Flash Player 10.1 for Android (2.2) is now generally available as of August 16; we had previously released Flash Player 10.1 to partners in June 2010. We expect additional Android devices like the HTC Incredible, Samsung Galaxy S, Motorola Milestone, Droid X, Droid by Motorola, Dell Streak and other mobile platforms to get Flash Player 10.1 over the next few weeks and months. Upgrade paths for devices in market today depend on the specific device, manufacturer, operator and the region. In addition to Android, mobile platforms including webOS, BlackBerry, MeeGo, LiMo, a future version of Windows Phone 7 and others will deliver support for Flash Player 10.1 over the coming months. Many of the new devices are expected to come pre-installed with full Flash.
Android phones available now which support Flash Player 10.1 include:
Google™ Nexus One™ — Download from Android Market.
HTC Evo™ 4G — Included with the Android 2.2 update from HTC.
HTC Desire — Included with the Android 2.2 update from HTC.
DROID 2 by Motorola — Devices ship with Flash Player 10.1 preinstalled.
Languages
Flash Player 10.1 is available in the following languages: Brazilian Portuguese, Chinese Simplified, Chinese Traditional, Czech, Dutch, English, French, German, Italian, Japanese, Korean, Polish, Russian, Spanish, Swedish, and Turkish.
Mobile system requirements
General minimum hardware and software requirements for Flash Player 10.1 on mobile devices:
VGA
WVGA
Hardware requirements
Dedicated Cortex A8 550MHz App Processor with Neon for A8 only
Click on the plus icon New flash file > “Flash file” > Change the name of project <Untitled File>.fla
Select the Selection Tool V
Go to Properties tab and press Edit button and set the width of your document to 400 pixels and the height to 100 pixels, set frame rate to 30 fps.
Select ” black” color as background .
Change the layer name to menu ( double click on it ).
Step 2
Draw a rectangle on the stage with the following properties.
width: 8px
height: 8px
stroke color: no stroke!
Fill color: #FF8800
Step 3
Convert the rectangle to a movie clip (select the rectangle and hit F8).
Change the Name to “Menu Rectangle” and set the registration point to the center.
Link the rectangle to a class named “MenuRectangle”.
Step 4
For each menu item we need to have multiple menu rectangles.
Drag 7 more menu rectangles to the stage (you should now have a total of 8 menu rectangles on stage).
Align them horizontally and space them evenly.
You can use the align functionality to help you out.
Note that you should not have the “To stage” button selected when you space the rectangles evenly.
Select all the eight (8) menu rectangles, hold down the Alt-key and and drag-and-drop the new menu rectangles below the first row.
Create a third row as well.
You should now have a rectangle matrix of sixe 8×3 (8 colums and 3 rows).
Step 5
To Create first button select all the menu rectangles and convert them to a single movie clip.
Name it “Home Button” and set the registration point to the center.
While inside the movie clip, select all the menu rectangles and set the alpha to 30%.
While still inside the home button movie clip, create a new layer named “text”.
In the text layer, create a static text field and type “Home” in it.
Position the text field on top of the menu rectangles and size it so that it covers most of the rectangles area.
Set the following properties.
font: Berlin Sans
size: 14 pt
color: white
format: center
While still inside the home button movie clip, create a new layer named “hit area”.
In the hit area layer, draw a white rectangle so that it covers all the menu rectangles.
Convert the rectangle to a movie clip.
Name it “Hit Area” and set the registration point to the center.
Give the hit area movie clip an instance name of “mouseArea”.
We don’t want the hit area to be visible, its only function is to catch mouse events via ActionScript.
Set the alpha to zero for the hit area (color effect).
While still inside the home button movie clip, create a new layer named “actions”.
Step 6
So in the actions layer, type the following.
//Import TweenMax import com.greensock.*;
//This array will contain all the rectangles var rectangles:Array = new Array();
//Loop through the items in this movie clip for (var i:uint = 0; i < this.numChildren; i++) {
//Get an object var object:* = this.getChildAt(i);
//Check to see if the object is a MenuRectangle if (object is MenuRectangle) {
//Save the rectangle’s coordinates (we need these later on) object.origX = object.x;
object.origY = object.y;
//Add the rectangle to the rectangles array rectangles.push(object);
}
}
//Add mouse listeners for the mouse area mouseArea.addEventListener(MouseEvent.MOUSE_OVER, mouseOverHandler);
mouseArea.addEventListener(MouseEvent.MOUSE_OUT, mouseOutHandler);
mouseArea.addEventListener(MouseEvent.CLICK, itemClicked);
//This function is called when the cursor is over the mouse area function mouseOverHandler(e:Event):void {
//Loop through the rectangle array for (var i:uint = 0; i < rectangles.length; i++) {
//Assign the rectangle to a local variable var rectangle:MenuRectangle = rectangles[i] as MenuRectangle;
//Calculate random target coordinates for the rectangle var randomX:Number = rectangle.x + 10 * Math.cos(Math.random() * Math.PI * 2);
var randomY:Number = rectangle.y + 10 * Math.sin(Math.random() * Math.PI * 2);
//Animate the rectangle to the random coordinates TweenMax.to(rectangle, 0.4, {x: randomX, y: randomY, alpha: 0.6, tint: Math.random() * 0xffffff});
}
//Add an ENTER_FRAME listener for the shake effect addEventListener(Event.ENTER_FRAME, shake);
}
//This function is called when the cursor moves out of the mouse area function mouseOutHandler(e:Event):void {
//Loop through the rectangle array for (var i:uint = 0; i < rectangles.length; i++) {
//Assign the rectangle to a local variable var rectangle:MenuRectangle = rectangles[i] as MenuRectangle;
//Tween the rectangle to the original position TweenMax.to(rectangle, 0.4, {x: rectangle.origX, y: rectangle.origY, rotation: 0, alpha: 0.3, tint: 0xff8800});
}
//Remove the ENTER_FRAME listener (we don’t want to shake the rectangle anymore) removeEventListener(Event.ENTER_FRAME, shake);
}
//This function is called when the mouse area is clicked function itemClicked(e:Event):void {
//Navigate to some URL var urlRequest:URLRequest = new URLRequest(“http://www.flashconf.com”);
navigateToURL(urlRequest);
}
//This function is called in each frame function shake(e:Event):void {
Select an object/text to apply a drop shadow to, and select Filters.
