If the shape is not closed, you can’t fill it. If you have a closed shape, you can fill it with the paintbucket. Then I change the fill color to something that shows up well on Green and blue. The color the oval will have in the middle is shown at the bottom (lower arrow is pointing at it). That’s the Oval tool, and the brush tool is three tools lower. I chose the brush tool and draw out a truck body, you can use the line tools, the rectangle and oval tools too. Click the new layer button (looks like a folding piece of paper)Ī new layer will appear, name it after the thing you are moving. Next, make a new layer for the first moving thing. You can click the lock symbol to unlock the layer later if you need to change something. Click the dot under the lock at layer one to lock it.Ī little lock will appear there on that layer to let you know it’s locked. Now that the background layer is done, let’s lock it so we can’t mess it up. Just click where it says Layer_1 and type Background. So we don’t get confused later, lets change the name. This layer is going to be static (unmoving). This is going to be the background layer. Ok, now we will do the same thing, except change the fill layer color to a sky blue. Now the Keyframe is black, so you know something exists on that layer. Notice how the keyframe changes after you draw it. Next, we will draw out a rectangle across the bottom of the stage to make some ground for our truck to Drive across. Now we should change the stroke color (outside of a shape) to black, and the fill color( inside of a shape) to a grass green color. Go to the toolbar and choose the rectangle tool. Ok, let’s draw something on the stage and watch the blank keyframe change. You can insert a blank keyframe in the timeline to make something on that layer disappear. A blank keyframe means that there will be nothing appearing on the stage at that time on that layer. When the frame is an empty circle, it’s called a blank keyframe. The playhead (the red bar) lets you see the movie, or move around in time in the movie. When we draw something on the stage, the frame in the first spot of the timeline, frame 1, will change from having a empty circle to having a black circle. You can think of the timeline as being a book with a lot of empty pages in it. The timeline is the major difference between photoshop and Animate. There are four basic parts: the toolbar (where the tools are, duh), the stage (where we see the action), the timeline (where we control when things happen) and the properties window (where we can change stuff). Ok, let’s take a look at the animate interface. Click on Classic and go down to reset “Classic” Sometimes you may move the toolbar to get at an option, or accidently close part of the interface like the timeline. The classic workspace will appear, with the toolbar on the left near the stage. Therefore, I will show you how to get to the much superior classic workspace.įirst click on essentials in the top right corner (highlighted in yellow)Ī drop down menu will appear. This is the essentials workspace, and I don’t like it. When you do that you will get a screen that looks like this: Then click File > New.įirst we will make a new ActionScript 3.0 document. We will make a movie that has some layers, and some things moving.įirst click the start button, and then choose Adobe Animate. The number one rule is everything that moves should have it’s own layer.Ī second rule is use keyframes when something changes.Ī third rule is, always use ActionScript 3.0 for this classes projects. There are a few very important rules to follow when you use Animate that make a big difference in how easy it is to make an animation. Shooter = getOneObjectAtOffset(0, 0, shooter.We are going to use Adobe Animate to make a simple animation. Mother = getOneObjectAtOffset(0, 0, mother.class) Warrior = getOneObjectAtOffset(0, 0, warrior.class) * the 'Act' or 'Run' button gets pressed in the environment.įly = getOneObjectAtOffset(0, 0, fly.class) īee = getOneObjectAtOffset(0, 0, bee.class) Īlienfire = getOneObjectAtOffset(0, 0, alienfire.class) * Act - do whatever the Longshot wants to do. * Write a description of class longshot here. Import greenfoot.* // (World, Actor, GreenfootImage, Greenfoot and MouseInfo) This is the code for the projectile class(the disappear class is where the terminal says the problem is at) which probably means that in the mover class I might have to change something with the (atworldedge) method The error is the same as before (actor not in this world) but below (below the error message it shows a list of problem areas that say the problem occurs at ) before I had the return in the actor fly class the problem areas were just in the projectile class under the moveAndTurn() method, but now it is in the disappear() method(atworldedge))
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |