1 # ===========================================================================
3 # swfc(1) File format specification
5 # Warning: not all of this is actually implemented yet- if there's a
6 # "TODO" behind a command, it has yet to be integrated into swfc.
8 # ===========================================================================
13 .flash bbox=200x200 version=6 fps=50 name="spec.swf" compress
15 # bbox=200x200 : set bounding box to 200x200
16 # bbox=200x200:100:100 : set bounding box to (100,100)-(300,300)
17 # bbox=autocrop : (default) - make bbox just big enough so that nothing ever get's clipped
19 # all coordinates are in pixels, not in twips. fixed point values like 1.25, 333.40 are allowed.
21 # version=6 : generate flash mx movie
22 # fps=50 : set framerate to 50 frames/second
23 # name="..." : save result to spec.flash. (Default: input file with extension
24 # changed to .flash, or the value of the -o command line
28 # ---------------------
30 .swf mymovie1 "choo1.swf"
31 .swf mymovie2 filename="choo1.swf" # long form
32 .swf mymovie3 filename=choo1.swf # long form, without quotes
33 .swf mymovie4 choo1.swf # short form, without quotes
35 # Notice: An embedded animation can't have a different framerate than
36 # the frame rate from the surrounding animation.
38 #TODO: Those files currently come from the current directory- they should come from the script directory.
43 .jpeg background "panorama.jpg"
44 .jpeg background2 "panorama.jpg" quality=30% #reduces jpeg quality
46 .png background3 "choochoo.png" #TODO
48 # (you can put this directly (generating a shape), or insert it into a shape via the fill= argument
50 # define a texture from an image:
51 # -------------------------------
53 .texture text1=background scale=50% rotate=45
65 # Create simple objects:
66 # ----------------------
68 .box mybox1 width=100 height=50 color=black fill=none #unfilled rectangle (just the lines)
69 .box mybox2 width=100 height=50 color=black #same as above
70 .box mybox3 width=100 height=50 color=black fill #filled black rectangle
71 .box mybox4 width=100 height=50 color=red line=2 fill=blue #blue rectangle with red edges
72 .box mybox5 width=100 height=50 color=red line=2 fill=background #part the background image, with red edges
74 .circle mycircle1 r=50 color=#aa33ff fill=mygradient # filled with gradient (defined above)
79 .sound sound1 "LocoStart.wav"
82 .play sound1 loop=1 #other arguments supported: nomultiple (don't start if already playing)
87 # this starts a synchronized soundtrack at this frame position. The command
88 # expects a filename, not a sound object, as it would be duplicating the
89 # sound object otherwise, and I'd rather have that done explicitly.
90 .soundtrack "LocoStart.wav" # TODO
92 # Sound effects on user pressing or releasing a button
94 .button mybutton shape=obj1 # TODO
95 .buttonsounds mybutton press=sound1 release=sound2 enter=sound3 leave=sound4 # TODO
97 # Elements of the movie should be animated by various means
98 # moving (x,y and zoom)
99 # ---------------------
101 .box obj1 width=200.0 height=100.0
104 .put obj1 x=0 y=0 #object starts at (0,0)
107 .change obj1 x+=100 y=0 scale=120% # smoothly move obj1 100 pixels to the right over 40 frames,
108 # scaling it to 120% of it's original size
110 .jump obj1 x=200 y=200 # make object to suddenly change to 200,200 at frame 70.
113 .qchange obj1 x=300 y=200 # TODO # make obj1 move towards 300,200...
115 .qchange obj1 x=300 y=300 # TODO # ... and then smoothly over to 300,300 using bspline interpolation
118 # .jump obj1 x=reset y=reset
121 .del obj1 #Remove object again
126 .morphshape morphthing start="start.fig" end="end.fig" #TODO
128 .put morphthing ratio=0%
130 .change morphthing ratio=100%
132 # interpolation between crude manual animation frames
133 # ---------------------------------------------------
135 .circle ball r=50 color=blue fill=violet
137 # now draw two balls, which fly around each other.
140 .put myball1=ball x=0 y=100 blue=0
141 .put myball2=ball x=100 y=100 red=0
144 # the .qchange means, "interpolate to this position and frame, using quadratic splines".
145 .qchange myball1 x=50 y=0 #TODO
146 .qchange myball2 x=50 y=100 #TODO
149 # We could also use coordinates relative to start position: .change myball1 x+=100 y+=0
150 .qchange myball1 x=100 y=100 #TODO
151 .qchange myball2 x=0 y=100 #TODO
154 .qchange myball1 x=50 y=100 #TODO
155 .qchange myball2 x=50 y=0 #TODO
158 # Hmmm. This frame is the same as frame 0. How to prevent duplicating that one?
