When completing the final assignment, you need to use Authorware to make a small learning work. At that time, considering that the buttons made by Authorware were too monotonous and rigid, they wanted to use the brilliant flash web pages to Authorware. At that time, they wanted to check the Internet to see if such a function could be implemented, actually. I finally realized it by combining the fragmented knowledge points on the Internet and the Interaction functions introduced in the textbook. The following describes the process. Let's take a look at the flowchart:
1. Write the code in the flash button:
On (release) {fscommand ("variable name", "variable value ")}
It means that a variable value is assigned to this button. Other buttons also use this statement to assign different values.
2. Insert the Active X control "Shockwave Flash Object" in Authorware"
3. Insert the computing icon under the control. The code is:
Setspriteproperty (@ "ActiveX", # Movie, filelocation ^ "..swf") callsprite (@ "ActiveX", # play)
4. Add the interaction icon, add a computing icon to the right, select event interaction (E), and add code to the computing icon:
EvalAssign(EventLastMatched[#command]^":=eventlastmatched[#args]")
5. Double-click e on the computing icon to open the Properties window. Settings:
Double-click "icon Active X" in the sending window to display a cross. Similarly, you can select fscommand to make it have a front cross.
6. add several group icons to the interaction icon and select conditional interaction. The group icon is named "variable name = variable value". The variables here must correspond to those set in flash. Of course, the number of group icons must be the same as the number of buttons.
7. You can add other courseware using Authorware to the group icon. In this way, the interaction between flash and Authorware is realized.