
Animation behaviors 13
Accessibility behaviors
Every accessibility behavior must begin with the Accessibility Target behavior. First you attach the
Accessibility Target behavior to a sprite, and then you add other accessibility behaviors as needed.
You can view more information about a particular accessibility behavior, including parameters
and dependencies, if appropriate, by dragging a behavior to the Cast window, selecting it, and
displaying the Behavior inspector (Window > Behavior Inspector).
Accessibility Target is the main control behavior for accessibility behaviors. It acts as a focus
ring when the user tabs between items, and it allows accessibility behaviors to interact with
one another.
Accessibility Keyboard Controller is used to respond to the user’s keyboard navigation.
Accessibility Group Order allows a sprite that has already had an Accessibility Item or
Accessibility Text Edit Item behavior applied to be assigned a tab order.
Accessibility Item allows the user to navigate sprites. For an editable text sprite, use the Edit Text
Item behavior instead.
Accessibility Text Edit Item allows the user to navigate editable text sprites. When the user types
a key, the key is spoken. If the sprite is not an editable text sprite, use the Accessibility Item
behavior instead.
Accessibility Speak lets a string be spoken when the user tabs to or clicks on a sprite.
Accessibility Speak Member Text lets the contents of a text member be spoken when the user
tabs to or clicks on a sprite.
Accessibility Speak Enable Disable allows speech to be turned on, turned off, or toggled.
Accessibility Synch Caption allows words spoken with the Accessibility Speak or Accessibility
Speak Member Text behaviors to be synchronized for display in a text captioning sprite.
Accessibility Captioning displays a sprite’s spoken text.
Animation behaviors
The behaviors in the Animation library make sprites move in ways that would be difficult or
impossible to achieve using conventional Score-based animation. The Animation library has three
categories: Automatic behaviors, Interactive behaviors, and Sprite transitions behaviors. You can
view more information about a particular animation behavior, including parameters and
dependencies, if appropriate, by dragging a behavior to the Cast window, selecting it, and
displaying the Behavior inspector (Window > Behavior Inspector).
Automatic behaviors
The automatic behaviors function mostly on their own once they are activated.
Color Cycling changes the foreColor property of a sprite over time between two values set in the
Parameters dialog box. Set color values as palette index colors (0-255) or RGB values. You can set
the number of color cycles and the speed of the cycling.
Cycle Graphics cycles through a series of consecutive cast members. You define the first and last
cast members in the range. All cast members appear with their registration points in the same
location.
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