159 .qchange myball1 x=0 y=100 #TODO
160 .qchange myball2 x=100 y=100 #TODO
162 # color transforms (fading)
163 # -------------------------
165 # .put, .change, .qchange, .jump all support params which result in color transform.
166 # Everything up to the + is multiplicated, the rest summed.
168 .put obj1 blue=50% #(scale blue color component to 50%)
169 .change obj1 blue=128 #(same as above)
170 .change obj1 red=+25% #(shift blue color component by 25%)
171 .change obj1 red=+64 #(same as above)
172 .change obj1 green=50%+50% #(scale green color component to 50% and then shift it by 50%)
173 .change obj1 green=128+128 #(same as above)
174 .change obj1 green=-1+255 #(invert green color component)
175 .change obj1 green=2-128 #(reduce spectrum for green to the upper 50%)
176 .change obj1 luminance=50% #(fade all color components 50% to black, same as red=50% green=50% blue=50%)
177 .change obj1 alpha=50% #(make object 50% transparent)
182 .change obj1 scale=50% # change an object to 50% of it's size
183 .change obj1 scaley=50% # flatten object to 50% of it's height
184 .change obj1 scaley=110% scalex=75% #(funhouse mirror!)
189 .change obj1 rotate=45 # tilt object, counterclockwise
194 .change obj1 shear=100% # shear object
196 # sprites (a.k.a. movieClips)
200 .frame 1 .put ball1=ball 0 0
201 .frame 2 .change ball1 100 100
205 .frame 1 .put ball2=ball 100 0
206 .frame 7 .change ball2 0 100
213 # so spr1 has three frames, spr2 has seven. The whole animation loops after 21 frames.
215 # multi-level nesting: (sprites can be nested to any depth)
225 # clipping an animation inside a star-shaped sprite:
227 .swf mystar1 "star.swf"
228 .swf anim1 "penguins.swf"
238 .change cspr1 rotate=360
243 .png play "Play.png" #TODO
244 .png play_pressed "Play_pressed.png" #TODO
245 .png stoplogo "Stop.png" #TODO
247 .button playbutton shape=play press=play_pressed #TODO
249 .button playbutton2 shape=play press=play_pressed:
255 # button which is blue, get's green when the mouse hovers over it, and
256 # white when it is pressed:
257 .button b1 shape=blueshape over=greenshape press=whiteshape #TODO
259 # button where the button position is not identical to the active area:
260 .button b2 area=activearea shape=blueshape over=greenshape press=whiteshape #TODO
262 # (if area is not set, it's the same as shape)
264 # the above put into use: pop up a window if the mouse cursor enters a certain
266 .button b3 area=activearea shape=emptyshape over=window1 press=window1 #TODO
268 # button characters also support positioning and cxforming characters.
269 # to use this, we put the characters "virtually", and then use the
270 # instances in the button
271 .buttonput area1=playlogo x=300 y=400 rotate=0 #TODO
272 .buttonput shape1=playlogo x=400 y=400 rotate=0 red=50% #TODO
273 .buttonput over1=playlogo x=400 y=400 rotate=30 red=50% #TODO
274 .buttonput press1=playlogo x=500 y=500 rotate=180 #TODO
275 .button mybutton1 area=area1 shape=shape1 over=over1 press=press1: #TODO
276 #[...actionscript...]
281 .font font1 "myfont.swf"
282 .font font1 "myfont.ttf"
283 .font font1 "myfont.pfa"
287 .text mytext1 font=font1 text="I am a happy little scroll message" color=blue size=100%
291 #(field where the flash animation can get input from the user)
293 .font helvetica "helvetica-bold.swf"
294 .edittext edittext1 text="Type something here" color=blue maxlength=200 font=helvetica size=24 width=320 height=200 #TODO
295 # width/height: dimensions of the box
296 # text: The text which appears initally in the box, and can be overwritten by the user
297 # maxlength: max. length of the text the user can type
298 # color/font/size: Font appeareance
299 # variable: Name of the actionscript variable the text is stored in
300 # The following boolean options are also supported:
301 # password (show input only as stars), wordwrap, multiline, html, noselect, readonly
311 # -------------------
312 # .put, .change, .qchange, .jump, .startclip take before and after parameters,
313 # which can be used to specify the depth of an object
316 .put o2=obj1 below=o1 x=50 #TODO
319 .change o2 above=o1 x=50 #TODO
321 # newline conventions
322 # -------------------
324 # All Newlines are treated as normal whitespace. Therefore, splitting
325 # commands over several lines, like
333 # Furthermore, having more than one command in one line is also possible:
335 .frame 600 .change obj1 x+=700 .change obj2 x+=300
336 .frame 601 .change obj1 x+=500 .change obj2 x+=500
337 .frame 602 .change obj1 x+=300 .change obj2 x+=700
339 .end # end of first file