0 to 100 //string: "i"; //integer: zoom_base; // zoom_base == 0 -- not necessary lookup: 0; // "i" }; // change the zoom action "get variable"; //action "swap"; //action "substract"; // zoom_base == 0 -- not necessary action "multiply"; // t = i * 10.0 action "set variable"; // save in temporary ("t") action "get variable"; action "set property"; // n._xscale = t; action "get variable"; action "set property"; // n._yscale = t; action "get variable"; action "equal"; action "logical not"; action "if true" { "cont"; }; action "push data" { lookup: 3; // "f" string: "swap"; }; action "set variable"; label { "cont"; }; action "return"; }; function "swap_letter(l)" { action "push data" { integer: 0; lookup: 2; // t -= swap_intermediate integer: -swap_intermediate; lookup: 2; // "t" integer: swap_submax; lookup: 2; // "t" }; action "get variable"; // swap_submax < t ? action "less than"; action "if true" { "done" }; action "push data" { integer: 0; lookup: 2; // "t" }; action "get variable"; // 0 > t ? action "swap"; action "less than"; action "if true" { "done" }; // Yes! Let's swap this letter. action "push data" { property: "_xscale"; string: "n/n/"; // n.n.$l._xscale = ...; string: "l"; lookup: 4; float: 100.0 / (swap_submax / 4.0); lookup: 4; lookup: 4; lookup: 4; float: swap_submax / -4.0 + 1; integer: swap_submax / 2.0; lookup: 2; lookup: 4; integer: 2; float: 1.0 / (swap_submax / 2.0); lookup: 2; }; action "get variable"; action "decrement"; action "multiply"; action "int"; action "multiply"; action "decrement"; // now we have -1 or +1 action "set variable"; action "get variable"; action "decrement"; action "swap"; action "modulo"; action "add"; action "swap"; action "get variable"; action "multiply"; action "set variable"; // q = -10 to +10 (at the time of writing) action "get variable"; action "multiply"; action "set variable"; // q = -100 to +100 action "get variable"; // get l action "concatenate"; // n.n.$l action "swap"; // n.n.$l._xscale action "push data" { // get q back lookup: 4; // "q" }; action "get variable"; action "set property"; // n.n.$l._xscale = q; label { "done" }; action "get variable"; // t -= swap_intermediate action "add"; action "set variable"; action "return"; }; function "swap" { action "push data" { integer: 1; integer: swap_base + swap_max; lookup: 0; // "i" string: "w"; integer: 1; lookup: 5; // "swap_letter" string: "e"; integer: 1; lookup: 5; // "swap_letter" string: "n"; integer: 1; lookup: 5; // "swap_letter" lookup: 2; // t = i - swap_base integer: -swap_base; lookup: 0; // "i" }; action "get variable"; action "add"; action "set variable"; // t = i - swap_base action "call function"; action "pop"; action "call function"; action "pop"; action "call function"; action "pop"; action "get variable"; action "equal"; action "logical not"; action "if true" { "cont"; }; action "push data" { lookup: 3; // "f" string: "rotate"; }; action "set variable"; label { "cont"; }; action "return"; }; function "rotate" { action "push data" { integer: 1; integer: rotate_base + rotate_max; lookup: 0; string: "n/n"; property: "_rotation"; float: 360.0 / rotate_max; integer: -rotate_base; lookup: 0; }; action "get variable"; action "add"; action "multiply"; action "set property"; action "get variable"; action "equal"; action "logical not"; action "if true" { "cont"; }; action "push data" { lookup: 3; // "f" string: "fade"; }; action "set variable"; label { "cont"; }; action "return"; }; function "fade" { action "push data" { integer: fade_base + fade_max; lookup: 0; lookup: 1; property: "_alpha"; float: -100.0 / fade_max; integer: -(fade_base + fade_max); lookup: 0; }; action "get variable"; action "add"; action "multiply"; action "set property"; action "get variable"; action "equal"; action "logical not"; action "return"; }; }; show frame { 4 }; do action { action "push data" { integer: 0; string: "f"; // function to call string: "i"; }; action "duplicate"; // (void) i++ action "get variable"; action "increment"; action "set variable"; action "get variable"; action "call function"; // (bool) (*f)() action "if true" { "repeat"; }; // if (*f)() then action "next frame"; // previous frame action "branch" { "done" }; // else label { "repeat" }; // next frame action "previous frame"; // end if label { "done" }; action "play"; }; show frame; // when we reach here the animation is over // wait a bit and play the animation again show frame { 20 }; }; sequence "main" { frame_rate = 30; compress = false; screen; set background color { sswf.col.white }; // The shapes n_letter; e_letter; w_letter; star; // The sprites ns; es; ws; new_sprite; star_sprite; new; // The actual "animation" (this is an action script!) new_anim; replace object { "n"; depth: 2; id: new_anim; matrix { translate: 113, 100; }; }; // there isn't a way to stop this animation since it's // all happening in the sprite object - thus the main // movie doesn't need more than one frame // P.S. the stop is propbably useless do action { action "stop"; }; show frame; };