Puzzle Project: Laying Out the Pieces

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The following steps set up the graphics and overall layout for the Puzzle project.

  1. Find and launch the Director 5 application (in the Multimedia folder on the hard drive).
  2. Director will open with a new untitled document. Make sure to start saving right away.
  3. Director's windows and palettes take up a lot of room on the screen. To optimize space usage, start by changing the Preferences:
    File-Preferences-General menu
    In the dialog that appears, turn off "Center":
    uncheck "center"
in General Preferences
  4. Next, set the size and position of the movie document:
    modify-movie-properties menu
    In the dialog, set width and height to 240 pixels (this reduced size ia also necessary to minimize file size for transmission over the Internet). Set the position to Left = 0 and Top = 20 (this assumes you have turned off the Toolbar in the Window menu, otherwise Top must be increased).
    change size
and position of movie
  5. To make the layout easier, turn on "Show" and "Snap To" for the alignment grid, and bring up the Settings dialog:
    Grid settings
menu
    In the dialog, change the spacing to suit the size of your layout elements. You can also change the color and appearance of the grid:
    grid settings
dialog
  6. Start creating the pieces of the puzzle by inserting a new bitmap media element. This will bring up the Paint window, where you can create the pieces from scratch. If you prefer, you can also paste in pictures from another program (Edit menu).
    insert-media element-bitmap menu
  7. In the Paint window you will find the usual tools and commands available in most painting programs. Note how each tool appears labeled when you move the cursor over its icon. For greater accuracy, you might want to turn on the rulers (in the View menu).

  8. When done painting the first bitmap element, you can start on a new one by clicking the '+' button at the top of the Paint window.
    the Plus button in
the Paint window
  9. When done painting all the puzzle pieces, you should see the thumbnails of 15 bitmap elements in the first 15 locations in the Cast window. In the example, each piece carries a number to clarify the explanation of the project, but your tiles can have any image you prefer.
    the 15 tiles
of the puzzle in the Cast window
  10. Since we are concerned with the final file size, it is important to lower the number of colors as much as possible. Director will default to creating elements at the same bit-depth as the display (e.g., 16 bits for Thousands of colors), but it is often possible to reduce the range of colors without damaging the appearance of the picture). Since bit-depth transformations cannot be undone, make sure to save before proceeding, since you will have to revert to the last version saved if you don't like the results. After saving, shift-select your bitmaps in the Cast window, then bring up the Transform Bitmap dialog:
    modify-transform bitmap menu
    In the dialog, choose a lower bit depth from the pop-up menu. Dithering will often yield smoother results, but the file will not compress as much as when the colors are simply remapped. The tiles in the example were remapped to 2 bits (= 4 grey values).
    transform
bitmap dialog
  11. You are now ready to arrange the pieces of the game. Make sure both the Score and Cast window are visible (use the Window menu otherwise), then drag the first bitmap from the Cast to the first cell in channel 2 in the Score. Note that we are skipping channel 1 to make room for a backdrop image, since elements in lower-numbered channels appear layered further behind.
    drag 1st cast member to the Score window
    The first piece of the puzzle will appear selected and centered in the animation area (called the Stage). You can proceed to drag it do its proper position:
    the first tile
on the Stage
  12. Repeating the process for the other pieces, you should end up with the Score showing entries for cast members 1 thru 15 in channels 2 thru 16. On the stage, you should have 4 rows of four tiles (save for the last row, which of course will be missing the last piece).
  13. To add the backdrop element, return to the Paint window and create and paint a new bitmap. A trick you might want to try to keep the file size down is to create a small image which will be stretched on the stage. In the example, the backdrop is a square bitmap 24 pixels across. To paint small details accurately, zoom in with the Magnifier tool. Click on the actual-size detail in the corner to return to normal viewing:
    the paint window zoomed in
    If you do create a reduced-size bitmap, you will want to scale it after dragging it to the first cell in channel 1 of the Score. Bring up the Sprite Properties (sprites are instances of cast members that appear on the Stage):
    modify-sprite-properties menu
    In the dialog, you can enter a new size or a scale percentage (a less-accurate alternative approach is to drag the handles surronding the sprite when it is selected on the Stage):
    change size
in the sprite properties dialog
  14. After positioning every element, your completed layout and the score should look somewhat like this:
    the completed
layout
  15. Before testing, we need to make sure that the first column of cells in the score (the first frame) will keep playing indefinitely. First uncheck Loop Playback in the Control menu (since the web version of our puzzle won't recognize this setting). Then proceed to add a 1-line script in Lingo (Director's programming language) to the first frame, by double-clicking the first cell of the Script channel (immediately above channel 1):
    the Script cell in
frame 1
    The Script window will appear, where you can complete the script to read:
    on exitFrame
       go to the frame
    end
    
    The script causes the movie to return to the current frame everytime it is about to leave it. Note that the top of the Script window contains buttons to assist you if you had to type in more complex scripts.
    the Script window
with the frame script
    When done with the Script window, close it by pressing the Enter key (in the numeric keypad on the right side of the keyboard). The script you just typed will appear as a new cast member. The number of the cast member will appear in the script cell you originally double-clicked in the score.
    the new script appears in the Cast and Score windows
  16. Finally, to allow the viewer to interact with the pieces of the puzzle, we need to make them movable. Select  the first frame cells in channels 2 thru 16 in the score (you can click and drag over them), then check the "Moveable" checkbox:
    check movable for all puzzle pieces
  17. You can now test the movie. In the Control Panel (if not visible, display it using the Window menu), click on the Play button:
    play button
    Verify that the pieces of the puzzle can be dragged around. You will also notice that the pieces are not constrained, which makes the puzzle less than challenging--this will be fixed in later stages of the project.
  18. When done, click on the Stop button:
    stop button
    To reset the pieces, click the Rewind button:
    rewind button
  19. Make sure to have your Director file so you can continue working on the project in our next session.


If you have the Shockwave plugin properly installed in your browser, you can see a working example of this first version of the puzzle. You can also download an editable copy of the sample Director movie (Director 5 for Macintosh format, Stuffed and BinHexed, 9,019 bytes).


Copyright 1996 by Sandro Corsi.
Last modified 29 SEP 96.