work with symbols and instances work with libraries create buttons assign actions to buttons unit...

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Work with symbols and instances Work with Libraries Create buttons Assign actions to buttons Unit Lessons

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Work with symbols and instances

Work with Libraries

Create buttons

Assign actions to buttons

Unit Lessons

An important aspect of Flash is it’s ability to create small file sizes

Symbols are graphics that can be re-used without adding file size– Symbols are the original (Parent)object– Instances are the copied (Child) object

Flash stores only a symbols information(size, shape, color) thus creating a smaller file size

Using Flash Symbols

Attributes, such as color and shape can be freely changed for each instance

You can have as many altered Instances as you like

Symbols reside in the Library– Dragging a Symbol from the Library to

the stage creates an Instance

Using Flash Symbols

There are 3 types of Symbols; Graphics, Buttons, and Movie Clips

Graphics are effective for single, re-usable images

Buttons are for interactivity, such as starting or stopping a movie

A Movie Clip is a “movie within a movie”

Flash Symbol Types

Creating a Graphic Symbol

There are 2 primary ways to create a symbol– Insert > New Symbol command, and then draw

a symbol– Or draw an object and then use Insert >

Convert to Symbol

Use the “Convert to Symbol” dialog box to name the symbol effectively

The Symbol gets placed in the library, an instance remains on the stage

Naming a Symbol

Editing a Symbol

Select from the Library and double-click, or use Edit > Edit Symbol

Changes made to Symbols is reflected in all their associated Instances

Remember: changes made to Instances does not affect their (parent) Symbol

Working with Instances

Instances can be altered in many ways– Rotated, skewed, resized, re-colored, alpha

changes

Some limitations to editing an Instance– An instance is a single object with no

segments, therefore you cannot select just part of the instance to change

– Changes are made to the entire instance

– Use “Break Apart” for more edibility, but note that the link will be broken

Applying Effects to Instances

Understanding the Library

The Library provides a way to view and organize symbols

Change Symbol names and properties

Add or delete Symbols

The Library

Title Bar-names the movie with which the Library is associated– Sample and external libraries

Options Menu-provides access to additional features of the library

Item Preview-Displays the selected symbol

Toggle Sorting Order Icon

The Library

Wide and Narrow View

Name Text Box-Lists the folder and Symbol Names

New Symbol Icon-Displays the Create New Symbol Dialog box

New Folder Icon

Properties Icon

Delete Item Icon

The Library

Name Text Box

New Symbol Icon New Folder Icon Properties Icon

Options Menu

Understanding Buttons

Button Symbols provide interactivity

Any Flash object can be turned into a Button Symbol

Unlike Graphic Symbols, Button Symbols have four States which correspond to the use of the mouse and recognize the user requires feedback

The Four Button StatesUp-represents how the button appears when the mouse pointer is not over it

Over-represents how the button appears when the mouse pointer is over it

Down-how the button appears after the user clicks the mouse

Hit-Defines the area of the screen that will respond to the click

The Four Button States

The button timeline

Understanding ActionsIn a basic movie, Flash plays frames sequentially

To gain greater control, ActionScripting provides interactivity– Button presses can stop a Movie– Jump to a frame or scene– Play a sound

Analyzing ActionScriptBasic ActionScript involves an event (such as a mouse click) that causes some action to occur by triggering the script

ActionScript PanelEvent

Action

Assigning actions to a button

Select the desired button on the stage

Display the Actions Panel

Select the appropriate category

Select the desired action

Button Action EventsButtons respond to one or more of the following events– Press: With the pointer inside the button

Hit area, the user presses the mouse button

– Release: With the pointer inside the button Hit area, the user presses and releases the mouse button

Button Action Events– Release Outside: With the pointer inside

the button Hit area, the user presses and holds down the mouse button, moves the pointer outside the Hit area, and releases the mouse button

– Key Press: With the pointer inside the button Hit area, the user presses a predetermined key on the keyboard

– Roll Over: The user moves the pointer into the button Hit area

Button Action Events– Roll Out: The user moves the pointer out

of the button Hit area– Drag Over: The user holds down the

mouse button, moves the pointer out of the button Hit area and then back into the Hit area

– Drag Out: With the pointer inside the button Hit area, the user holds down the mouse button and moves the pointer outside the Hit area.

Basic ActionsCan be applied to a Button- To create interactivity

Can be applied to a Frame - causes the playhead to stop

More advanced actions, discussed in later units, can be applied to many different types of objects

Unit TasksWork with symbols and instances

Work with Libraries

Create buttons

Assign actions to buttons