Click the Add Filter button , and select drop shadow.To set the width and height of the drop shadow, set the Blur X and Y values.
To open the Color Picker and set the drop shadow, click the Color control.
To set the sharpness of the glow, set the Strength value.
To knock out (or visually hide) the source object and display only the glow on the knockout image, select Knockout
Edit the filter settings in the Filter tab:
Using the drop shadow filter with the Knockout option
To apply the drop shadow within the boundaries of the object, select Inner Shadow.
Select the quality level for the glow. High is approximate to that of a Gaussian blur. Low maximizes playback performance.
Adding a gradient bevel produces a raised look that makes an object appear to be raised above the background, with a gradient color across the surface of the bevel. The gradient bevel filter requires one color in the middle of the gradient with an alpha value of 0.
Select an object to apply a gradient bevel to.
In the Filters section of the Property inspector, click the Add Filter button , and select Gradient Bevel.
Edit the filter settings on the Filter tab:
Select the type of bevel to apply to the object from the Type pop‑up menu.
To set the width and height of the bevel, set the Blur X and Y values.
To affect the smoothness of the bevel without affecting its width, enter a value for Strength.
To set the angle of the light source, enter a value for Angle.
To knock out (or visually hide) the source object and display only the gradient bevel on the knockout image, select Knockout.
Specify a gradient color for the bevel. A gradient contains two or more colors that fade or blend into one another. The middle pointer controls the alpha color of the gradient. You can change the color of the alpha pointer, but you cannot reposition this color in the gradient.To change a color in the gradient, select one of the color pointers below the gradient definition bar, and click the color space that appears directly below the gradient bar to display the Color Picker. To adjust the level and position of that color in the gradient, slide these pointers.To add a pointer to the gradient, click on or below the gradient definition bar. To create a gradient with up to 15 color transitions, add up to 15 color pointers. To reposition a pointer on the gradient, drag the pointer along the gradient definition bar. To remove a pointer, drag it down and off the gradient definition bar.
Applying a gradient glow produces a glow look with a gradient color across the surface of the glow. The gradient glow requires one color at the beginning of the gradient with an Alpha value of 0. You cannot move the position of this color, but you can change the color.
Text with a gradient glow applied
Select an object to apply a gradient glow to.
In the Filters section of the Property inspector, click the Add Filter button , and select Gradient Glow.
Edit the filter settings on the Filter tab:
Select the type of glow to apply to the object from the Type pop‑up menu.
To set the width and height of the glow, set the Blur X and Y values.
To set the opacity of the glow without affecting its width, set the Strength value.
To change the angle of the shadow that the glow casts, set the Angle value.
To set the distance of the shadow from the object, set the Distance value.
To knock out (or visually hide) the source object and display only the gradient glow on the knockout image, select Knockout.
Specify a gradient color for the glow. A gradient contains two or more colors that fade or blend into one another. The color you select for the beginning of the gradient is referred to as the alpha color.To change a color in the gradient, select one of the color pointers below the gradient definition bar and click the color space that appears directly below the gradient bar to display the Color Picker. Sliding these pointers adjusts the level and position of that color in the gradient.To add a pointer to the gradient, click on or below the gradient definition bar. To create a gradient with up to 15 color transitions, add up to 15 color pointers. To reposition a pointer on the gradient, drag the pointer along the gradient definition bar. To remove a pointer, drag it down and off the gradient definition bar.
Select the quality level for the gradient glow. High is approximate to that of a Gaussian blur. Low maximizes playback performance.
The Blur filter softens the edges and details of objects. Applying a blur to an object can make it appear as if it is behind other objects, or make an object appear to be in motion.
Text with the Blur filter applied
Select an object to apply a blur to, and select Filters.
Click the Add Filter button , and select Blur.
Edit the filter settings on the Filter tab:
To set the width and height of the blur, set the Blur X and Y values.
Select the quality level for the blur. High is approximate to that of a Gaussian blur. Low maximizes playback performance.